Meloncov
First Post
At Origins this year I was able to play a three hour long demo of Sovierghn Press' Firefly/Serenity RPG.
The system in short:
The game completely avoids numerical modifiers on rolls. Instead, you have a ability dice and a skill dice, both of which are between a d2 and a d12. You roll both dice, add them together, and compare to the DC. Circumstances can move your die up or down a varying number of points.
The system strongly empasis's plot points. These points are awarded when someone does somthing in charector, but not nessasairly beneficial, say when a charector with the Honest complication tells the truth when itwould be easier to bluff. They are also awarded at the GM's discretion for any other remarcable actions. They can be spent to improve die type on rolls, make scene edits to the situation the GM describes, and a balencing mechanism to allow charectors to take actions that would normally be unbalencing.
As far as I could tell, their were no levels.
Each charector has both traits, which are beneficial, and complications, which, though not always harmful, can lead to complications. Included in this catagory are moral codes, relationships, and enemies.
Though it was difficult to differentiate what was a product of the players and what was a product of the system, I left the game with a very high impression.
The system in short:
The game completely avoids numerical modifiers on rolls. Instead, you have a ability dice and a skill dice, both of which are between a d2 and a d12. You roll both dice, add them together, and compare to the DC. Circumstances can move your die up or down a varying number of points.
The system strongly empasis's plot points. These points are awarded when someone does somthing in charector, but not nessasairly beneficial, say when a charector with the Honest complication tells the truth when itwould be easier to bluff. They are also awarded at the GM's discretion for any other remarcable actions. They can be spent to improve die type on rolls, make scene edits to the situation the GM describes, and a balencing mechanism to allow charectors to take actions that would normally be unbalencing.
As far as I could tell, their were no levels.
Each charector has both traits, which are beneficial, and complications, which, though not always harmful, can lead to complications. Included in this catagory are moral codes, relationships, and enemies.
Though it was difficult to differentiate what was a product of the players and what was a product of the system, I left the game with a very high impression.