eyebeams said:
I think about the only resemblance between it and Traveller is that there are some guys in a ship hauling cargo. In Traveller, the cargo and associated bean counting is important. In Firefly? It's fluff. One of the main differences between the series and any game is that the background stuff in Firefly is nakedly designed to create pseudo-Western situations. Outside of that, the economics mean very little. And of course, there are inbuilt limits that keep Browncoats from being rich, influential guys, skewing the whole capitalist-advancement thing in RPGs.
In both
Traveller's Far Trader campaign model and
Firefly, you have an ensemble cast of characters who crew a merchant ship in a hardish-SF setting. Each "adventure" begins with their need to find work and haul cargo from planet A to planet B. Any profit they make then tends to get eaten up by maintenance costs, salaries, and the mortgage on their starship... which then starts the job-hunting cycle once again.
I'm not saying they're identical, but the parallels are pretty obvious, I think.
Sure, no
Firefly RPG should be about the bean-counting. It's about the situations you fall into during the job-hunt. Of course, a lot of
Traveller merchant campaigns are about this, too.
eyebeams said:
This is confusing "is" and "ought." It's pretty clear in Firefly that if Malcolm Reynolds shoots you, you probably die. This does not mean that it's "all you need" in any way, shape or form.
I'm not sure what point you're trying to make here. I was just making a comment on the game's mechanics.
Fightin' Type is an Asset so good that there's no reason not to take it. The skill system is vague enough that the only specialties worth taking are ones specifically called out in the rulebook, which is mostly combat skills. Called shots are easy-peasy if you've taken the above skill advice, and are very effective. Ergo, it's great formula for success. Certainly a more useful option than putting points into Persuasion specialties.
eyebeams said:
In Serenity, Walsh's death is a tragic blindside. In a narrative game, it means nothing at all.
FYI, it's "Wash," not "Walsh."
I guess I'd want to know what specific system(s) you're talking about. I don't think that Nar-focus has to mean that a PC death can't be unexpected or meaningless. Something more detached like
Universalils, sure. Taking your example of DitV, I could see a big conflict ending with fallout that the player describes as, "Wash... Wash dies," and the other players going "Woah!"
I don't think DitV would even be on my list of Nar options, though.
Also, if we really want to stretch the game-analysis of the film,
Serenity is essentially the wrap-up to Joss' campaign. One could easily imagine Wash's player taking the GM aside at some point and saying he'd like to see his PC get a cool death and leave the execution (no pun intended) to the GM.
eyebeams said:
For that reason alone, pseudo-narrative games are probably one of the worst choices. That, and tactical gaming, since a tactical focus damages the interpersonal focus.
You make some general recommendations in your other post. Would you be able to give some examples of existing systems you think might be a good fit?