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<blockquote data-quote="James Heard" data-source="post: 446798" data-attributes="member: 7280"><p>I don't know why having variants in d20 SF is such a bad thing, especially since I haven't seen a clear "winner" in the game design category yet. Some of my players are running a Farscape game religiously during the week, but they're fans. I'll be dishing out for Traveller soon, but thats a given since I owe some of my most dear roleplaying experiences of Jr. Highschool to the little black books. The main problem with having a unified approach to a SF setting is that SF isn't that unified, it spans many different genres and conventions. The rules set out to portray Jedi Knights duking it out with mysterious Force powers is probably going to trip over itself if it were saddled with the realism marks that a "Hard" SF genre would require. Similarly, a cohesive d20 SF setting would have to have basic models and rules for things that _might_ be needed. That increases page counts and costs, making allowances for psionics that don't always exist in SF and rules for kinetic kill meteors that would make Vader look like a wussy. If you stick with the assumption that you're going for a specific genre portrayal though, you get to concentrate your writing. </p><p></p><p>On the other hand, with D20 modern coming out and promises of additions to the Open Content who knows what people will decide works "good enough" for their needs tomorrow? I think it's fun though now that there is at least one or two genres of the d20 market that aren't dominated by a single clear market leader, it reminds me of when game stores were packed with hundreds of different games with wildly different rulesets and premises.</p><p></p><p>JMH</p></blockquote><p></p>
[QUOTE="James Heard, post: 446798, member: 7280"] I don't know why having variants in d20 SF is such a bad thing, especially since I haven't seen a clear "winner" in the game design category yet. Some of my players are running a Farscape game religiously during the week, but they're fans. I'll be dishing out for Traveller soon, but thats a given since I owe some of my most dear roleplaying experiences of Jr. Highschool to the little black books. The main problem with having a unified approach to a SF setting is that SF isn't that unified, it spans many different genres and conventions. The rules set out to portray Jedi Knights duking it out with mysterious Force powers is probably going to trip over itself if it were saddled with the realism marks that a "Hard" SF genre would require. Similarly, a cohesive d20 SF setting would have to have basic models and rules for things that _might_ be needed. That increases page counts and costs, making allowances for psionics that don't always exist in SF and rules for kinetic kill meteors that would make Vader look like a wussy. If you stick with the assumption that you're going for a specific genre portrayal though, you get to concentrate your writing. On the other hand, with D20 modern coming out and promises of additions to the Open Content who knows what people will decide works "good enough" for their needs tomorrow? I think it's fun though now that there is at least one or two genres of the d20 market that aren't dominated by a single clear market leader, it reminds me of when game stores were packed with hundreds of different games with wildly different rulesets and premises. JMH [/QUOTE]
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