(OT) Firefly...(T20)

BluWolf

Explorer
I saw my first episode of Firefly last night. While not a perfect serial I was very impressed with the concept. I enjoyed it.

I have been on a little bit of a Sci-Fi gaming kick lately and thought this would be a very cool setting for say a T20 campaign. Any thoughts???

By the way when I say Sc-Fi kick it means I am starving for a good Sci-Fi campaign because I have NEVER in over 20 years of gaming had a chance to play in a good Sci-Fi game. Its depressing.
 

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I've been thinking the same thing (about Firefly -- I've been in some good Sci-Fi campaigns). 'Firefly' is well-suited to RPGs, I think. The major problems I've encountered in running or playing in Sci-Fi campaigns have been largely due to money and travel.

1. In modern and post modern settings, scarcity of an item typically should not be an issue, while in fantasy settings, swords, etc., have to be hand-crafted at a significant effort and expense. From a player's perspective, not being able to find exactly what they want makes sense in a low-tech campaign, but they (rightfully) get a little skeptical when you tell them that there isn't a single heavy blaster rifle on the planet.

This quickly leads to a situation where either everyone has every piece of equipment their hearts' desire, or the DM is forced to constantly work to keep the party poor and items hard to find. The tech-level system in Traveller makes this a little easier to deal with, since they will know ahead of time that if they are going to a TL5 world, they won't be able to find certain things. This dove-tails nicely with the Firefly setting, which has the relative paucity of technology on the fringe as a central theme.

2. A large part of low-tech campaigns will be focused around travel -- random encounters, tracking enemies, going from town to dungeon and back, etc. This has a couple of side-benefits:

-- it keeps the flow of time plausible (ie No, you didn't go from 1st to 2nd level in 2 days -- there was weeks of travel involved)

-- it makes keeping the party supplied a challenge (sure, you can run back to town for more healing potions, but it will take you a week, and the goblins you killed will have been replaced)

-- it let's the DM keep the world at a size he can manage. You don't have to worry as much about players heading for parts unknown, and you can delay them enough to give you time to prepare for it.

In Sci-Fi settings, where players feel free to hyperspace about on a moments notice, this can be a problem. Need more med-kits? Hop on your landspeeder and be back from town in 20 minutes. Have a yen to visit Tattooine, but you're halfway across the galaxy? No sweat -- a ticket on a space transport is cheap, and it only takes a couple days to get there.

In a Firefly setting, ships are scarce, and it seems like some planets go weeks or months without an off-planet visitor. This would let the DM keep a little tighter rein on player movement, and help keep the campaign focused.

Maybe that's enough rambling for now....I'm looking forward to checking out the Traveler d20. I've been disappointed with SW d20, and I've not read a single thing about d20 Modern that makes me at all interested.
 


BluWolf said:
Here is a random thought...

Has anyone run a Sci-Fi campaign were the party doesn't have their own ship???

We had that in Star Wars for a little while. We had to pay for transports and other rides while we saved up for a used ship.
 

BluWolf said:
Here is a random thought...

Has anyone run a Sci-Fi campaign were the party doesn't have their own ship???

Frequently. More often than not, actually, at least for most of the campaign. Keeping the party ship-less lets you keep the campaign a little more linear and structured, and its a wonderful goal for the PCs. Depending on the setting, you can always have one assigned to them for the duration of a mission.

Starships can add a lot of complication. If they are commonplace and easy to acquire, it makes it very hard to keep the party on track. If they are hard to acquire, and forced the party to expend a lot of effort and resources, they get pretty angry if it gets destroyed.
 

I moving this to the d20 Systems Games, since it's really more about how to find a good system for a Firefly-type campaign than it is about the series.
 

No ship

BluWolf said:
Here is a random thought...

Has anyone run a Sci-Fi campaign were the party doesn't have their own ship???

I have played in a number of sci-fi campaigns, both with and witout ships. The campaigns without ships invariably last longer. The freedom that a ship provides searves as a good connector between adventures, but makes holding on to a structured campaign more difficult.
 

I think it's a cool show with alot of gaming related potential. You could use Goodman Games' Broncosaurus Rex game or some of the Deadlands/HoE d20 rules to add that Western Element to your Sci-Fi Setting.
My 2 Cents,
Brutorz Bill
 

I have the opposite effect. SF games with ships tend to last longer with me, mostly becuase a secondary motivation to the party is finding cash to for the care and feeding of the ship.

Some of the secret to that method is to have you do the "bookkeeping" on how much it costs to maintain the ship and when it is out of fuel. That way when I say it's time to refuel (when the characters are broke) it's time to refuel.

"We need this run to count. If things go wrong, we have to get a tow home."

I tend to think of starships as more like jets than like boats logistialy speaking, which may be part of why it seems that my shipless campaigns have less focus. It's easy to scrouge up cash for tickets compared to paying for repairs.

For my current Farscape game, I am also using a lot of "TV tricks." I start a session in a firefight and then explain how the PCs fell for the ambush later. It seems to work becasue everyone says "well I it is a TV show" If I had tried that in my fantasy game, I would be lynched.

The cool thing about Firefly is that since it is a human only show, you could pretty much use any game system you want.

Heck, even the lack of aliens and psionics is a bonus because a GM can spice up the game at later time by adding these elements in.

On a related note. Gina Torres -- Mr. Fishbourne is such a lucky husband.
 


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