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Serenity Roleplaying Game
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<blockquote data-quote="Clueless" data-source="post: 3455070" data-attributes="member: 11802"><p>It's one of those 'add two dice together to hit a target number' sort of systems - which can cause some oddball effects at the table as I'm not entirely sure the statistics of that sort of system are well thought out. With those sort of systems you can get a very 'feast or famine' situation going - where when the dice are with you they're *with* you, and when they're not, they're very very not, and there's no middle ground. To make up for it though, there are action points which a GM should give frequently and generously. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>As a resource for the world it's pretty good at filling in a lot of blanks, though not enough but that's impossible to do within a reasonable page count anyways.</p><p></p><p>For the 'after a few rounds we had to run' problem - why on earth did your GM let your fights last that many rounds? In a modern setting it's much much much more effective to play in a covert ops/Shadowrun mode. Sneaky. It sounds like a badly planned encounter or approach to encounter combined with those funky statistics to cause that problem.</p><p></p><p>Over all - if you've got a group interested in playing, I'd pick it up for the resource and setting material at the least. If you already have a game system you prefer to use that would work for it and that your players are interested in - I'd be quite tempted to use to provide the rules structure and the Serenity book to provide the setting.</p></blockquote><p></p>
[QUOTE="Clueless, post: 3455070, member: 11802"] It's one of those 'add two dice together to hit a target number' sort of systems - which can cause some oddball effects at the table as I'm not entirely sure the statistics of that sort of system are well thought out. With those sort of systems you can get a very 'feast or famine' situation going - where when the dice are with you they're *with* you, and when they're not, they're very very not, and there's no middle ground. To make up for it though, there are action points which a GM should give frequently and generously. ;) As a resource for the world it's pretty good at filling in a lot of blanks, though not enough but that's impossible to do within a reasonable page count anyways. For the 'after a few rounds we had to run' problem - why on earth did your GM let your fights last that many rounds? In a modern setting it's much much much more effective to play in a covert ops/Shadowrun mode. Sneaky. It sounds like a badly planned encounter or approach to encounter combined with those funky statistics to cause that problem. Over all - if you've got a group interested in playing, I'd pick it up for the resource and setting material at the least. If you already have a game system you prefer to use that would work for it and that your players are interested in - I'd be quite tempted to use to provide the rules structure and the Serenity book to provide the setting. [/QUOTE]
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