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My Science-Fiction RPG 2014/2015 Appreciation Thread
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<blockquote data-quote="Azgulor" data-source="post: 6538425" data-attributes="member: 14291"><p><strong>Framework:</strong> While I wanted to run a science fiction campaign, I had no idea how my players would receive it and if it would be something that would survive beyond a session or two. Given that, the trial session was designed to introduce the rules system and the first “real” session was intentionally kept pretty generic, drawing inspiration from a few recent video game franchise’s for making easy references that my players would understand. My players wanted a zombie survival horror game and I convinced them that I could do it while wrapping it into a science fiction campaign.</p><p></p><p>The following is a tool set that I’ve gathered over time. Some of the purchases like Future Armada started years ago, some are recent purchases. I recognize that not everyone is going to be able to, or even want to, buy everything on this list but I want to give credit where credit is due. All of these products have significantly enriched my science fiction RPG gaming. </p><p></p><p><strong>System: <em>Savage Worlds Deluxe (Pinnacle Entertainment Group)</em></strong></p><p>Savage Worlds was a system that I picked up specifically on the hopes that it would be a good system for science-fiction gaming. I’ve since found it to be a game of surprising depth and incredible flexibility. Previously, I’ve run games using Star Frontiers, Traveller, Alternity, d20 Modern/Future, and GURPS. They all have their strengths and weaknesses but prior to discovering Savage Worlds, the most “complete” game was GURPS. While the system ran quickly during play, GM prep was my least favorite aspect of the game despite the library of well-written supplements. It just didn’t work for me – a husband & dad with a full-time job. Savage Worlds allowed for easy customization but still had satisfying tactical combat without sacrificing speed of play. Even before the Science Fiction Companion came out, the core rulebook was enough to run a barebones science fiction game. Combat, exploration, chases, dramatic conflicts, a Mexican-standoff, a struggle to gain control of a pistol – this game does it all quickly, easily, and in a satisfying way.</p><p></p><p>Once the Science Fiction Companion was published I was set. Between the content within and an improved understanding of Savage Worlds, I could replicate just about anything that I wanted to, from Titanfall mechs, to Halo weaponry, and including Dead Space necromorphs and my beloved Star Frontiers races.</p><p></p><p>Even better, Pinnacle now offers <em>The Last Parsec</em>, a science fiction setting that reads like the spiritual successor to Star Frontiers. Rather than taking a “Galaxy-down” approach, the books released to date provide broad-stroke info on the larger setting and instead provide “zoomed-in” detail on a single planet or solar system. Highly recommended.</p></blockquote><p></p>
[QUOTE="Azgulor, post: 6538425, member: 14291"] [b]Framework:[/b] While I wanted to run a science fiction campaign, I had no idea how my players would receive it and if it would be something that would survive beyond a session or two. Given that, the trial session was designed to introduce the rules system and the first “real” session was intentionally kept pretty generic, drawing inspiration from a few recent video game franchise’s for making easy references that my players would understand. My players wanted a zombie survival horror game and I convinced them that I could do it while wrapping it into a science fiction campaign. The following is a tool set that I’ve gathered over time. Some of the purchases like Future Armada started years ago, some are recent purchases. I recognize that not everyone is going to be able to, or even want to, buy everything on this list but I want to give credit where credit is due. All of these products have significantly enriched my science fiction RPG gaming. [b]System: [i]Savage Worlds Deluxe (Pinnacle Entertainment Group)[/i][/b] Savage Worlds was a system that I picked up specifically on the hopes that it would be a good system for science-fiction gaming. I’ve since found it to be a game of surprising depth and incredible flexibility. Previously, I’ve run games using Star Frontiers, Traveller, Alternity, d20 Modern/Future, and GURPS. They all have their strengths and weaknesses but prior to discovering Savage Worlds, the most “complete” game was GURPS. While the system ran quickly during play, GM prep was my least favorite aspect of the game despite the library of well-written supplements. It just didn’t work for me – a husband & dad with a full-time job. Savage Worlds allowed for easy customization but still had satisfying tactical combat without sacrificing speed of play. Even before the Science Fiction Companion came out, the core rulebook was enough to run a barebones science fiction game. Combat, exploration, chases, dramatic conflicts, a Mexican-standoff, a struggle to gain control of a pistol – this game does it all quickly, easily, and in a satisfying way. Once the Science Fiction Companion was published I was set. Between the content within and an improved understanding of Savage Worlds, I could replicate just about anything that I wanted to, from Titanfall mechs, to Halo weaponry, and including Dead Space necromorphs and my beloved Star Frontiers races. Even better, Pinnacle now offers [i]The Last Parsec[/i], a science fiction setting that reads like the spiritual successor to Star Frontiers. Rather than taking a “Galaxy-down” approach, the books released to date provide broad-stroke info on the larger setting and instead provide “zoomed-in” detail on a single planet or solar system. Highly recommended. [/QUOTE]
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