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TIPS Sought for Sustainable Sci-Fi (not Star Wars) Gaming
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<blockquote data-quote="Smeelbo" data-source="post: 4990658" data-attributes="member: 81898"><p><u>Here's my experience:</u></p><p> </p><p><em>Shadow Run</em> is <u>very</u> sustainable. Our campaign lasted several years, and only ended because our DM went to medical school. The basic mechanics are quite robust, and it has perhaps the best group structure of any RPG <em>(in terms of available player roles and group styles)</em>. You have the entire Earth as your playground, appetite for goods and gear is insatiable, you will never be the biggest on the block, and the horrible, horrible future is an endless fountain of plot.</p><p> </p><p>Frankly, there is <u>no</u> better game for killing people and taking their stuff.</p><p> </p><p>Of all the incarnations of <em>Traveller</em>, T20 is probably the best published. Even so, it, like <em>D20 Modern Future</em>, suffers from gear explosion, in that powerful gear dominates character abilities, and easily cycles out of control.</p><p> </p><p><em>Burning Empires</em> is a brilliant application of the <em>Burning Wheel</em> engine to a futuristic setting: think <em>Warhammer 40K</em> meets <em>Battle Star Galactica</em>. Very campaignable, but is an odd RPG, both because of its emphasis on character <em>(as opposed to capability)</em> and collaborative play. In a similar vein is <em>Burning Jihad</em>, a <em>Dune </em>clone using the <em>Burning Wheel</em> engine.</p><p> </p><p>My current favorite is the <em>Starblazer Adventure Game</em>, an outgrowth of the <em>FUDGE/FATE</em> RPG <em>Spirit of the Century</em>. While both <em>SotC </em>and <em>Starblazer</em> excel at fast paced action on-the-fly, <em>Starblazer</em> is also designed with campaign play in mind, with rules for playing organizations, fleets, and empires. <em>Starblazer</em> is a very new game, so I'll have to see how things go in the longer term, but it looks sustainable.</p><p> </p><p>I've found the main thing that crashes my previous science fiction campaigns is that once the players have attained a sufficient level of firepower, the game cycles out of control, as good gear is used to obtain better gear, and so on. The campaigns that have worked either keep gear under control <em>(while still offering material rewards),</em> or emphasize <u>character</u> <em>(not power)</em> development, or both.</p><p> </p><p><strong>Smeelbo</strong></p></blockquote><p></p>
[QUOTE="Smeelbo, post: 4990658, member: 81898"] [U]Here's my experience:[/U] [I]Shadow Run[/I] is [U]very[/U] sustainable. Our campaign lasted several years, and only ended because our DM went to medical school. The basic mechanics are quite robust, and it has perhaps the best group structure of any RPG [I](in terms of available player roles and group styles)[/I]. You have the entire Earth as your playground, appetite for goods and gear is insatiable, you will never be the biggest on the block, and the horrible, horrible future is an endless fountain of plot. Frankly, there is [U]no[/U] better game for killing people and taking their stuff. Of all the incarnations of [I]Traveller[/I], T20 is probably the best published. Even so, it, like [I]D20 Modern Future[/I], suffers from gear explosion, in that powerful gear dominates character abilities, and easily cycles out of control. [I]Burning Empires[/I] is a brilliant application of the [I]Burning Wheel[/I] engine to a futuristic setting: think [I]Warhammer 40K[/I] meets [I]Battle Star Galactica[/I]. Very campaignable, but is an odd RPG, both because of its emphasis on character [I](as opposed to capability)[/I] and collaborative play. In a similar vein is [I]Burning Jihad[/I], a [I]Dune [/I]clone using the [I]Burning Wheel[/I] engine. My current favorite is the [I]Starblazer Adventure Game[/I], an outgrowth of the [I]FUDGE/FATE[/I] RPG [I]Spirit of the Century[/I]. While both [I]SotC [/I]and [I]Starblazer[/I] excel at fast paced action on-the-fly, [I]Starblazer[/I] is also designed with campaign play in mind, with rules for playing organizations, fleets, and empires. [I]Starblazer[/I] is a very new game, so I'll have to see how things go in the longer term, but it looks sustainable. I've found the main thing that crashes my previous science fiction campaigns is that once the players have attained a sufficient level of firepower, the game cycles out of control, as good gear is used to obtain better gear, and so on. The campaigns that have worked either keep gear under control [I](while still offering material rewards),[/I] or emphasize [U]character[/U] [I](not power)[/I] development, or both. [B]Smeelbo[/B] [/QUOTE]
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