Hi there!
It's definitely a matter of style. The Cortex System style of play doesn't work with groups who might be very biased toward a particular rules set or style of play. I tried to get my old game group to switch from AD&D 2nd Edition to other games, but in the end they hated it. They wanted their D&D back (from GURPS, SAGA, TORG, you name it).
Scenarios for Serenity need to be either written for or customized for the group, so that everyone gets a chance to shine and use their skills. The Wash, Simon, and Kaylee types need a chance to shine just as much as the Mals, Zoes, and Jaynes. And with the skill system and character build, and with my own experience with the game, it seems that it works. Obviously some here disagree.
** Jamie
It's definitely a matter of style. The Cortex System style of play doesn't work with groups who might be very biased toward a particular rules set or style of play. I tried to get my old game group to switch from AD&D 2nd Edition to other games, but in the end they hated it. They wanted their D&D back (from GURPS, SAGA, TORG, you name it).
Scenarios for Serenity need to be either written for or customized for the group, so that everyone gets a chance to shine and use their skills. The Wash, Simon, and Kaylee types need a chance to shine just as much as the Mals, Zoes, and Jaynes. And with the skill system and character build, and with my own experience with the game, it seems that it works. Obviously some here disagree.
** Jamie
Pbartender said:Hi, Jamie... I think you're signature is on the inside cover of my prize copy right alongside Margaret's.
I think that might be the core of my personal bad experiences with the game, at least. A GM who was trying really hard to emulate the "freebooters up to their necks in trouble" style of the television show, and going just a bit too far. There wasn't a single situation presented in which we could use our own personal wits or the character's skills to succeed. Everything we'd tried ended up being a long shot that blew up in our faces in spectacular failure. In the end, we ended up nibbling at the hooks, but never taking the bait, flitting from plot point to plot point without really acciomplishing anything or even really knowing what we were supposed to be accomplishing in the first place.
At the time it seemed a failure of the mechanics of the rules, but in hindsight, it could have equally been the fault of a GM who thought he was being clever, but wasn't.