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What do you like or don't like in sci-fi rpg
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<blockquote data-quote="Goodsport" data-source="post: 1492922" data-attributes="member: 1550"><p>[spoiler]</p><p></p><p>I agree that 2300AD pretty much satisfied all the criterion listed here. There was pretty much something for everyone, like military-like action (whether you were in the military or not) against the Kafers; fighting against pirates and smugglers; simple exploration and (in some cases) first contact with aliens; cyberpunk-type action if you stayed in the big cities of Earth or Alpha Centauri, etc. And there were plenty of organizations who could hire you for any number of missions. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>The kitchen-sink-syndrome started happening when the Cyberpunk genre in RPG's <em>really</em> began to take off around 1989/1990 (which was when the Earth/Cybertech Sourcebook was released), and that's pretty much what dominated the last third of the game's run (the first third was themed on exploration and first contacts, while the second third concentrated heavily on the Kafer War). In 1991, horror became the new RPG genre <em>de jour</em>, and while horror didn't make it's way into 2300AD, it shifted GDW's focus toward its new (at the time) sci-fi/horror game <em>Dark Conspiracy</em> (as well as a horror module for <em>Twilight: 2000</em>).</p><p></p><p>Two main reasons for the thinner support near the end of the game's run, though, were that several key staff had left the company by that point, as well as the GDW/TSR lawsuit. More info on those can be read <a href="http://www.io.com/~lkw/faq.html#B" target="_blank">here</a>.</p><p></p><p></p><p>-G[/spoiler]</p></blockquote><p></p>
[QUOTE="Goodsport, post: 1492922, member: 1550"] [spoiler] I agree that 2300AD pretty much satisfied all the criterion listed here. There was pretty much something for everyone, like military-like action (whether you were in the military or not) against the Kafers; fighting against pirates and smugglers; simple exploration and (in some cases) first contact with aliens; cyberpunk-type action if you stayed in the big cities of Earth or Alpha Centauri, etc. And there were plenty of organizations who could hire you for any number of missions. :) The kitchen-sink-syndrome started happening when the Cyberpunk genre in RPG's [i]really[/i] began to take off around 1989/1990 (which was when the Earth/Cybertech Sourcebook was released), and that's pretty much what dominated the last third of the game's run (the first third was themed on exploration and first contacts, while the second third concentrated heavily on the Kafer War). In 1991, horror became the new RPG genre [i]de jour[/i], and while horror didn't make it's way into 2300AD, it shifted GDW's focus toward its new (at the time) sci-fi/horror game [i]Dark Conspiracy[/i] (as well as a horror module for [i]Twilight: 2000[/i]). Two main reasons for the thinner support near the end of the game's run, though, were that several key staff had left the company by that point, as well as the GDW/TSR lawsuit. More info on those can be read [url=http://www.io.com/~lkw/faq.html#B]here[/url]. -G[/spoiler] [/QUOTE]
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