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<blockquote data-quote="MerricB" data-source="post: 5252667" data-attributes="member: 3586"><p>Hmm. Tough question. I'm really not sure. I was really running a Firefly-inspired RPG rather than Firefly itself, and I only consulted the rulebook on occasion. Most of the things I needed to know weren't covered in the show, so I was just Making It Up (tm). <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>For those interested in such things, here's my original plan for the campaign:</p><p></p><p></p><p>1. Jailbreak</p><p>The characters steal the Jailbait</p><p></p><p>2. Billy</p><p>The characters meet a drifter with an unsavoury past.</p><p></p><p>3. Half-breed</p><p>Introducing Grant, and a mysterious gang of “Reavers”.</p><p></p><p>4. Derelict</p><p>The group come across a derelict Federation ship emitting a signal that screws with the Jailbait’s sensors. When aboard to disable its beacon, they discover it was carrying Billy until it was attacked by an unidentified ship. Then they need to get away from a Federation rescue vessel... that surprises them because of their malfunctioning sensors.</p><p></p><p>5. The Man for the Job (Popey-themed episode)</p><p>The group arrive at their destination, only to find that Aiden (Popey) is in trouble with the local crimelords, and need them to do a job to clear their name.</p><p></p><p>6. The Price of Honor (Nash-themed episode)</p><p></p><p>7. Running on Empty (Nash-themed episode)</p><p></p><p>8. Haven – the group find an old Federation asteroid military base that has been deserted.</p><p></p><p>9. Haven pt 2 – </p><p></p><p>10. Sarah-themed episode</p><p></p><p>11. Derek-themed episode</p><p></p><p>12. The Deal (part 1): Agents of the Federation have a deal that will allow the Jailbait to continue to operate as an independent operator... if they’ll just do a job for them.</p><p></p><p>13. The Deal (part 2): The job goes sour.</p><p></p><p>Parts 11, 12 and 13 got changed when I realised how great "Doc's Gang" were as villains, and when the group went and raised havoc on a Navy Base. Parts 10-13 all started to end on cliffhangers, which was <em>not</em> my intention, but was the way it played. I did give Sarah (playing Miss Roux, the charismatic 2inC) a chance to roleplay a lot during eps 10-11, and Derek's character (Logan) was the apprentice of Memphis Black, so a lot of 11 was about him anyway.</p><p></p><p>As they were captured at the end of #11, "The Deal" didn't have a chance to happen. Instead, they needed to escape in #12, which set up the showdown in #13. </p><p></p><p>Jesse's character, Breeze, turning out to be a traitor was not in my original notes. After the fifth or sixth session, neither Jesse (a first-time roleplayer) or I were happy with the character. I went home from that session intending to kill him off, but changed my mind and thought "wouldn't it be great if he was working for Niska". When I next saw Jesse, I discovered that he had the same idea! We decided to reveal it as the cliffhanger to part #12, and so it was.</p><p></p><p>In actual fact, I wasn't meant to be running this game: I was meant to be playing in it! However, after three sessions, we realised that I had a few too many ideas for the campaign and Mick would be better as a player. So, Mick created a new character, "Jet", and I never got a chance to play my character - Ed Grant - a suffering war hero. If I'd had him as a PC, there's no way that he would have been revealed as working for the Alliance...</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 5252667, member: 3586"] Hmm. Tough question. I'm really not sure. I was really running a Firefly-inspired RPG rather than Firefly itself, and I only consulted the rulebook on occasion. Most of the things I needed to know weren't covered in the show, so I was just Making It Up (tm). ;) For those interested in such things, here's my original plan for the campaign: 1. Jailbreak The characters steal the Jailbait 2. Billy The characters meet a drifter with an unsavoury past. 3. Half-breed Introducing Grant, and a mysterious gang of “Reavers”. 4. Derelict The group come across a derelict Federation ship emitting a signal that screws with the Jailbait’s sensors. When aboard to disable its beacon, they discover it was carrying Billy until it was attacked by an unidentified ship. Then they need to get away from a Federation rescue vessel... that surprises them because of their malfunctioning sensors. 5. The Man for the Job (Popey-themed episode) The group arrive at their destination, only to find that Aiden (Popey) is in trouble with the local crimelords, and need them to do a job to clear their name. 6. The Price of Honor (Nash-themed episode) 7. Running on Empty (Nash-themed episode) 8. Haven – the group find an old Federation asteroid military base that has been deserted. 9. Haven pt 2 – 10. Sarah-themed episode 11. Derek-themed episode 12. The Deal (part 1): Agents of the Federation have a deal that will allow the Jailbait to continue to operate as an independent operator... if they’ll just do a job for them. 13. The Deal (part 2): The job goes sour. Parts 11, 12 and 13 got changed when I realised how great "Doc's Gang" were as villains, and when the group went and raised havoc on a Navy Base. Parts 10-13 all started to end on cliffhangers, which was [i]not[/i] my intention, but was the way it played. I did give Sarah (playing Miss Roux, the charismatic 2inC) a chance to roleplay a lot during eps 10-11, and Derek's character (Logan) was the apprentice of Memphis Black, so a lot of 11 was about him anyway. As they were captured at the end of #11, "The Deal" didn't have a chance to happen. Instead, they needed to escape in #12, which set up the showdown in #13. Jesse's character, Breeze, turning out to be a traitor was not in my original notes. After the fifth or sixth session, neither Jesse (a first-time roleplayer) or I were happy with the character. I went home from that session intending to kill him off, but changed my mind and thought "wouldn't it be great if he was working for Niska". When I next saw Jesse, I discovered that he had the same idea! We decided to reveal it as the cliffhanger to part #12, and so it was. In actual fact, I wasn't meant to be running this game: I was meant to be playing in it! However, after three sessions, we realised that I had a few too many ideas for the campaign and Mick would be better as a player. So, Mick created a new character, "Jet", and I never got a chance to play my character - Ed Grant - a suffering war hero. If I'd had him as a PC, there's no way that he would have been revealed as working for the Alliance... Cheers! [/QUOTE]
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