I think the fact that it forces you to avoid combat or at the very least make an intricate plan (and be prepared to run if it goes wrong) is a big part of it. If you used the Savage Worlds rules (or D&D rules) it would encourage combat, since you can slug it out even if your plan goes awry (or if it's a weak plan to begin with). Sure, you can do a little min/maxing and take all combat Assets, but if the rest of the group doesn't do that your one trick pony doesn't get much of a chance to shine (yes, my group has someone like that, but the player is fine with the streotypical role and playing up his Amorous Complication).buzz said:In what ways do you feel it does, DS?
I see much the same going on in my group, it is run very fast and loose. However, the rules are there (and used) when something needs to be done (including using Influence and Persuasion). They haven't gotten in the way, but they are being used.buzz said:In our play so far, I haven't really seen it. At least, I'm not seeing it evoke the spirit any more or less than a generic system paired with the setting material would. The closest I think we've come was a scene in which we had to bluff some Alliance feds who'd boarded our ship to keep them from finding a passenger we were transporting. Thing is, we did most of it without the rules coming into play at all. Even with my original draft of my PC (who actually had good Influence and Persuasion skills), I don't think it would have worked if we actually rolled for it.
Wow, really? Thanks so much for pointing that out!molonel said:(That quote was YOU, incidentally.)
*looks in the Keep Flyin' section (the rules)*molonel said:Nobody suggested that the GM was incorrectly interpreting the rules. They just said that for a normal landing, they should have skipped the rules and not allowed them to crash even though they were evidently playing the game correctly.
We have no indication that the GM was setting the DCs for the tasks overly high, and two suggestions (one from you) that offered that maybe USING THE RULES wasn't the best idea.
No, I said it wasn't at the bottom of the list, but thanks for twisting my words...molonel said:It's damning with faint praise when you say that a game isn't the worst system you've ever played.
Dragon Snack said:Wow, really? Thanks so much for pointing that out!
Dragon Snack said:See above why I consider botches to be a good thing in this setting.
Dragon Snack said:*looks in the Keep Flyin' section (the rules)*
Lookie there, "...only a b'n dahn would roll them [the dice] for every single action attempted. Truth be told, most actions in the game don't require the use of dice at all."
Dragon Snack said:So, while we don't know what the situation was exactly, as described to us, the GM was not using the rules correctly. Imagine that.
molonel said:That's called CYOA in game-design terms.
Color me unimpressed. If the mechanics are so screwed up that I can't use them for normal actions like landing my ship without ending the campaign in a flaming wreck of a TPK, why did I pay money for this system, again?
Cam Banks said:It's very simple. The GM thinks to himself, is failing this skill check going to drive the story forward in any meaningful sense? Is failing this skill check going to be dramatically interesting in any way? Is there some element of risk we want to worry about? If so, roll the dice. If not, don't.
Cam Banks said:If I had a GM in any game, not just this one, who thought that you had to roll the dice for every single action my character attempted, and where failing was just stupid and made no sense at all ("you crash! HA HA HA HA!" or "you trip while chewing gum! ROTFLMAO!!!!ONEONE!") then I'd have to kick him.
Cam Banks said:Even failing should be interesting, or have some relevance. We shouldn't be concerned about those actions that don't have any significance. These rules are set up in such a way that, even if you fail, at least it means something, and thus for dramatic purposes there's not a lot of "I can't possibly fail this difficult check" stuff.
Cam Banks said:I get that you don't grok this, but a lot of people do, and they have adopted this kind of play in other games. Dogs in the Vineyard is an excellent example of "say yes unless it's dramatically interesting to roll the dice."
To be specific, DitV's "Say Yes" isn't about rolling when it's "dramatically interesting." It's an admonition to not bother rolling if there is no conflict of interest. That's a critical difference between that game and Serenity. Serenity is a "roll when the GM says" system.Cam Banks said:Dogs in the Vineyard is an excellent example of "say yes unless it's dramatically interesting to roll the dice."
My group is admittedly fairly combat-focused. Thing is, min-maxing for combat effectiveness is just so dang easy, and it doesn't necessarily require that your PC be a one-trick pony. Our ace twinker created a PC that can punch through schools, but is also an awesome mechanic.Dragon Snack said:I think the fact that it forces you to avoid combat or at the very least make an intricate plan (and be prepared to run if it goes wrong) is a big part of it. ... Sure, you can do a little min/maxing and take all combat Assets, but if the rest of the group doesn't do that your one trick pony doesn't get much of a chance to shine...
See, I'd rather that, instead of being an "if" in the GM's hands, the system actually made Firefly-esque things happen. E.g., how damage in Truth & Justice makes genre-appropriate complications arise; take a hard hit from Doc Ock and Aunt May ends up getting kidnapped by Green Goblin.Dragon Snack said:If the GM uses the botch as a way to tweak your character (instead of shafting you over), it plays that part of the series up.
My beef with Serenity skills is that the rules are most vague about the ones your PC is best at (with the exception of combat skills). My PC originally had an Intuition specialty under Perception. However, what this means is pretty much up to the GM. I'd hoped it would synergize with his Nose for Trouble Asset, but it just never came up. Ergo, when I revised him, I ditched that and just pumped up Guns/Pistol and got some basic Medical Expertise instead.Dragon Snack said:The skills have been ripped on as well, but I think having a (seemingly) vast array of them allows you to customize the game to what you want. Sure, many could be dropped altogether (and perhaps should), but they are there if you want to go in that direction (or more likely, to show newer players where they could go).
I guess I do. A DM looking to focus on story in D&D is going to have to fudge, because the system just isn't about that. D&D is up front about this, so that doesn't bother me. Firefly, otoh, is about story and character and conflict... if the GM needs to fiddle in order to make that happen, then I don't think the system is really doing its job.Dragon Snack said:Maybe it's the GM (I haven't perused much of the GM section of the book), he may very well be throwing out many of the rules or altering the DCs of tasks (we don't seem to be failing that many rolls as was hinted at in others posts). I see DMs do much the same in a lot of D&D games, so that shouldn't automatically be a disqualifier of the system.
buzz said:To be specific, DitV's "Say Yes" isn't about rolling when it's "dramatically interesting." It's an admonition to not bother rolling if there is no conflict of interest. That's a critical difference between that game and Serenity. Serenity is a "roll when the GM says" system.
This is pretty much at the heart of my issues with the game.
See, what I would have preferred is that instead of Mal's loyalty to his crew being a Complication that exists solely to earn him more Plot Points if his player hams it up and the GM appreciates it (if he even remembers), it could instead be an Aspect of his character (to use some pseudo-FATE terminology). Then, when the scene above happens, Mal's player could say something like, "Man, we don't have time for this. I spend some Joss Points to invoke my You're On My Crew and Alliance Can Bite Me aspects. I shoot the fed in the face. Before he even hits the floor, Jayne and I toss his ass out the cargo doors. Wash, get us in the air, NOW!"
Similarly, there would be times when the GM could invoke these same aspects (earning Joss Points for Mal in exchange) when they would get Mal in trouble. "Well, logic tells you that completing the train job with a whole regiment of Alliance on board is plain suicide, but, hey, Alliance Can Bite Me. Take three Joss Points."
See, that would be way cooler in my book.
eyebeams said:I think this represents a problem with the institution of GMing. There's a whole bunch of communication between people that's missing in this whole thing. The GM doesn't regulate rolls in isolation from the needs of the group.