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<blockquote data-quote="vrykyl" data-source="post: 3459899" data-attributes="member: 3644"><p>Okay, I'm happy to address your points and I've not only run the system plenty of times myself, but worked with lots of people who run it on a regular basis. "Clumsy" and "inelegant" or words pretty heavily laced with opinion. Can you clarify what you mean? I've had lots of people say the rules aren't comprehensive enough and almost too "elegant" (meaning sticking very closely with a core game mechanic and not providing endless alternate rules for every situation).</p><p></p><p>As for "make normal tasks into possible suicide missions" I'm not quite sure where you're coming from, either. The example of crashing the ship on a routine landing on a flat surface on a clear day is specifically outside of our presentation in the rules -- where you don't roll the dice for ordinary things like flipping a light switch or getting dressed in the morning. If the story isn't served by the dice roll (meaning the event is of little dramatic consequence) then the roll is unnecessary.</p><p></p><p>Combat is quite deadly, and it's supposed to be. If you stand in the middle of room with people shooting at you and you don't dive for cover, you can and will be riddled with holes. You should never pull your gun out unless you mean serious business, which I think matches the tone of the source material. The Crew has plot points to help keep them alive and offset some bad luck (in terms of dice rolls).</p><p></p><p>One of the reasons we avoided flat modifiers entirely was to keep the range of success and failure pretty wide. I know that drives some gamers crazy, but having designed for the d20 System a lot (a game that I enjoy for epic fantasy, just not so much for modern and sci-fi) I hate it when the modifiers become more important than the die roll. When I have a +37 modifier the roll itself is usually beside the point. In the Serenity universe, even skilled characters fail more than once -- and I wanted the game to reflect that.</p><p></p><p>It could be that I'm not going to win you over. I suspect our styles of play are very different -- and essentially the Serenity RPG was designed around the way I run games. It's an ideal system for me that happens to be shared with plenty of others. If you and your group prefer to run the Firefly or BSG universe with another game system it doesn't hurt my feelings. I spent years converting material to my own tastes, and I expect others to do the same.</p><p></p><p>Jamie Chambers</p><p>Vice President</p><p>Margaret Weis Productions, Ltd.</p></blockquote><p></p>
[QUOTE="vrykyl, post: 3459899, member: 3644"] Okay, I'm happy to address your points and I've not only run the system plenty of times myself, but worked with lots of people who run it on a regular basis. "Clumsy" and "inelegant" or words pretty heavily laced with opinion. Can you clarify what you mean? I've had lots of people say the rules aren't comprehensive enough and almost too "elegant" (meaning sticking very closely with a core game mechanic and not providing endless alternate rules for every situation). As for "make normal tasks into possible suicide missions" I'm not quite sure where you're coming from, either. The example of crashing the ship on a routine landing on a flat surface on a clear day is specifically outside of our presentation in the rules -- where you don't roll the dice for ordinary things like flipping a light switch or getting dressed in the morning. If the story isn't served by the dice roll (meaning the event is of little dramatic consequence) then the roll is unnecessary. Combat is quite deadly, and it's supposed to be. If you stand in the middle of room with people shooting at you and you don't dive for cover, you can and will be riddled with holes. You should never pull your gun out unless you mean serious business, which I think matches the tone of the source material. The Crew has plot points to help keep them alive and offset some bad luck (in terms of dice rolls). One of the reasons we avoided flat modifiers entirely was to keep the range of success and failure pretty wide. I know that drives some gamers crazy, but having designed for the d20 System a lot (a game that I enjoy for epic fantasy, just not so much for modern and sci-fi) I hate it when the modifiers become more important than the die roll. When I have a +37 modifier the roll itself is usually beside the point. In the Serenity universe, even skilled characters fail more than once -- and I wanted the game to reflect that. It could be that I'm not going to win you over. I suspect our styles of play are very different -- and essentially the Serenity RPG was designed around the way I run games. It's an ideal system for me that happens to be shared with plenty of others. If you and your group prefer to run the Firefly or BSG universe with another game system it doesn't hurt my feelings. I spent years converting material to my own tastes, and I expect others to do the same. Jamie Chambers Vice President Margaret Weis Productions, Ltd. [/QUOTE]
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