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Sf-rpg?
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<blockquote data-quote="Steel_Wind" data-source="post: 3677117" data-attributes="member: 20741"><p>There are lots of good choices for core rules suggested above. Pick one you and your players like. Really - it is that simple.</p><p></p><p>In all honesty - I don't think much turns on it at all as long as the players and GM are content.</p><p></p><p>The most important thing when running a SF campaign is to have a strong idea of your setting and tech level. You need to know what is and isn't possible and your players have to have at least some grasp of those essentials as well. </p><p></p><p>It's more important to have a bevy of contingencies at your back and call for dealing with player choice than to worry too much about how much damage a blaster does in any given system.</p><p></p><p>The thing which makes SF so hard to run is the sheer range of choice to the players. Not only do the players have the world at their beck and call, they usually will get a chance to take the very same approach with your corner of the galaxy.</p><p></p><p>The difference between that and approaching a 4 way intersection in the dungeon is about as stark a difference in RPG terms as it can get.</p><p></p><p>When the choices open to the players are so huge, that's the main challenge as a GM. Rules? Meh. Next to that - rules are easy. </p><p></p><p>Get a handle on your setting and the kind of campaign you want to run. Make sure that you and your players are seeing things eye to eye. There is no right way and no wrong way to design your SF milieu - but if you are in serious disagreement with your players vision of the campaign - it's going to crash and burn. Simple.</p><p></p><p>While players always have a silent (but understood) shared responsibility to NOT screw a campaign up, imo, that responsibility is greatly increased in a SF setting. The range of choices open to the players simply gives them far greater power to flush the campaign down the toilet pretty fast - if that's what they want to do.</p><p></p><p>And the players will do that no matter if you are running Aftermath, Space Opera, Metamorphosis Alpha, Gamma World, Fading Suns, D20 Future - Saga - Traveller in all its incarnations or SPaM, LugTrek, D6 Alternity, Star Blazers, TMNT or anything else... if that's what they have a mind to do. </p><p></p><p>It's not about the rules. Its about the setting and it's about you and your players playing this campaign together. Get that right - and you can't go wrong on the rules, imo.</p></blockquote><p></p>
[QUOTE="Steel_Wind, post: 3677117, member: 20741"] There are lots of good choices for core rules suggested above. Pick one you and your players like. Really - it is that simple. In all honesty - I don't think much turns on it at all as long as the players and GM are content. The most important thing when running a SF campaign is to have a strong idea of your setting and tech level. You need to know what is and isn't possible and your players have to have at least some grasp of those essentials as well. It's more important to have a bevy of contingencies at your back and call for dealing with player choice than to worry too much about how much damage a blaster does in any given system. The thing which makes SF so hard to run is the sheer range of choice to the players. Not only do the players have the world at their beck and call, they usually will get a chance to take the very same approach with your corner of the galaxy. The difference between that and approaching a 4 way intersection in the dungeon is about as stark a difference in RPG terms as it can get. When the choices open to the players are so huge, that's the main challenge as a GM. Rules? Meh. Next to that - rules are easy. Get a handle on your setting and the kind of campaign you want to run. Make sure that you and your players are seeing things eye to eye. There is no right way and no wrong way to design your SF milieu - but if you are in serious disagreement with your players vision of the campaign - it's going to crash and burn. Simple. While players always have a silent (but understood) shared responsibility to NOT screw a campaign up, imo, that responsibility is greatly increased in a SF setting. The range of choices open to the players simply gives them far greater power to flush the campaign down the toilet pretty fast - if that's what they want to do. And the players will do that no matter if you are running Aftermath, Space Opera, Metamorphosis Alpha, Gamma World, Fading Suns, D20 Future - Saga - Traveller in all its incarnations or SPaM, LugTrek, D6 Alternity, Star Blazers, TMNT or anything else... if that's what they have a mind to do. It's not about the rules. Its about the setting and it's about you and your players playing this campaign together. Get that right - and you can't go wrong on the rules, imo. [/QUOTE]
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