OOC: So here’s what I’m thinking. It appears to me this game is rather stalled. It happens. No recriminations or hard feelings; campaigns stall. I know some people have job searches, and other people have had a lot of travel lately, and others have funky hours. I’d like to suggest we consider the following options, moving forward:
1) We fold the site, recharge our gaming batteries, and at some undetermined time we can start another game.
2) We fold the game, and use this space/email to start talking about what we want to run next.
3) We hold on to the game for a few days, see if inspiration hits us to continue this one.
Seems to me Option 3 is kinda what we’re already doing, and it ain’t been working. Maybe I’m misjudging things, and its just the specifics of the past couple weeks. If that’s the case, and everyone is game to keep going but just needs to put some real life stuff in order first, we will just hold out. Ignore the rest of this.
But I think its more likely we need a change. Now, its possible for some people Option 1 might be the most prudent, particularly if you are super busy for the foreseeable future. I don’t know whom that’s true for and who its not; it may be true for none of you. Again, if you have things you need to do and playing in a PbP is no longer a priority, no hard feelings. We’ve all had busy stuff come up, and when you’re ready to get back in, just say so.
Personally, I’ve got the time to spend on a game. To that end, I’ll just go ahead and say I intend to keep involved in some manner of PbP rolling, and would be thrilled if you guys are still up for it too. If you’re game, I’m game, as it were.
Therefore, I’m throwing in my hat for option 2. This has been a pretty great game by any measure, but here’s a few metrics for you:
-20 months running, still with the original players.
-Over 2500 posts, and MS Word took a shit when the word count broke 300k; in total its probably upwards of 500k. Think about that – that’s not a novel kids, that’s roughly the number of words in all the Lord of the Rings.
But for all that’s great about this game, games tire with age. Maybe it’s just that kind of fatigue, and want to try out a new character, or a new setting, or a new system, or maybe you want to try your hand at running the game for a bit. Maybe all of those things.
So, if we go with option two, we shelf the crew of the Olic for a bit, until we’re ready to come back and see what they’re up to. In the meantime, we run something else. I’m willing to run any number of games – I’ve got a handful of other SW settings if people like the mechanics of the system, as well as some FATE system games, and Burning Wheel/Mouseguard, and some indies that are frankly too crazy. One thing we might consider is a ‘short’ game to sort of cleanse the palette a bit. Something splashier, the PbP equivalent of a 1-shot.
Of course, if someone else wants to take the reigns and has a campaign idea they’d like to run, by all means, speak up. I know at least two of you have massive game collections. There’s always room for other systems (you’d have to twist my arm for 4e…) and moving to player position is quite entertaining, because then I get to try and ruin someone else’s plans...
Before I pitch anything on this path, though, I’d like folks to chime in with where they are it. If I’m judging this right, and you want to do something different, let me know what that is. If I’m totally off my gourd, and you’ve been working on a post but have been too busy spoonfeeding sick orphans and putting out forest fires, that’s fine too. Just check in and we’ll go from there.
Wednesday, July 20, 2011
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Studying for the Bar Exam while searching for a job has really destroyed my creative spirit (at the moment). I am all for #3, but would be willing to partake in #2, if we don't completely scrap this current game. I've grown somewhat attached to Blendin over the years...
ReplyDeleteAs I shared with BR on the phone, I agree with his assessment. I'm able to make characters just fine, talk about them, maybe even position them within scenes, but scene writing has just been a bit beyond my grasp since I started job hunting a couple months ago. And dealing with Blogger's crap when I do get something written...
ReplyDeleteI won't be in any position to GM a PbP game for quite a while, so most of what follows are just suggestions that can be easily dismissed if no one is interested. Lately I've been reading a couple Fantasy Flight books (Rouge Trader, Anima); there are some interesting aspects to the systems, so I recommend picking one of their games up to look over even if we don't play one. The missis has been begging for a Mouseguard game (haven't read any of that book or the inspiring graphic novels myself). I've been wanting an excuse to buy more CthulhuTecch books...
Serenity RPG (website gone), SIFRP, Angel RPG, and various d20 systems (3.5 D&D, Babylon 5, Spycraft and the related Stargate RPGs, et c.). I'd personally rather not play a d20 game (including 4e) in PbP, but maybe one of the settings can be converted to a different system, such as GURPS or FATE. Or maybe it already has been converted, in a sense (Leverage)?
