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Serenity Roleplaying Game
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<blockquote data-quote="Rodrigo Istalindir" data-source="post: 3455022" data-attributes="member: 2810"><p>I've run it at a couple of gamedays. There are some elements I like, but the skill system needs a ton of refinement IMO. The book and the fan support, though, would be valuable for running your own game whichever system you use.</p><p></p><p>Were I going to use it, I'd be tempted to dump most of the subskills. I'd make the ones I thought important enough to keep their own primary skills, eliminate the dice break between general and specialized skills, and retool the skill point allocation to fit. As it stands, its a pain for the DM to adjudicate on the fly. If the DM isn't flexible, it can hurt players when spending points as they'll end up with skills they rarely use through no fault of their own. I wouldn't like losing the interplay between character and DM in coming up with interesting skill combinations, but in my limited experience that doesn't happen often enough to offset the other problems.</p></blockquote><p></p>
[QUOTE="Rodrigo Istalindir, post: 3455022, member: 2810"] I've run it at a couple of gamedays. There are some elements I like, but the skill system needs a ton of refinement IMO. The book and the fan support, though, would be valuable for running your own game whichever system you use. Were I going to use it, I'd be tempted to dump most of the subskills. I'd make the ones I thought important enough to keep their own primary skills, eliminate the dice break between general and specialized skills, and retool the skill point allocation to fit. As it stands, its a pain for the DM to adjudicate on the fly. If the DM isn't flexible, it can hurt players when spending points as they'll end up with skills they rarely use through no fault of their own. I wouldn't like losing the interplay between character and DM in coming up with interesting skill combinations, but in my limited experience that doesn't happen often enough to offset the other problems. [/QUOTE]
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