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My Serenity campaign is over
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<blockquote data-quote="MerricB" data-source="post: 5252962" data-attributes="member: 3586"><p>Good luck with your projects, Cam!</p><p></p><p>As I've mentioned before, I was looking at the Serenity RPG shortly after I picked up the new Doctor Who RPG, and they tracked very closely in how characters looked, except that Dr Who was 2d6+Attribute+Skill for resolution (with Att and Skill being 1-6). </p><p></p><p>Meanwhile, Doctor Who's Story Points would change the level of success - you could have Major, Normal or Minor Failures or successes, and each SP you spent would change it one band - to a maximum of "Minor Success" if you had failed the check. You also had a limited number of SPs per session, with the number was based on how good your character was (fewer the better you were). So, that added some resource management to it, whilst characters had a much better idea of how effective SPs were.</p><p></p><p>Alas, I still haven't gotten to try the game yet. I have a bunch of heretics who don't like Doctor Who for friends! </p><p></p><p>I liked the Serenity system when I first read it, but play convinced me that it had issues, unfortunately. The character generation system inspired my players to come up with some great personalities, but we never quite worked out what the proper numbers were for skill checks. So, a lot of the time I ran it diceless, or rolled dice only to look good. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 5252962, member: 3586"] Good luck with your projects, Cam! As I've mentioned before, I was looking at the Serenity RPG shortly after I picked up the new Doctor Who RPG, and they tracked very closely in how characters looked, except that Dr Who was 2d6+Attribute+Skill for resolution (with Att and Skill being 1-6). Meanwhile, Doctor Who's Story Points would change the level of success - you could have Major, Normal or Minor Failures or successes, and each SP you spent would change it one band - to a maximum of "Minor Success" if you had failed the check. You also had a limited number of SPs per session, with the number was based on how good your character was (fewer the better you were). So, that added some resource management to it, whilst characters had a much better idea of how effective SPs were. Alas, I still haven't gotten to try the game yet. I have a bunch of heretics who don't like Doctor Who for friends! I liked the Serenity system when I first read it, but play convinced me that it had issues, unfortunately. The character generation system inspired my players to come up with some great personalities, but we never quite worked out what the proper numbers were for skill checks. So, a lot of the time I ran it diceless, or rolled dice only to look good. :) Cheers! [/QUOTE]
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