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Serenity Roleplaying Game
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<blockquote data-quote="vrykyl" data-source="post: 3459985" data-attributes="member: 3644"><p>Molonel, no problem. I don't think you're being argumentative, but I also don't think either of us are likely to swing around to the other's point of view. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>I hope you'll give the BSG RPG a look when it comes out. We've definitely listened to the fans when it comes to making the rules a lot more clear with plenty of examples. We learned a lot with the Serenity RPG and we're applying those lessons to the new stuff. (Including the--damn, I can't tell you about that yet!)</p><p></p><p>Okay, even if the GM wants to make the pilot roll to land the ship in an ordinary situation, why does that mean it crashes and everyone dies? If I were running the game, I'd make it a rough landing that causes everyone a d2 Stun damage and puts some superficial damage on the ship. Though some may call it a weakness that the book doesn't exactly spell out what to do in that situation, that's why I say that it puts higher expectations on the GM. I think killing or badly injuring an entire player-character group over a botched roll in an ordinary piloting situation is bad GMing more than bad game design. But that may just be me.</p><p></p><p>As for simple versus complex actions, the system definitely deals with both of those! It's just our style prefers you ignore "mundane" actions that don't have any consequence to the story. Sure, you may stub your toe every once in a while while walking across the room, but the snore-fest of games that make you roll for every time you do everything just don't match the storytelling model we're going for with Serenity (which is Joss Whedon style storytelling). In Firefly, plenty of times Wash just landed the ship -- no big deal and the camera never even showed him in the cockpit. (We just saw Serenity touch down.) But at the beginning of the movie, he was landing the ship after the primary buffer panel flew off -- an event that suddenly made the landing have dramatic consequence, and a pretty serious one: "Oh god, oh god, we're all gonna die."</p><p></p><p>I'm all for rolling dice, and lots of them. That's why I designed a game that uses MORE dice than, say, d20. But they should be used appropriately, when it matters. We may have to agree to disagree, but that's how I see it. Thanks!</p><p></p><p>Jamie Chambers</p><p>Vice President</p><p>Margaret Weis Productions, Ltd.</p></blockquote><p></p>
[QUOTE="vrykyl, post: 3459985, member: 3644"] Molonel, no problem. I don't think you're being argumentative, but I also don't think either of us are likely to swing around to the other's point of view. :) I hope you'll give the BSG RPG a look when it comes out. We've definitely listened to the fans when it comes to making the rules a lot more clear with plenty of examples. We learned a lot with the Serenity RPG and we're applying those lessons to the new stuff. (Including the--damn, I can't tell you about that yet!) Okay, even if the GM wants to make the pilot roll to land the ship in an ordinary situation, why does that mean it crashes and everyone dies? If I were running the game, I'd make it a rough landing that causes everyone a d2 Stun damage and puts some superficial damage on the ship. Though some may call it a weakness that the book doesn't exactly spell out what to do in that situation, that's why I say that it puts higher expectations on the GM. I think killing or badly injuring an entire player-character group over a botched roll in an ordinary piloting situation is bad GMing more than bad game design. But that may just be me. As for simple versus complex actions, the system definitely deals with both of those! It's just our style prefers you ignore "mundane" actions that don't have any consequence to the story. Sure, you may stub your toe every once in a while while walking across the room, but the snore-fest of games that make you roll for every time you do everything just don't match the storytelling model we're going for with Serenity (which is Joss Whedon style storytelling). In Firefly, plenty of times Wash just landed the ship -- no big deal and the camera never even showed him in the cockpit. (We just saw Serenity touch down.) But at the beginning of the movie, he was landing the ship after the primary buffer panel flew off -- an event that suddenly made the landing have dramatic consequence, and a pretty serious one: "Oh god, oh god, we're all gonna die." I'm all for rolling dice, and lots of them. That's why I designed a game that uses MORE dice than, say, d20. But they should be used appropriately, when it matters. We may have to agree to disagree, but that's how I see it. Thanks! Jamie Chambers Vice President Margaret Weis Productions, Ltd. [/QUOTE]
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