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Why aren't Star Wars and Star Trek dominating the RPG market?
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<blockquote data-quote="evildmguy" data-source="post: 1661805" data-attributes="member: 6092"><p>In term of the OP, I think that has been answered. A fan of a tv show does not mean they are into RPGs. I am more interested in the discussion on the RPGs. </p><p></p><p>I think the issue is that all RPGs have their strengths and weaknesses and each of us needs to decide which is the best for us. </p><p></p><p>(All of this is imo, ymmv.) </p><p></p><p>Star Wars - The d6 version of Star Wars was very good in terms of skills and drama. A character could start at high skill with something (up to 9D, which is probably equal to +20 in d20), have a few okay skills and not having anything else. The system itself worked although I think how they did the Force was not very good. The d20 version, though, had a much better implementation of the Force and probably the best read of how to run the Force that I have read. The very few times I have played 20 Star Wars, using Vitality to power the force worked well within the system. </p><p></p><p>Star Trek - The FASA version of this had excellent, although time consuming, character creation rules. They allowed a person to stop before an ensign or go through to a captain in terms of tours of duty, age, skills and so on. The system also had an okay resolution mechanic. However, the system didn't allow for non Starfleet characters (written before TNG, I think) and the ship combat was very convulted and even more time consuming. The Decipher version I find to be quite good. It focuses on drama and the characters. Creation does allow for some good focus of characters with the Star Trek Universe. Advancements can take a person in any direction they really want to go, with a few restrictions. (The few conversions issues I have seen, such as Cisco, are more an issue in translating a show based on drama into an RPG than a fault with the RPG.) Starship combat rules are quite good, mimicking the show very well and focusing on the drama. I thought Decipher did a good job. </p><p></p><p>Vampire, Werewolf, Exalted - These are definitely games that put the focus on the drama of the character and the setting. And I think they do a good job. Yes, the die pools can get ridiculous, especially for Exalted but most aren't too bad. The game mechanics really give a lot of control to the players over their characters, which I don't think the previous systems have had. (Okay, Action Points or Force Points can do it but not for all characters and some don't guarantee success like they do here.) This doesn't detract from the other game but is a strength for this one. If a player wants her character to do something, she does it. No worry about getting a 15 or higher on a d20. It does simplify the skill system, perhaps too much, but within its focus, it works. </p><p></p><p>Unisystem (Witchcraft, Buffy, Angel) - This is a very good system for playing a dramatic RPG, mimicking the tv shows. The game mechanics are simple but good and give the player a lot of control over their characters. There is even some very good ideas for controls on the GM, that make sense, in terms of letting her "cheat" to create the drama, rather than having to balance an encounter. A good system although it does simplifly skills but again it works for what the Unisystem is trying to do. </p><p></p><p>Alternity - Alternity, well, I like Alternity and think it is very good. I am curious if the person who didn't like the Alternity Starcraft was more upset about Alternity or the Starcraft implementation, which was rather terrible. </p><p></p><p>Again, I think the problem is that each system has its strengths and weaknesses. We each have to take the system we like the best and use that, accepting its weaknesses and embracing its strengths. I know I have and my gaming has been lots of fun, which when it comes down to it, is the whole point.</p><p></p><p>Good discussion!</p><p></p><p>Have a good one! Take care!</p><p></p><p>edg</p><p>Alternity Pimp</p></blockquote><p></p>
[QUOTE="evildmguy, post: 1661805, member: 6092"] In term of the OP, I think that has been answered. A fan of a tv show does not mean they are into RPGs. I am more interested in the discussion on the RPGs. I think the issue is that all RPGs have their strengths and weaknesses and each of us needs to decide which is the best for us. (All of this is imo, ymmv.) Star Wars - The d6 version of Star Wars was very good in terms of skills and drama. A character could start at high skill with something (up to 9D, which is probably equal to +20 in d20), have a few okay skills and not having anything else. The system itself worked although I think how they did the Force was not very good. The d20 version, though, had a much better implementation of the Force and probably the best read of how to run the Force that I have read. The very few times I have played 20 Star Wars, using Vitality to power the force worked well within the system. Star Trek - The FASA version of this had excellent, although time consuming, character creation rules. They allowed a person to stop before an ensign or go through to a captain in terms of tours of duty, age, skills and so on. The system also had an okay resolution mechanic. However, the system didn't allow for non Starfleet characters (written before TNG, I think) and the ship combat was very convulted and even more time consuming. The Decipher version I find to be quite good. It focuses on drama and the characters. Creation does allow for some good focus of characters with the Star Trek Universe. Advancements can take a person in any direction they really want to go, with a few restrictions. (The few conversions issues I have seen, such as Cisco, are more an issue in translating a show based on drama into an RPG than a fault with the RPG.) Starship combat rules are quite good, mimicking the show very well and focusing on the drama. I thought Decipher did a good job. Vampire, Werewolf, Exalted - These are definitely games that put the focus on the drama of the character and the setting. And I think they do a good job. Yes, the die pools can get ridiculous, especially for Exalted but most aren't too bad. The game mechanics really give a lot of control to the players over their characters, which I don't think the previous systems have had. (Okay, Action Points or Force Points can do it but not for all characters and some don't guarantee success like they do here.) This doesn't detract from the other game but is a strength for this one. If a player wants her character to do something, she does it. No worry about getting a 15 or higher on a d20. It does simplify the skill system, perhaps too much, but within its focus, it works. Unisystem (Witchcraft, Buffy, Angel) - This is a very good system for playing a dramatic RPG, mimicking the tv shows. The game mechanics are simple but good and give the player a lot of control over their characters. There is even some very good ideas for controls on the GM, that make sense, in terms of letting her "cheat" to create the drama, rather than having to balance an encounter. A good system although it does simplifly skills but again it works for what the Unisystem is trying to do. Alternity - Alternity, well, I like Alternity and think it is very good. I am curious if the person who didn't like the Alternity Starcraft was more upset about Alternity or the Starcraft implementation, which was rather terrible. Again, I think the problem is that each system has its strengths and weaknesses. We each have to take the system we like the best and use that, accepting its weaknesses and embracing its strengths. I know I have and my gaming has been lots of fun, which when it comes down to it, is the whole point. Good discussion! Have a good one! Take care! edg Alternity Pimp [/QUOTE]
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