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RogerBurtonWest
Roger Burton West

Mon

Jan 9
2006

14:49

What if Firefly was a roleplaying game?

On Fri, Jan 06, 2006 at 09:45:10AM -0600, Karen J. Cravens wrote:

>Now, my imaginary gamemaster "Joss" is apparently juggling nine players 
>(eight if you suppose that River is a Dependent NPC),

River's player doesn't show up most weeks, so she's in the General PC
Cloud of Vagueness during those times.

>what 
>mechanics would enable/encourage the kind of interaction between 
>characters (PCs, yet!) that we see in that (and by mechanics I may mean 
>perhaps just character definition, q.v. my assertion that communicating 
>your character to the GM and other players may well be the only "system" 
>ever needed).

That's the approach I tend to take. My _Tempt Not the Stars_ campaign
(written up on tekeli.li) is somewhat influenced by Firefly (among many
other sources); I'm running it under GURPS4, which is pretty much a
"conventional" RPG insofar as inter-PC relationships are concerned. I'm
quite happy with the amount of inter-character stuff that's gone on
there; they haven't let it override the main plot, which is fine because
after all we're all quite interested in the main plot, but there have
been some extended in-character discussions. (Most of these don't make
it into the writeup, alas; I tend to focus on what the PCs _do_.)

I can certainly see a Forgeite-style game that would produce similar
effects; Primetime Adventures (which I played for the first time
yesterday, and may well write about more in another post) would be a
pretty good match, with its system of screen presence (which
automatically builds episodes themed on particular characters) and
"conflicts" which end up being narrated by either the winner or the
loser.

-- 
Roger, gaming grognard
Lots of role-playing stuff: http://tekeli.li/
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