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<blockquote data-quote="HellHound" data-source="post: 1820041" data-attributes="member: 3397"><p>When d20 Future came out, I really wanted to run a game of Star Frontiers with it, once I finished converting some material over to d20.</p><p></p><p>Well, I never did find the time to do the conversions.</p><p></p><p>On Friday, I ran CLASSIC Star Frontiers - a Star Law game with a Miami Vice theme. Well, a Truane's Star Vice theme. We're talking a smooth-talking dralasite in a white sports coat sporting shades and a toupee, a pair of vrusk (one outdoorsy-kind of bug, good with a gun and very friendly, the other a slick bug with shades and too many hand grenades), and a Yazirian like "Speed" from CSI Miami in initial feel -but acting as the team's wheelman and techie.</p><p></p><p>It was a lot of fun, and while I was originally going to run the game once in the legacy Star Frontiers system and then covnert characters to d20 between sessions, I think I'll just stick to the Star Frontiers rules set for the whole game. It is SO clean and easy to run. To really get the feel, I just picked up the original boxed set on eBay with the old HUGE map of Downtown Truane's Star and all the counters for only $2.50. I was hunting for this set @ GenCon this year, and it was nowhere to be found - Crazy Egor quoted $30 and up for a good copy of the boxed set, as soon as they could find one for me. So I'm pretty happy with this buy. </p><p></p><p>---</p><p></p><p>The system for Star Frontiers is Sooooo simple and clean, and low-level characters have such a hard time hitting things with their guns that it can ALMOST be comical - although I find that I'm better at handling this kind of thing now that I'm a lot more experienced than I was when I ran Star Frontiers in 1982-1983 - good cinematic descriptions make missing more bearable for the players, especially when combat rounds go SO quickly.</p><p></p><p>I'm in love again.</p></blockquote><p></p>
[QUOTE="HellHound, post: 1820041, member: 3397"] When d20 Future came out, I really wanted to run a game of Star Frontiers with it, once I finished converting some material over to d20. Well, I never did find the time to do the conversions. On Friday, I ran CLASSIC Star Frontiers - a Star Law game with a Miami Vice theme. Well, a Truane's Star Vice theme. We're talking a smooth-talking dralasite in a white sports coat sporting shades and a toupee, a pair of vrusk (one outdoorsy-kind of bug, good with a gun and very friendly, the other a slick bug with shades and too many hand grenades), and a Yazirian like "Speed" from CSI Miami in initial feel -but acting as the team's wheelman and techie. It was a lot of fun, and while I was originally going to run the game once in the legacy Star Frontiers system and then covnert characters to d20 between sessions, I think I'll just stick to the Star Frontiers rules set for the whole game. It is SO clean and easy to run. To really get the feel, I just picked up the original boxed set on eBay with the old HUGE map of Downtown Truane's Star and all the counters for only $2.50. I was hunting for this set @ GenCon this year, and it was nowhere to be found - Crazy Egor quoted $30 and up for a good copy of the boxed set, as soon as they could find one for me. So I'm pretty happy with this buy. --- The system for Star Frontiers is Sooooo simple and clean, and low-level characters have such a hard time hitting things with their guns that it can ALMOST be comical - although I find that I'm better at handling this kind of thing now that I'm a lot more experienced than I was when I ran Star Frontiers in 1982-1983 - good cinematic descriptions make missing more bearable for the players, especially when combat rounds go SO quickly. I'm in love again. [/QUOTE]
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