That said, any of the three would be fine with me, as long as everyone is okay with my slower posting schedule for a while
I would be up for Serenity! I even have the books! lol
ReplyDeleteI have mouseguard, its a fine book. It's built on burning wheel, I'd describe it as burning wheel lite (which isn't a knock). I'd should point out for the uninitiated that the game is designed to be rather adversarial - the GMs job is to make things hard on the players - but along with that comes alot of player control. It's also a rather 'rough' tone, think more Martin than Tolkien.
ReplyDeleteSpeaking of tone, I'd also be up for a space cowboys/serenity style game. I think we'd have to decide whether we wanted to go more show or movie/pilot though - I think the tone is rather different between the two, and if half of people were thinking one, and the other half were thinking the other, it could get confused quickly.
I don't know the serenity system, so I can't speak to whether or not I'd want to run it. If someone else, say LR?, wanted that task, that'd be fine by me. I imagine the setting could be overlaid on any number of other systems I know, and I'm pretty familiar with the source material. Again, system could imply alot about tone.
Didn't we break SoIaF? I feel like the mechanics were squirrely.
As much as I love me some GURPS, the rules-heavy side of it concerns me in this format. I think rules-lite or abstracted systems may have an advantage.
A stargate game could be fantastic... but i think only Sam and i would agree on that one.
Okay, this is gonna be a long post/series of posts...
ReplyDeleteI know, big change from me.
I'll start by saying I'd be very disappointed to quit this game altogether, as I'm really enjoying playing Harmony and sparring with Blendin. I also love the setting enough that I've been fleshing it out (more on that later)
I would be willing to play with GURPS. It has a slight advantage over SW on PbP in that the lack of bennies leads to fewer retcons and less having to wait for player input about whether to benny before continuing. This advantage could be completely negated by the greater complexity of the rules, though, as players have so many more modifiers to consider before deciding how to achieve a given end. The only way I see a GURPS campaign working in PbP is if the players are all familiar with the system (own the core book) so that they can at least estimate their odds before posting.
I'm not familiar enough with any other systems to weigh in on their PbP merits.
As far as setting, I'm up for anything for a short game, if we're coming back to this one. I prefer settings with a fair amount of violence, of course, where I can exercise my tactical skills, even when I'm playing a pseudo-pacifist.
I'm seeing a fair amount of enthusiasm for a Firefly/Serenity game, and would be totally in for that. Frankly, one of the things I liked about SS was its resemblance to that universe.
If BR wants to take a break from GMing, I would be willing to try my hand. I have plenty of time since my job usually includes 3-6 hours per night of sitting and waiting for something to happen. I'm only confident in my ability to run a game using SW or GURPS. Fortunately, they're universal systems, so I could use them to run any setting with which I'm familiar enough, such as SS or Serenity. I also have some other ideas I'd be willing to try out if you guys are...
The first setting I have is a modified Sundered Skies world. Specifically, it's modified to be more like Firefly. It takes place after a war between the TC and the elves. The TC won, but not before its wartime policies drove many smaller islands to rebel. At the start of the game, the war is over, an amnesty has been declared for anyone who fought on the losing side, but the TC now has a tighter grip on the main islands, and a looser grip on the minor ones. As a result, the lesser islands suffer from more pirates, Voiders, and undead, and metals are even more scarce. There is also a stigma and a few extra restrictions against former rebels.
ReplyDeleteI have this setting pretty fully fleshed-out, including a new player class, more specific weapons to compensate for the lack of metals, and more ship classes and designs. It's basically a full expansion for SS.
The other setting I have in mind is a sci-fi version of the Age of Sail based on the universe in David Drake's RCN series. Two interstellar empires are on-again, off-again warring for control of worlds after centuries of isolation followed by centuries of rebuilding. It's a bit more swashbuckling than a Firefly campaign would be--skirmishes and battles rather than gunfights, and all set in an interstellar war. The players would mostly have to be affiliated with one of the navies (the RCN) to be much fun, I think.
This setting lends itself well to a short game, because it's naturally episodic. The ship would get a mission and go out to complete it. The nature of the Age of Sail/RCN universe means the mission will never be straightforward and the players will have lots of room to exercise their discretion.
I could have a "sourcebook" typed up for either of these in a few days to a week using either GURPS or SW as a base system, if everyone is interested.
If there's any chance of going back to this SS game, I'd rather have what we play next be rather removed from it, and events around it. I fear the confusion that would bring, and would therefore suggest we play the serenity setting a bit more straight.
