Tales from a Spaceport Bar (Forked Thread: Space RPGs?)

Where to start? As we play more 4e D&D, I'm realizing how much more I like SciFi Roleplaying than fantasy.


Way back in the early days of my DMing, there was d6 Star Wars. The rules were fast, simple, and fun. My best friend made a Han-Solo type trader, and spent four years of gaming in RL running around the galaxy, trying to catch that elusive credit, his YT-1300 becoming ever more powerful and run down at the same time (it had a turret made from a destroyed X-wing's weaponry that had a recliner for a gunnery seat).

The most prominent misadventure I remember him going on was when he gave a rich noble and his four power-armored bodyguards a ride - in secret - from one planet in a system to another. When they got to the destination, the guy stiffed him and flew away in his hover limo. My friend, out of sheer frustration, pulled out his light repeating blaster and took a shot at the limo... and rolled about 7 6s on the Wild Dice, enough damage to theoretically do some damage to a Star Destroyer.

Hover Limo engine explodes. Crashes into a building. Front end explodes. Falls to ground. Underside explodes. Building collapses on top of it. Whole thing explodes. My friend just stood staring at the whole thing in shock, smoking blaster in hand. Then, after all of that, one of the guy's bodyguards stands up out of the wreckage and turns towards him. I'd actually rolled the damage for each explosion and, while the rest were pulped, one guard escaped unscathed.

We kinda stopped playing that game for some reason I don't remember clearly - I think he stopped roleplaying after his 2nd Edition AD&D Paladin (that he'd been playing for 3 years) drowned. In the end, I think his Star Wars guy had a two million credit bounty on his head from Jabba the Hutt, one million from the Empire, AND 100,000 from the Alliance.


We've had a whole ton of awesome short-lived games(usualy only two or three sessions), some so cool that they are enshrined forever as "remember when your character..." moments.


My favorite Star Wars character was Gage Kale, a gambler/gunslinger who made his own exotic blaster/slugthrower hybrids and traveled the galaxy on various misadventures. He started out the game crash-landing on an unknown planet and happening to find the current Dark Lord of the Sith crashed on it with him and needing a pilot. Utterly fearless most of the time, he was terrified of melee/close in combat. Some of his highlights:

The other PCs enter their transport ship, finding the bounty hunter that was after them lying dead, scorch marks all over the place, and find Gage Kale standing next to the aquarium of dangerous exotic fish they were paid to haul, trying to plug a dozen blaster-holes in the tank with his fingers and toes...

As a raise, on a bluff, betting his friend's transport ship on a game of Sabbac, causing his friend - sitting at the bar nearby - to spray his drink on some rough-looking aliens.

After taking out a dozen armored troops by himself on a war-torn planet with his automatic hybrid weapons, he breaks out in a cocky grin at his badassedness - until the last trooper drops his blaster and charges with a vibro knife. Gage starts screaming in terror as the guy comes at him.

After being kidnapped by criminals on Coruscant that are hauling him off in their airspeeder, he decides that he doesn't want to go where-ever it is they are taking him. He activates a thermal detonator, stuffs it under his seat and jumps out - a thousand feet over the city with no real plan as to what to do next.

First thing after landing on a planet with a thousand credits and no other belongings to his name after a close-escape from the last planet, walks up to the first rich-looking person he sees and pulls out a dice. "I'll bet you 1000 credits to your 5000 that I get a 6 on this" - and proceeding to roll a 6 (I actually rolled it), using the money to rebuild his guns, buy more explosives, and head out gambling again.

Good times.


There was a short-lived GURPS game I ran too. It was amazingly fun in spite of the GURPS rules, but eventually died due system unfamiliarity and inspiration-collapse after playing too frequently (like 3 sessions in 4 days over an X-mas break). When creating characters, I told them this:

You are on a civilian transport ship, heading to a Splinter Colony that's breaking away from the Empire. You are in the diplomat's party. Who are you?

Someday I'll go back and finish the novel I started writing based off of that game...
 

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OK, I know this purely tangential to the thread, but that is an utterly fascinating comment. What do you mean by that?

I'm curious as well. I've always liked SciFi more then Fantasy which, due to the lack of a continously strong front runner in the field of SF RPGs, has sometimes been frustrating. I am interested in what it is about 4E that makes you long for Space Adventure our Fantasy Adventure.

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OK, I know this purely tangential to the thread, but that is an utterly fascinating comment. What do you mean by that?

I mean that I ran a 3.5 game for a year and a half. Then we ran a 4e test game. Then we started a 4e campaign that we've been playing for half a year now or so. Then I started 4e game.

If its not the innudation of fantasy gaming we've had lately, it's thinking back over all the games I've run or played in. 80% of my "Damn, wasn't that game cool where..." moments are from modern or SciFi games, even though 80% of our RPG time has been spent playing fantasy - and mostly D&D - sessions.

If it's not just genre overload, it's the limited milleu of the fantasy setting and the quickly repetitious fantasy tropes - especially D&D. Travel here, kill monsters, collect loot, gain xp, level, buy magic items repeat. It's gotten to the point where each session feels like "just another D&D session" rather than "yay, roleplaying" - whether I'm running or playing. It's still fun, but stale fun. Like two-day-old chips are still tasty, but not as tasty.

