innerdude
Legend
Some of you may recall that I asked a few months back about running a Firefly/Serenity campaign and the various rules systems for it.
Ultimately I determined that we'd try out Savage Worlds, using a fan conversion mod for some of the equipment and vehicles.
Tonight, after working out some lingering group dynamic issues, we had a smashing success.
I've set the players up to all be Alliance military, with a twist--they're a Special Ops platoon specifically set up to hunt down and "enlist" the gifted (they're looking for River Tam clones).
Using the psionic arcane background, and limiting the available powers, it's been easy to create characters that can plausibly do things that River Tam could, but have them interact well with the other heroes without making the other heroes feel useless.
The combat options are fast, but robust enough to engage player tactical thinking, and we had a great session this week as the group infiltrated a criminal compound, looking for a psion child the criminals had kidnapped.
I don't know how well the variety of player options will hold up over an extended campaign, but the ability for the players to totally free form their skills, traits, and edges means they don't feel "straightjacketed" by class restrictions, and they can explore things with their classes and characters that will be interesting in the future.
So far, our group is really enjoying the system, and it's been a great fit for the more high action / high character concept that Firefly is known for.
Ultimately I determined that we'd try out Savage Worlds, using a fan conversion mod for some of the equipment and vehicles.
Tonight, after working out some lingering group dynamic issues, we had a smashing success.
I've set the players up to all be Alliance military, with a twist--they're a Special Ops platoon specifically set up to hunt down and "enlist" the gifted (they're looking for River Tam clones).
Using the psionic arcane background, and limiting the available powers, it's been easy to create characters that can plausibly do things that River Tam could, but have them interact well with the other heroes without making the other heroes feel useless.
The combat options are fast, but robust enough to engage player tactical thinking, and we had a great session this week as the group infiltrated a criminal compound, looking for a psion child the criminals had kidnapped.
I don't know how well the variety of player options will hold up over an extended campaign, but the ability for the players to totally free form their skills, traits, and edges means they don't feel "straightjacketed" by class restrictions, and they can explore things with their classes and characters that will be interesting in the future.
So far, our group is really enjoying the system, and it's been a great fit for the more high action / high character concept that Firefly is known for.