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What do you like or don't like in sci-fi rpg
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<blockquote data-quote="Morte" data-source="post: 1488964" data-attributes="member: 9413"><p>Problem solving. Moral dilemmas. Inventing a personality and playing it through thick and thin. Discovering (and creating) the setting through play. Fear of dying. The absence of mystical claptrap.</p><p></p><p></p><p></p><p>I would like to to have one game available off the shelf that's got:</p><p></p><p>- no magic (psionics, force) or pseudo-magic (fog witches)</p><p>- no demonstrably real deities</p><p>- a small interstellar setting (10 to 100 worlds)</p><p>- plenty of <em>usable</em> setting and adventure material for busy GMs</p><p>- a wide variety of tensions and dynamics at all scales in the setting</p><p>- non-military focus</p><p>- a society in which it's not bizarre for private individuals be adventurers</p><p></p><p>I can't think of any game on sale which supports this. One can hack exisitng games closer to it. </p><p></p><p></p><p></p><p>N/A</p><p></p><p></p><p></p><p></p><p>A solution to the death problem. I want grit, deadliness, and fear of dying. I also want heroics to be feasible at key moments.[1] And, tangentially, I want players whose PCs die to get back into the game quickly.</p><p></p><p>Another thing that would be nice is a story-driven game, with player control. E.g. instead of rolling hits and damage, you roll to see who gets to describe the combat.</p><p></p><p>--</p><p><em>[1] The best solution I've seen to date is the narrativist "Spiritual Attribute" mechanic in The Riddle of Steel, which is ultra-deadly but gives you hefty metagame bonuses when trying things your character cares about, and advances your character for succeeding. The way to powergame TRoS is to roleplay. You do need to create parties with something in common, and to run adventures they actually care about, so it's not for lazy gamers. It's not an SF game, but one could graft that metagame mechanic onto a deadly and interesting combat system like Friday Night Firefight from Cyberpunk. None of this is D20, sorry.</em></p></blockquote><p></p>
[QUOTE="Morte, post: 1488964, member: 9413"] Problem solving. Moral dilemmas. Inventing a personality and playing it through thick and thin. Discovering (and creating) the setting through play. Fear of dying. The absence of mystical claptrap. I would like to to have one game available off the shelf that's got: - no magic (psionics, force) or pseudo-magic (fog witches) - no demonstrably real deities - a small interstellar setting (10 to 100 worlds) - plenty of [i]usable[/i] setting and adventure material for busy GMs - a wide variety of tensions and dynamics at all scales in the setting - non-military focus - a society in which it's not bizarre for private individuals be adventurers I can't think of any game on sale which supports this. One can hack exisitng games closer to it. N/A A solution to the death problem. I want grit, deadliness, and fear of dying. I also want heroics to be feasible at key moments.[1] And, tangentially, I want players whose PCs die to get back into the game quickly. Another thing that would be nice is a story-driven game, with player control. E.g. instead of rolling hits and damage, you roll to see who gets to describe the combat. -- [i][1] The best solution I've seen to date is the narrativist "Spiritual Attribute" mechanic in The Riddle of Steel, which is ultra-deadly but gives you hefty metagame bonuses when trying things your character cares about, and advances your character for succeeding. The way to powergame TRoS is to roleplay. You do need to create parties with something in common, and to run adventures they actually care about, so it's not for lazy gamers. It's not an SF game, but one could graft that metagame mechanic onto a deadly and interesting combat system like Friday Night Firefight from Cyberpunk. None of this is D20, sorry.[/i] [/QUOTE]
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