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D20 system to play Firefly?
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<blockquote data-quote="Morte" data-source="post: 2247136" data-attributes="member: 9413"><p>And yet somehow none of them die. Well, except for 30 seconds in a torture chamber with a resuscitator on standby. However many drop, they get back up. Handy, having a scripwriter between you and any lethal wounds... It's synthetic grit, like buying pre-faded jeans with pre-sown patches.</p><p></p><p>[So, for Firefly you don't use any D20 engine with "Fortitude save vs damage or die". You'll be wanting to take "bleed to -10" and extend it to -20 or -30 for Firefly. Then PCs will "drop" instead of dying, and Simon will have something to do.]</p><p></p><p>Nor do I see much in the way of PCs getting shot/injured at random (i.e. dice driven) moments. It always happens at some crucial point in a story. A game that reproduces Firefly should build these screen-writing conventions into the mechanics.</p><p></p><p>In the climax of my first T20 campaign, the PCs flew a grav bike through a window into the executive offices at the top of a tower block. They took out seven guard robots and the mad BBEG in a desprate battle to save a city of 60,000 from asphyxiation. They finished bloody, but standing. Cinematic? Sort of, but they earned it the hard way. Would this have brought injuries in Firefly? Sure. Would anyone have died here in Firefly? Well, if it was going to happen at all it would be at an event like this. Maybe in the last episode of the season. A few minutes later one of them investigated some looters in a warehouse and got killed by a crit from an NPC with no name or character sheet. That would never, <em>ever</em>, happen in an episode of Firefly. But it will happen if you use wargame-derived bottom-up-simulationist rules in the style of Traveller or GURPS and the Firefly setting, instead of getting rules that emulate the Firefly genre.</p></blockquote><p></p>
[QUOTE="Morte, post: 2247136, member: 9413"] And yet somehow none of them die. Well, except for 30 seconds in a torture chamber with a resuscitator on standby. However many drop, they get back up. Handy, having a scripwriter between you and any lethal wounds... It's synthetic grit, like buying pre-faded jeans with pre-sown patches. [So, for Firefly you don't use any D20 engine with "Fortitude save vs damage or die". You'll be wanting to take "bleed to -10" and extend it to -20 or -30 for Firefly. Then PCs will "drop" instead of dying, and Simon will have something to do.] Nor do I see much in the way of PCs getting shot/injured at random (i.e. dice driven) moments. It always happens at some crucial point in a story. A game that reproduces Firefly should build these screen-writing conventions into the mechanics. In the climax of my first T20 campaign, the PCs flew a grav bike through a window into the executive offices at the top of a tower block. They took out seven guard robots and the mad BBEG in a desprate battle to save a city of 60,000 from asphyxiation. They finished bloody, but standing. Cinematic? Sort of, but they earned it the hard way. Would this have brought injuries in Firefly? Sure. Would anyone have died here in Firefly? Well, if it was going to happen at all it would be at an event like this. Maybe in the last episode of the season. A few minutes later one of them investigated some looters in a warehouse and got killed by a crit from an NPC with no name or character sheet. That would never, [i]ever[/i], happen in an episode of Firefly. But it will happen if you use wargame-derived bottom-up-simulationist rules in the style of Traveller or GURPS and the Firefly setting, instead of getting rules that emulate the Firefly genre. [/QUOTE]
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