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<blockquote data-quote="J.Quondam" data-source="post: 9335296" data-attributes="member: 7030100"><p>I've been thinking about this sort of thing lately since I'm about to take a stab at the Captain's Log solo game for the Star Trek universe. It's based on the 2d20 system modified, as Modiphius does, to fit the style of the setting and intended modes of play. My intent is to use that system as presented, partly just to learn the basics of the 2d20 system. In the past, though, I've considered a short solo Star Trek game using the ultralite Lasers & Feelings system, but never got around to it.</p><p> </p><p>As far as the Trek lore goes I'll stick with it as far as I can, but will certainly deviate quite a bit since I stopped following Trek years ago and my IP knowledge is outdated. (It helps, too, that it's a solo game; and the rules explicitly spotlight reasons why one could/should deviate from established lore!) But generally I aim to remain faithful to the small amount of lore in the rulebook, and I might even dig out an old Trek tech manual or look up an occasional factoid online.</p><p></p><p>I played a some Star Wars d6 back when, focusing on smugglers and bounty hunters, and even then - before the lore had proliferated and rebooted as it has - we tended to stick to the lore only as far as the rulebook went plus whatever we could individually recall from movies or novels. I'd likely do it similarly today (Edge of Empire is on my shelf sad and unused), assuming the group I was with wasn't too married to the lore. I might even go with Scum & Villainy (another one collecting dust on my shelf) for a similar genre without the massive overhead of tons of lore.</p><p></p><p>There are some exceptions, I suppose. I've never played in a Middle Earth game, but I'd probably want that to stick pretty close to the established lore. Likewise for Dark Crystal, though its official lore is a lot smaller than many others, and probably more manageable if GMing.</p><p></p><p>All that said, when using established IP (which is fairly rare, tbh) I think it's most important to me for establishing a definite atmosphere and a convenient vocabulary to talk about that sort of world. The details of the lore are less important; i'll run mostly within my own headcanon, because I'm not an expert and don't have the time to become one. </p><p>Regarding systems, while I used to really enjoy hacking generic rules, i've grown to appreciate bespoke systems for specific IPs/genres if they're well done and fairly lightweight.</p></blockquote><p></p>
[QUOTE="J.Quondam, post: 9335296, member: 7030100"] I've been thinking about this sort of thing lately since I'm about to take a stab at the Captain's Log solo game for the Star Trek universe. It's based on the 2d20 system modified, as Modiphius does, to fit the style of the setting and intended modes of play. My intent is to use that system as presented, partly just to learn the basics of the 2d20 system. In the past, though, I've considered a short solo Star Trek game using the ultralite Lasers & Feelings system, but never got around to it. As far as the Trek lore goes I'll stick with it as far as I can, but will certainly deviate quite a bit since I stopped following Trek years ago and my IP knowledge is outdated. (It helps, too, that it's a solo game; and the rules explicitly spotlight reasons why one could/should deviate from established lore!) But generally I aim to remain faithful to the small amount of lore in the rulebook, and I might even dig out an old Trek tech manual or look up an occasional factoid online. I played a some Star Wars d6 back when, focusing on smugglers and bounty hunters, and even then - before the lore had proliferated and rebooted as it has - we tended to stick to the lore only as far as the rulebook went plus whatever we could individually recall from movies or novels. I'd likely do it similarly today (Edge of Empire is on my shelf sad and unused), assuming the group I was with wasn't too married to the lore. I might even go with Scum & Villainy (another one collecting dust on my shelf) for a similar genre without the massive overhead of tons of lore. There are some exceptions, I suppose. I've never played in a Middle Earth game, but I'd probably want that to stick pretty close to the established lore. Likewise for Dark Crystal, though its official lore is a lot smaller than many others, and probably more manageable if GMing. All that said, when using established IP (which is fairly rare, tbh) I think it's most important to me for establishing a definite atmosphere and a convenient vocabulary to talk about that sort of world. The details of the lore are less important; i'll run mostly within my own headcanon, because I'm not an expert and don't have the time to become one. Regarding systems, while I used to really enjoy hacking generic rules, i've grown to appreciate bespoke systems for specific IPs/genres if they're well done and fairly lightweight. [/QUOTE]
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