ReplyDeleteAge of Sail spacefaring could be fun.
both of these lend themselves to various systems; If I were going to take it on, I'd be interested in running the setting on a fate based system called diaspora: http://www.vsca.ca/Diaspora/diaspora-srd.html
Obviously, the setting is more of a 'soft' scifi, but I think the worldbuilding and the character development through aspects lends itself to fun characters. It's not terribly crunchy, which has its perks as well as problems. Worth considering. There's a more generic fate called strands which I'm still reading. could try that one too I imagine.
Hmmm... Seems I just transferred my employment status to LR...
ReplyDeleteSo looks like everyone would be game for a Firefly/Serenity game. I doubt JWW will be opposed when he comes back, unless he just doesn't have the free time. I'd still be happy to run an RCN game, and I've already started making notes on a sourcebook for it, but everyone is familiar with and likes Firefly, so we may as well go with that.
ReplyDeleteI think we need to discuss HOW to do it, though. While there are Serenity RPG books, the resources seem a bit lacking, so I personally would prefer to convert it to a universal system. I can see how to do so with GURPS or SW, and from what I see, BR's suggestion of using Diaspora could work. I'm not opposed to using the Serenity RPG as the source, but trying to do so could delay things a lot due to having to find and/or order physical copies. We all have SW by now, I think, and maybe GURPS, too.
Ultimately, I'd say we leave the system up to the GM, which I assume will be BR unless he prefers not to run it, in which case I'd do it.
Also, as BR mentioned, the pilot and movie (and the unaired episode with the flashbacks "Out of Gas") have a slightly darker tone than most of the rest of the Firefly series. While either or both could be used in a game, it might be good to determine ahead of time which tone we want as the "main" one. Among other things, this could affect the mortality of characters.
I'd be good with either tone, but forced to choose I'd prefer a darker "Serenity" tone over the lighter "Firefly" one. Not that I wouldn't make jokes either way.
Also, I pledge to only work in quotes and direct references to the show when extremely appropriate or subtle.
All that said, I have one concern about a Firelfy RPG, and that is the characters. The show was extremely character-based, which made it great, but events largely revolved around the fighting characters. The same would be true in an RPG, which, in a universe without magic and multiple races, can lead to a lack of diversity in character types. I suspect that with this group, personalities would be diverse even if everyone made the same character, skill-wise. For example, Zoey and Mal have almost identical backgrounds and skills, but are very different characters. Still, I thought I'd bring it up so people would be aware of it when thinking up their characters.
For what it's worth, the Serenity RPG that LR and I are familiar with was produced by Margaret Weis's company; I feel they did a good job of capturing the feel of the TV show and Movie in the presentation of the system & setting. MSRP is $40, Amazon has a few resellers asking from a bit to a lot more. My FLGS does not like selling anything at other than MSRP, so I'll check their supply and let anyone interested know. I think I've seen some Serenity books at Borders/B&N as well.
ReplyDeleteMWP has also made a "generic" system book calling it Cortex. Here's a "character sheet & primer" for Cortex. I'll spend some more time later today doing comparisons.
Looks like I never got around to running (writing?) my Cortex program, so I don't have a success probabilities chart to compare it to SW; that said, I also never got around to doing that next-step analysis to make such comparisons useful (i.e. what are typical DCs, what are typical dice pools, what is the relative difficulty in moving from one pool to the next, et c.). If I get around to doing one or both of these this week, I'll send the results out in email.
We all have SW by now, I think, and maybe GURPS, too.
ReplyDeleteI don't have either, sad I know. I do have the Serenity RPG and the expansion: "Six Shooters and Spaceships".
I have run one game on the system and it has some weaknesses, though it really isn't that different from SW (I would suggest adding the d6 to all rolls as in SW).
A friend and I put a lot of time into doing a combination of the Serenity setting with Dark Heresy rules (with major modifications to character creation). I hope I didn't lose all of that work.
If you are interested, I can look for it, but probably not until Thursday/Friday (after the Bar).
While I have run a couple of Serenity campaigns (once with each system), I'm not sure I'm the best at play by post GMing. I could give it a try, but don't expect BR quality. :)
ReplyDeleteI have a basic game idea that I started with a group before everyone left Tulsa and the game died. I could revamp it. It is built on characteristics of various Whedon shows. I call it "Fractured Cell" and it is basically a Browncoat terrorist cell story line (interestingly, one of the players came up with the idea of implanting people with explosives about a year or two before that became the newest warning).
BTW, I like the serenity system because it is all about skill building. No special bonuses for particular actions, just building the level of your skill die (less to remember).