When 4e first came out, I was psyched. Looked like most of the stuff I liked least about D&D got tossed and DMing seemed way easier. As I play, I'm seeing some of my 4e-hating friend's comments coming true. When I look at each class, I spot the "optimal" build for each as I look. Each fight becomes a repetition of the same powers over and over. Fights go on far longer in 4e, but it seems like less interesting stuff happens.

I remember individual combats in 3.5 far more than I remember them in 4e since each one felt different while 4e fights eventually start to feel alike in my experience.

If you grouped them like movies, all of our myriad fantasy games(if you count Exalted) would usually look like one or another or a blend of these: Ninja Scrolls, Lord of the Rings.

Our SciFi and modern games would run the gammut from Aliens to Starship Troopers to Star Wars to Cloverfield to Men in Black to Vampire Hunter D to Underworld to Heat to Ghost in the Shell to Serenity to Battlestar Gallactica to Gattica - sometimes more than one in a single game!

Dunno, maybe this is just me burning out on fantasy gaming again. My friends and I have joked that I have two types of inspiration: "swords" and "guns". I'd probably change it slightly to "swords and sorcery" and "guns and starships".
 

I can relate.

I ran nothing but fantasy games- really, D&D only- for several years, but for a few weeks of co-GMing a short-lived RIFTS campaign.

Then a campaign I was running reached a transition point at which I suddenly realized the first part of the campaign had been flawed, and deeply so. Worse, it was flawed in a way that I really should have picked up on...AND despite writing up to the transition, I had nothing to go with beyond that point. I was burned out.

I still had great campaign and adventure ideas, but not a one was really suited for D&D. Instead, I had ideas for supers campaigns, modern fantasy/horror, and sci fi games.

Unfortunately, few of my fellow players had a taste for any of that, and I became becalmed as a DM. After a couple of years of playing in someone else's game, I did come up with some ideas for fantasy games, but not enough to support a campaign, so I posted some of those ideas in my favorite thread (see my sig).

Until recently, that is. For the past 2 years, I've been planning a post-apocalyptic D&D homebrew campaign. Its got some cool stuff in it, but despite my long hours of work, I don't think it will ever be played- my current group is too traditional to be interested.

OTOH, there is some growing noise for a supers campaign to be played sometime in 2009...
 
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Fasa Star Trek was pretty good. The rules work okay and don't distract form the setting. As long as everyone is moderately into trek it works well. Played as Federation, Klingon and Free Traders and all the games were fun.

Traveller is good but it is easy to lose focus and get lost if the GM gives the players too much room.

GURPS is great, until firefights start and then high-tech weapons wipe out parties darned fast.

Star Frontiers while not amazing is still pretty good. It supports several different campaign models my only complaint is how "spacer" campaigns are really for experienced characters under the rules.
 

It's funny...

I started with OD&D back in 1977, Red Box if I'm not mistaken, and didn't try Traveller until 1979. I hated it. The GM and the description he gave of the setting and the adventure were far to bland for a 10 year old who had grown up on Star Trek and had already seen Star Wars 5 times.

By early 1982 we were using AD&D to play Star Wars and Superheroes and then we found Villains & Vigilantes. While other games crossed our path, V&V became the preferred vehicle for most of our Super and SciFi games until I discovered the FASA Star Trek RPG in 1983. That was it pretty much. D&D fell by the wayside as I played Star Trek and V&V ad nauseum. lol. We would try pretty much any game that came out but we always went back to those two.

Fast forward a few years and Champions and Star Wars (WEG D6) wrestled with Trek for the title of most played in my groups. Mekton was another popular choice as were Teenagers from Outer Space (heavily modified) and a revisited interest in Traveller (I was on a big SciFi Anime/Manga kick).

Looking back I would say 60% of all the games I've run have been SciFi or Science Fantasy (Star Wars, Gamma World). About 20% have been Superheroes, 10% have been Medieval Fantasy and the remaining 10% miscellaneous (Horror, Western, Toon, etc.). Of the 10% Medieval Fantasy, a good 75-80% has been some form of D&D.

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Just a very quick reply before I head for work.

Not that many Sci-fi games in my career and most of those died in infancy.

But I do remember many lunch times at high school drawing up Traveller characters with my mates. Somehow I always got guys who were excellent at 0-g combat. Many ranks of it. BUT IIRC 0-g combat skill only offset penalties; to be able to do anything useful you needed the combat skills (HtH or guns or whatever) which I never rolled! 'Played' many characters to death searching for a useful combat skill. :-)

Played some WE d6 Star Wars. My cynical, jaded old Jedi (he'd been a young man at the time of the Clone Wars, this was set after the Battle of Yavin) just annoyed the GM: he wasn't idealistic enough. I admit I DID keep bringing real world morality up against the tenets of the Jedi and 'proving' how the good Jedi were little or no better than the Sith. He was slowly coming back to the 'right' way of thinking but too slowly for the GM. He stopped the campaign in frustration. oops.
 

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