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<blockquote data-quote="Grendel_Khan" data-source="post: 8598562" data-attributes="member: 7028554"><p>I'm really spamming this thread now, but I wanted to add that some of the optional rules in Scum and Villainy are intended to let you lean into a less-gritty, more pulpy space opera feel. For example, I'm still doing long-term prep for using SaV for a Star Wars game, and I definitely plan on using one of the suggested changes, which is to significantly reduce or totally avoid consequences when you resist them.</p><p></p><p>Specifically, when a PC gets hit with a blaster bolt, giving them a serious injury, but they resist it (taking some Stress in the process) the default system guidance is that they might take a lighter wound, but they're still hit. But since characters in Star Wars are rarely getting winged or kinda-sorta hit by blasters, I'm planning on making that kind of resist roll more of an all-or-nothing situation--the PC takes the hit, or they resist and duck behind cover. There's still flexibility there--if there's no cover to speak of, and the PC has no trick up their sleeve, and just tries to Matrix-dodge a blaster at close range, resting the consequence might still just reduce it.</p><p></p><p>My point is, that's not a house-rule or hack, but a specific optional rule they provide. The system gives you a lot of neat dials and levers to manipulate, especially if everyone has a decent sense of the tech level, tone, lore, etc. (which is why I also think SaV is maybe easier to run when you play in a setting like Star Wars rather than, say, Firefly, but YMMV)</p></blockquote><p></p>
[QUOTE="Grendel_Khan, post: 8598562, member: 7028554"] I'm really spamming this thread now, but I wanted to add that some of the optional rules in Scum and Villainy are intended to let you lean into a less-gritty, more pulpy space opera feel. For example, I'm still doing long-term prep for using SaV for a Star Wars game, and I definitely plan on using one of the suggested changes, which is to significantly reduce or totally avoid consequences when you resist them. Specifically, when a PC gets hit with a blaster bolt, giving them a serious injury, but they resist it (taking some Stress in the process) the default system guidance is that they might take a lighter wound, but they're still hit. But since characters in Star Wars are rarely getting winged or kinda-sorta hit by blasters, I'm planning on making that kind of resist roll more of an all-or-nothing situation--the PC takes the hit, or they resist and duck behind cover. There's still flexibility there--if there's no cover to speak of, and the PC has no trick up their sleeve, and just tries to Matrix-dodge a blaster at close range, resting the consequence might still just reduce it. My point is, that's not a house-rule or hack, but a specific optional rule they provide. The system gives you a lot of neat dials and levers to manipulate, especially if everyone has a decent sense of the tech level, tone, lore, etc. (which is why I also think SaV is maybe easier to run when you play in a setting like Star Wars rather than, say, Firefly, but YMMV) [/QUOTE]
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