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<blockquote data-quote="Jer" data-source="post: 8516341" data-attributes="member: 19857"><p>Star Frontiers is a fairly good system for "pulp" sci-fi. It's not science fantasy like StarFinder, but it's also not hard SF. It's also believe it or not fairly "rules light" - at least for an 80s game. The skill system is one of the better versions of a percentile system I've seen (basically you level up in broad skill groups which give you bonuses to specific skills in the skill group based on that level). Give you a good mix of customization without some of the nonsense that shows up in point-buy systems where they want to finely break down skills but also don't have a good solution for the fact that some skills will be naturally tied together. I find it to be a decent system for running Star Trek/Firefly sorts of games. Things where space combat is in the background and planetary exploration/adventures are more the focus. (There are starship combat rules in the Knight Hawks boxed set but I don't think they're as elegant as the core game is).</p><p></p><p>I actually don't want Wizards to come out with a new version of Star Frontiers. I would like them to add it to what you can publish on DM's Guild. The fan publications are under the fan agreement with Wizards and so folks can't really charge for their efforts - all of the SF stuff is "pay what you want" for that reason. It would be nice to have it open for official publication.</p><p></p><p>(Likewise I'd like to see them do the same thing with Gamma World - don't come out with a new edition, just let people self-publish on DM's Guild. I doubt I'll ever need another edition of GW again because the most recent one based on the 4e engine was note perfect for our table, but I wouldn't mind seeing some new adventures to adapt to it.)</p></blockquote><p></p>
[QUOTE="Jer, post: 8516341, member: 19857"] Star Frontiers is a fairly good system for "pulp" sci-fi. It's not science fantasy like StarFinder, but it's also not hard SF. It's also believe it or not fairly "rules light" - at least for an 80s game. The skill system is one of the better versions of a percentile system I've seen (basically you level up in broad skill groups which give you bonuses to specific skills in the skill group based on that level). Give you a good mix of customization without some of the nonsense that shows up in point-buy systems where they want to finely break down skills but also don't have a good solution for the fact that some skills will be naturally tied together. I find it to be a decent system for running Star Trek/Firefly sorts of games. Things where space combat is in the background and planetary exploration/adventures are more the focus. (There are starship combat rules in the Knight Hawks boxed set but I don't think they're as elegant as the core game is). I actually don't want Wizards to come out with a new version of Star Frontiers. I would like them to add it to what you can publish on DM's Guild. The fan publications are under the fan agreement with Wizards and so folks can't really charge for their efforts - all of the SF stuff is "pay what you want" for that reason. It would be nice to have it open for official publication. (Likewise I'd like to see them do the same thing with Gamma World - don't come out with a new edition, just let people self-publish on DM's Guild. I doubt I'll ever need another edition of GW again because the most recent one based on the 4e engine was note perfect for our table, but I wouldn't mind seeing some new adventures to adapt to it.) [/QUOTE]
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