So, I'll see if I can find a copy of serenity or cortex while I'm out today. Serenity would be nice as a resource document even if its not used for the system. Cortex is available through MWP for 30 as a pdf, so I guess there's that. Looked over the primer, and worth looking at more.
ReplyDeleteThat said, if I'm going to run it (which is not set in stone if someone else wants to, but it seems people are leaning that direction), I'm still leaning towards either SW or FATE. Here's my pitch.
SW: We all know SW (Books will not be an issue - if need be I can mail you one of my copies, I have extras). It's a strong, if pulpy, system. Major disadvantages are that the characters could be samey (as bill pointed out), particularly early on. Also, we know the system. It doesn't offer alot of surprises, in a sense. Advancement is steady, and classical.
FATE: so the two implementations of FATE I'm looking at have some slight difference, but here's what's the same: Co-op world creation. Co-op character creation (this is not invasive, you simply have a history with some of the characters, and they have a history with you. with 4 players, there will be friend of friend type relationships too - this seems totally appropriate for serenity, given the relationships between characters there). 4dF (this is a flat 9 point curve, centered at 0. see the link I posted earlier, its got statistics for the curve first thing). FATE points - like bennies, but with some twists.
And the core of the system: aspects. Aspects are short descriptive statements. Typically players have 10 of them (in diaspora, I'll check strands). EVERYTHING has aspects: characters, rooms, ships, planets, everything. A room with a tile floor might have an aspect "slippery when wet". A person might have an aspect "look before I leap". These can be applied to various situations, whenever they seem appropriate. You can even make things have new aspects (simple example: you set a fire, and now it has the 'on fire' aspect). Aspects are generally used by spending a FATE point, but occasionally can be used for free.
Aspects can be applied in three ways: _invoked_ by you, _tagged_ by you, or _compelled_ by you. Invoking allows you to use one of your aspects to improve a roll, tagging allows you to use someone(thing) else's aspects to improve your roll, and compelling allows someone to constrain actions of another in exchange for a FATE point (Before you freak, yes, compels are agreed upon not forced - its an exchange. Do you want a fate point in exchange for this?). For instance, if you had 'look before I leap' as an aspect, you could invoke it to improve your navigation roll for interstellar travel. Of course, I could also offer you a fate point to compel you to delay entering a combat, because hey, you 'look before you leap'.
There are also stunts, which are special rules for your character, like "have a thing" or "military grade". Basically feats.
I gotta run, but I'll say this for FATE: characters would not be samey. Aspects will provide you with a way to define who this guy is, and give that definition mechanical power.
Due to all of the problems we have had over the years with blogspot, how would people feel about testing out Google+ Circles to keep a game going?
ReplyDeleteI'd be fine with a change of venue. I think that google plus perhaps is a good place. We could also switched tumbler. for now, let's do the discussion here, and once the kinks or workout we can move if we want. I'd be fine with a change of venue. I think that google plus perhaps is a good place. We could also switched tumbler. for now, let's do the discussion here, and once the kinks or workout we can move if we want.
ReplyDeletewow using speech to text really introduces some interesting ayers to my statements . Case in point.
ReplyDeleteI've been pretty busy with work and travel lately and likely will remain so through October.
ReplyDeleteThat said my heart's also not in this game any more. I'm tired of Gardner. I might be into to coming back to this game with a new character at some point but I would be in favor of trying something new.
I like SW and I think my vote would be to stay with that system. I also like D&D 3.5 but I know it can move slow in PBP.
I will play whatever other people want to, though I'm not sure I can make too firm a commitment at this point because of time reasons.
no luck finding the serenity books in stores.
ReplyDeleteSo if we go SW, here are some resources I've scrounged. look them over, see what you think
http://www.missouri.edu/~heivilinj/Firefly/Serenity-Firefly-SW.pdf
http://www.savageheroes.com/conversions/fireflyRPG.pdf
Worst case, added fuel for the hopper.
First link's material is okay. Second's is a bit munchkin. I do fear that there might be too many similarities between SS and Serenity to use the SW system, assuming we're trying to put our minds in a different mode to later come back to this game refreshed.
ReplyDeleteIt'd be nice to use a cooperative, semi-random system for ship creation (a la ship creation in Rogue Trader, or house creation in SIFRP); admittedly MW's Serenity system also lacks this (although it does define ships in such a way one could probably be bolted-on).
check the fate link. diaspora has awesome ship creation. just sayin.check the fate link. diaspora has awesome ship creation. just sayin.
