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Serenity: Why am I GMing this?
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<blockquote data-quote="WizarDru" data-source="post: 5114726" data-attributes="member: 151"><p>Merric, </p><p></p><p>The setting is fairly broad and the show kept most of the details vague enough that you have lots of room. I'd watch the episodes more for flavor than setting details, as there aren't as many as you might think.</p><p></p><p>Boiled down to it's roots, you really only need a few details:</p><p></p><p>1) The entire show takes place inside a single solar system that was seeded with an unspecified (though suggested to be large) number of planets. These details are made explicit in the movie, but not in the show. Every human in the series arrived generations ago by massive colony slowships after Earth became too crowded.</p><p></p><p>2) All of the planets were terraformed, but in some cases are only just barely habitable. Colonies that are further from the inner part of the solar system received less care and effort into terraforming than the inner, more prosperous colonies.</p><p></p><p>3) The Inner Colonies are controlled by The Alliance (which I think grew out of an American-Chinese Alliance that brought the ships to this system, though this is never discussed in-show). The Alliance worlds are meant to be prosperous but sterile, being kind of a mix of Victorian England, a little Roman Empire early Nazi Germany. The Alliance's core worlds are very Earth-like, while outer worlds are dry dustballs.</p><p></p><p>4) The Alliance imposed strong centralized control over the outer colonies (while simultaneously providing less resources) in the age-old colonies versus Empire scenario. The Independents lose their battle and the Alliance subsequently clamps down. However, the outer colonies are still fairly distant and lawless like the old American Wild West...and many people are willing to trade hardships for freedom from Alliance control.</p><p></p><p>4) The show uses fairly common elements from the Western. Consider the Inner Colonies to be like major cities on the East Coast and the Outer Colonies to be the Old West. Technology is available but expensive and becomes less common the further away from the inner colonies you get. There is no magical Star Trek replication going on, so in one episode, the valuable cargo being smuggled is cattle. In another, it's medical supplies. Ships require fuel and travel between planets can take days or weeks (though months are possible, I don't recall that every actually happening in-show).</p><p></p><p>5) There are space stations, some being like pirate coves. The Alliance has large mobile stations that are like mobile Police bases. The bogeymen of the Firefly universe are the Reavers, feral space-faring barbarian-pirates who cannot be reasoned with and who kill anyone they come across. The origins of the Reavers turns out to be an important plot point for the movie, but isn't important for the game.</p><p></p><p>Running a game in the Firefly universe is actually pretty easy and rife with ideas for the plucking. Most standard plots from a western will work: cattle rustling, train robberies, smuggling, protecting innocents from local land baron, bank robberies, bounty hunters, etc. All of these showed up in the series and are basic variations on the classic Western tropes mixed with an SF twist. (The train, for example, is a mag-lev train...with a car full of Alliance troops guarding the cargo. Instead of just blowing up a safe with dynamite, they lower a winch from their ship to airlift it out).</p><p></p><p>Throughout the series, the general tone is hard-luck heroes who are willing to do illegal things to get by, but have a general sense of social justice. They are criminals in a lawless time, but they have a code. (further example: Spoiler tag added for plot of one episode [spoiler]they discover the train cargo they stole for the crime lord is actually badly needed medical supplies for a local town. Unwilling to abandon people to the plague the medicine is meant to cure, the crew returns it...and earns a nasty enemy that comes back to haunt them when they return the crime lord's money, contract unfulfilled[/spoiler]).</p><p></p><p></p><p>Hope that helps. My general feeling is that the TV show starts off kind of shaky, but it gains ground FAST. The second half of the series is fantastic, especially once the actors get a real feel for their characters. It's a damn shame it didn't get the life it deserved, though the movie helped develop SOME closure.</p></blockquote><p></p>
[QUOTE="WizarDru, post: 5114726, member: 151"] Merric, The setting is fairly broad and the show kept most of the details vague enough that you have lots of room. I'd watch the episodes more for flavor than setting details, as there aren't as many as you might think. Boiled down to it's roots, you really only need a few details: 1) The entire show takes place inside a single solar system that was seeded with an unspecified (though suggested to be large) number of planets. These details are made explicit in the movie, but not in the show. Every human in the series arrived generations ago by massive colony slowships after Earth became too crowded. 2) All of the planets were terraformed, but in some cases are only just barely habitable. Colonies that are further from the inner part of the solar system received less care and effort into terraforming than the inner, more prosperous colonies. 3) The Inner Colonies are controlled by The Alliance (which I think grew out of an American-Chinese Alliance that brought the ships to this system, though this is never discussed in-show). The Alliance worlds are meant to be prosperous but sterile, being kind of a mix of Victorian England, a little Roman Empire early Nazi Germany. The Alliance's core worlds are very Earth-like, while outer worlds are dry dustballs. 4) The Alliance imposed strong centralized control over the outer colonies (while simultaneously providing less resources) in the age-old colonies versus Empire scenario. The Independents lose their battle and the Alliance subsequently clamps down. However, the outer colonies are still fairly distant and lawless like the old American Wild West...and many people are willing to trade hardships for freedom from Alliance control. 4) The show uses fairly common elements from the Western. Consider the Inner Colonies to be like major cities on the East Coast and the Outer Colonies to be the Old West. Technology is available but expensive and becomes less common the further away from the inner colonies you get. There is no magical Star Trek replication going on, so in one episode, the valuable cargo being smuggled is cattle. In another, it's medical supplies. Ships require fuel and travel between planets can take days or weeks (though months are possible, I don't recall that every actually happening in-show). 5) There are space stations, some being like pirate coves. The Alliance has large mobile stations that are like mobile Police bases. The bogeymen of the Firefly universe are the Reavers, feral space-faring barbarian-pirates who cannot be reasoned with and who kill anyone they come across. The origins of the Reavers turns out to be an important plot point for the movie, but isn't important for the game. Running a game in the Firefly universe is actually pretty easy and rife with ideas for the plucking. Most standard plots from a western will work: cattle rustling, train robberies, smuggling, protecting innocents from local land baron, bank robberies, bounty hunters, etc. All of these showed up in the series and are basic variations on the classic Western tropes mixed with an SF twist. (The train, for example, is a mag-lev train...with a car full of Alliance troops guarding the cargo. Instead of just blowing up a safe with dynamite, they lower a winch from their ship to airlift it out). Throughout the series, the general tone is hard-luck heroes who are willing to do illegal things to get by, but have a general sense of social justice. They are criminals in a lawless time, but they have a code. (further example: Spoiler tag added for plot of one episode [spoiler]they discover the train cargo they stole for the crime lord is actually badly needed medical supplies for a local town. Unwilling to abandon people to the plague the medicine is meant to cure, the crew returns it...and earns a nasty enemy that comes back to haunt them when they return the crime lord's money, contract unfulfilled[/spoiler]). Hope that helps. My general feeling is that the TV show starts off kind of shaky, but it gains ground FAST. The second half of the series is fantastic, especially once the actors get a real feel for their characters. It's a damn shame it didn't get the life it deserved, though the movie helped develop SOME closure. [/QUOTE]
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