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What Science Fiction Games are being played these days?
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<blockquote data-quote="Kobold Stew" data-source="post: 5022045" data-attributes="member: 23484"><p>A few people have mentioned Diaspora and Starblazer Adventures. Let me add my (biased) voice to them: the Fate system flows really well in play, and depending on what your priorities are, I think that they can provide the feel that you and your players want. </p><p></p><p>Most discussions of the game focus on the distinction between hard sf and space opera, and that's fair enough -- with the dice mechanic in SA there are more extreme rolls, etc., and the premise is more fantastical than Diaspora -- but both games are self-contained and in different ways offer complimentary packages. </p><p></p><p>Rather than think hard v. space opera, perhaps a more useful distinction for you and your players would be to what extent you as ref are prepared to devolve control of setting. SA comes with a lot of setting material (not forced on you, but presented); Diaspora makes the creation of the setting a central part of the first session, along with character generation. We find this very rich, but it does mean ceding some GM authority.</p><p></p><p>The result with character generation though is very rich. Everyone ends up with exactly the skill set that they choose (great for optimizers), but mechanically there are firm limits and all characters are (mechanically) equal. </p><p></p><p>Some of that you can see in Paka's Story Hour, which he links to.</p><p></p><p>Hope this helps! I do think one of these two games is likely to work with the guidelines you have provided.</p><p></p><p>KS</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 5022045, member: 23484"] A few people have mentioned Diaspora and Starblazer Adventures. Let me add my (biased) voice to them: the Fate system flows really well in play, and depending on what your priorities are, I think that they can provide the feel that you and your players want. Most discussions of the game focus on the distinction between hard sf and space opera, and that's fair enough -- with the dice mechanic in SA there are more extreme rolls, etc., and the premise is more fantastical than Diaspora -- but both games are self-contained and in different ways offer complimentary packages. Rather than think hard v. space opera, perhaps a more useful distinction for you and your players would be to what extent you as ref are prepared to devolve control of setting. SA comes with a lot of setting material (not forced on you, but presented); Diaspora makes the creation of the setting a central part of the first session, along with character generation. We find this very rich, but it does mean ceding some GM authority. The result with character generation though is very rich. Everyone ends up with exactly the skill set that they choose (great for optimizers), but mechanically there are firm limits and all characters are (mechanically) equal. Some of that you can see in Paka's Story Hour, which he links to. Hope this helps! I do think one of these two games is likely to work with the guidelines you have provided. KS [/QUOTE]
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