ReplyDeleteWell, sounds like BR will run us a Firefly/Serenity game. JWW, if you want to come in in October when you have more time, that setting makes adding new characters pretty easy, but I'm sure we can work with you if you want to start sooner.
ReplyDeleteAs for system, I think SW will work fine, but after reading over the Diaspora rules, I think it will work well, too. I have some criticisms of it, but they're more theoretical than practical. It also has the advantage of being freely available online, so no delay or cost to getting basic sources. I don't get bored with systems, they're just a tool to me, but if the GM wants to use a different one, I'm fine with it.
Since I don't think we should start the new game until after LR is done with the Bar (when is that, again?), we have some time, but it would be good to pick a system soon so the GM can get his sources.
Can anyone send me a Google+ invite? Katrina already tried (since I refuse to use facebook), and it told her it was full. I've found workarounds for all of Blogger's issues, but Google+ might be easier for everyone if we are all in.
Tuesday and Wednesday of next week. Then I get to wait two agonizing months to find out if I passed.
ReplyDeleteCan I get a link for the diaspora rules? The site I found did not provide the rules for free...
Invitation Sent, BP.
I agree with sam about the two source links. The first one is good enough to use unaltered, the second needs work. If we're using SW, of course.
ReplyDeleteThe first link brought up a crucial point, though: are we playing in a setting before the events of the movie? Because after that, things were going to go a bit nuts. I would prefer a pre-movie game.
Here is the SRD link
ReplyDeletehttp://www.vsca.ca/Diaspora/diaspora-srd.html
It's not quite everything, but its damn close. i'm sure we can come up with a way to get you the rest of it tomorrow if you'd like.
As I alluded before, my major move away from SW has more to do with samey-ness than with any real problems with the system. I love me some SW, but shaking things up may help this feel fresher.
I'm leaning to playing a game in the post-unification period, say a couple to six years after the war ends. The show begins around the 6th year post war, and I think covers roughly 9 months or so to the movie. I'd like to be far enough after the war that most of the pockets of resistance have folded up and moved to the periphery, trying to avoid notice.
I'm assuming you guys will want to be a ships crew that does odd jobs, although I'd imagine there are other possibilities (colonists running an outpost, a group of alliance soldiers hunting browncoats, core worlder dating sim).
It just occurs to me that the ship creation rules arent in the srd. horrible error on my part. email me a time to hop on skype in the morning, and I'll see what I can do about that.
Thanks for the invite, LR.
ReplyDeleteYeah,the SRD was so complete I thought I was just looking in the wrong place for the ship-building rules. I doubt anyone besides the GM really needs anything more than is available there.
I may be wrong, but I really think that changing characters and setting is enough to refresh our inspiration. Heck, I felt pretty refreshed just changing characters when Tooly died, once I got into the swing of playing Harmony.
Why doesn't everyone chime in with their system preference, once you have a chance to look over the Diaspora SRD? No rush, but the sooner we decide, the more time the GM has to plan. If that means waiting 'til after the Bar, don't sweat it, LR, we'll wait.
As for me, I'm good with either, but would slightly prefer SW. Call it 60/40. Less work for the GM, since there's existing resources, less confusion over rules early on, since we've been playing it for a year and a half, and there are those little things about Diaspora/FATE that bug me.
Yeah, I was assuming we'd all be crew/supercargo on a ship. The 'Verse is set up to make that the most interesting. I even have a character sketched out, and he won't be too "samey," even if we use SW, after all...
Re-reading the SRD for Diaspora, I'm actually a bit less confident of its suitability for PbP. I figured the interactive part of the character creation would be a bit odd, but doable. Mainly, so much of it has to do with consensus of "the table," which can be difficult to come by in PbP because of both a delay in back-and-forth discussion and a lack of voice tone and body language. If someone says "whatever, I don't care" in RL, you can tell if they mean they agree, defer to your judgement, genuinely could not care less, or are just pissed off and being passive-aggressive. In PbP, you can't tell. Still, I figured it was doable for the character creation.
ReplyDeleteUnfortunately, some of this is necessary for regular gameplay, too. And even if we get around that, I suspect that the Aspects system could be incredibly unwieldy in PbP.
The problem is that it often requires negotiation to resolve a single action. Bennies are a little awkward because they cause minor retcons, but Aspects can actively delay an action for two or three posts while the player makes an offer, waits for a response or counter-offer, then resolves the action. This might be fun around a table, but in PbP it could mean the game moves ridiculously slowly.
BRv may have already considered this and has a workaround, or maybe this is all fine with everyone. I'm still willing to try it, since we have a good group, here, but I'll change my preference ratio to 80/20 in favor of SW.
I think I don't worry quite so much, but this does constitute the major issue with a pbp conversion.
ReplyDeleteI don't understand the character creation argument. seems in sw there is no feedback, versus here where there is the possibility of miscommunication. that seems to favor fate, by my scoring.
aspect tagging is invoked and resolved on the fly. this seems better that a benny. by design, you always know the target number in fate. if you invoke an aspect, it gives a set modifier. this, say you roll low, you spend a date, and you know how it resolves all at once. the only case in which this fails is real stretches of your fate use.
thats not to say there aren't real issues. compels will take a back and forth, but the give a mechanism for benny transfer between characters, which I like. I tend to trust you guys will use aspects and fate in fun, non munchkin ways, but abuses could be horrible to untangle.
my biggest concerns are 'good' aspects, and good maneuvers. aspects need to ne specific enough to be interesting, but still taggable. maneuvers apply aspects, and that's one of the most interesting concepts, but could really make the game chug.
I lean towards fate as n experiment. I have no clue whether it will ultimately work. it will definitely have a different feel. I can guarantee screw ups as we learn the system. as I've already stated, sw is a great game, and a fine engine to drive this game, but I see some places where I think fate could really shine. 70/30 fate is my vote.
I can definitely see the appeal, it's a very different system than any other I've seen, and not in a bad way (though I think fudge dice are stupid--the probability curve on 4dF is not much different than 2d6, but it works). I'm mainly concerned about the compels, yeah, but I suppose those are used the least, so maybe it's not as bad as I was thinking.
ReplyDeleteWe'll see if the others prefer to experiment or stick with the old, safe way, I guess.
I'll admit that partly I'm impatient and have too much semi-free time at work, and SW would get us started faster. I already have a 2-page backstory for my character written in generic terms for use with either system, including his home planet if we do some version of the Diaspora cluster design.
By the way, I suppose I should share my primary workaround for Blogger's stupidity, which will also be useful for Google+'s lesser stupidity. I type up all my long posts in Google Docs. I have an app on my Droid, and it saves signing into Blogger since I use my Google sign-in, so it's only a ctrl-a, ctrl-v and a couple clicks extra work to copy and paste it into the Blogger (slightly different but no harder on my phone). It autosaves every 30-60 seconds, so you never lose your post.
ReplyDeleteGoogle+ has a stupid autocorrect that I want to strangle, so I'll probably keep doing it this way even if we switch over there.
I actually use Google Docs for all my word processing these days, since Word '97 doesn't do .docx files and why buy Word when Google's free? Plus, it keeps my docs safe from hard drive crashes.
I would rather not play another "fly around and do stuff on islands/planets" game in SW, especially if we play to return to the existing SS game. If we want to keep with SW as the system, I'd prefer something more like Solomon Kane or Necessary Evil. So, my votes are non-ship centered SW or something else, including a ship-centered game using a non-SW system.
ReplyDeleteI have a bit of a backlog of other things I'm needing to read at the moment, so haven't read the Diaspora or SotC SRDs. I'll try to get to them in the next day or so.
Since we have three pretty solid votes for serenity (me, bphage and LR – and you suggested it, even, sam!) I think I’d recommend we stay committed to the setting for this game, unless someone has a campaign idea that garners unanimous support. I like Solomon kane, but I don’t think its going to drive the numbers we need, much like stargate. Same reason I didn’t recommend Dresden; as much as I’d love to play it (as an excuse to buy the books if nothing else) I don’t think I know enough about the world, and neither do the rest of you, to make the investment (in time or books) worthwhile right now.
ReplyDeleteSo by my count we have two, mostly ambivalent camps for our serenity game:
SW: bphage and jww
And
Not SW (almost certainly fate):
Me and sam
So, I think we need a little help from LR – what’s it gonna be? If you want to look at the diaspora source book, I can hook you up. Fact is a lot of the structure is present in the srd – if you’re not liking it there, I don’t think the book will convince you, and you’re a bit busy at the moment anyway to be reading a book. No pressure or anything. Of course, compared to what else you’re up to this week, it really is no pressure.
Worst case, system debate can hold to the end of the week, or I can convince bphage and jww to see things my way.
closing thread, new one going up now.
ReplyDelete