Comparing Potential Systems for a "Serenity"/"Firefly"-based Campaign

innerdude

Legend
Our group is currently in the middle of a "Rise of the Runelords" campaign, and having a total blast with it. But having picked up a copy of Savage Worlds: Explorer Edition a while back (how can you resist for only $10?), and now having read through 6-8 times, I am totally enthralled with the potential of the ruleset, even though I have yet to actually play it.

After our Pathfinder campaign winds down sometime in January, I would love, love, LOVE to start a Serenity/Firefly campaign using a ruleset that will really work.

We tried it in the past using the D20 Modern rules, and it was incredibly clunky. Combat and the whole "feel" of it was just off. It totally failed to capture the spirit and essence of "Firefly" (though that may have just been the GM's fault).

I have access to the actual Serenity RPG rule set through a friend who is something of a game collector, so we could use it if we wanted to--but frankly, none of us are familiar with it, and from most commentary / reviews I've seen of the rules, people who play it don't particularly like it (they play because they like the setting, not the mechanics).

So my question is, can the Savage Worlds rules "handle" a good Serenity/Firefly campaign better than either of the other two options, and has anyone actually tried it?

My impression of the Savage Worlds rules it that it "feels" right for a Firefly campaign; the pulp / campy feel of the combat with Mal, Jayne, Zoey, etc. seems like Savage Worlds would be right up its alley.

All thoughts welcome and appreciated!
 

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I don't have much experience with Savage Worlds, so I can't comment on that.

Firefly has always felt like someone's Traveller game to me, so that's what I would use. The Mongoose Traveller line is fairly nice, and the system is pretty light compared to d20. Advancement isn't quite as fast paced as your typical RPG, but I've always enjoyed the more hard sci-fi feel of Traveller.
 

Well, the Serenity rules pretty much play like Savage Worlds, except that dice don't explode, players have a bit more plot control using plot points, and the game uses hit points. From my reading (I haven't played using the Serenity system, mind you) I would prefer the Serenity rules.
 

Serenity RPGs rules are somewhat similar to those present in Savage Worlds. You have die based skill progression (d2 through d12 then it goes into pluses), there are traits and flaws to round out characters and offer role playing aspects, and there are plot points which are kind of like action points but you can also use them to alter the story's direction or help you live longer.

The game is rather deadly and my biggest complaint is in regards to grenades which are over powered. Granted, the game is trying to be relatively down to earth (how ironic) but grenades are so ridiculous and cheap that even a beginning crew can chuck their way to victory.

It's a good game and there's a tons of fluff that expands on the "verse" and mundane or adventurous aspects.
 

Go Savage! You will not regret it! Of course, it will ruin you for D&D as well, so be warned ;)

I've played both SW and Cortex. There are surface similarities between the systems (notably the dice and the bennies/plot points), but the systems really do play differently. My opinion only, but I find Cortex clunky and Savage Worlds elegant. YMMV.

Here is a Savage Worlds Firefly conversion. I have not played the Firefly conversion myself, so I cannot speak to that one, but I have played/read many others and have always enjoyed a Savage game.

http://www.savageheroes.com/conversions/fireflyRPG.pdf

Also, head over to PEG's website - really nice folks that love to help those new to the system. Likely the guy that did the Firefly conversion hangs out there.
 

I want those Firefly books!

anyway, if you go SavageWorlds consider strongly doubling or tripling the suggested bennie earn rate of your players.
 
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I don't have much experience with Savage Worlds, so I can't comment on that.

Firefly has always felt like someone's Traveller game to me, so that's what I would use. The Mongoose Traveller line is fairly nice, and the system is pretty light compared to d20. Advancement isn't quite as fast paced as your typical RPG, but I've always enjoyed the more hard sci-fi feel of Traveller.

Similarly, when I watched firefly it felt like I was watching some of the old traveller games I used to play.

Traveller would be a good choice for it still.

Cheers
 

I'd go with just about any version of Traveller, but my favorite would be Traveller T20 (D20 version of the game).

The rule book is back down to its cover price at places like Ebay.
 

I ran a Serenity game for a while using the Spirit of the Century rules (which are the FATE system). It worked marvelously. I had to do some adaption, but I found a nice hack for it on the web.

If I would do it again, I'd use Strands of Fate, which has just come out as a PDF, and will be available in print from LULU shortly. Here's a link.

I like FATE because its uses aspects, which seemed to work out exceptionally well to simulate the characters and their stories from the show/movie. If you haven't ever used aspects before, they're basically a snippet about the character, that when it's relevant, can be invoked to give you a bonus or compelled to get you into trouble.

Joss is a very...verbose.. writer, and Firefly had a lot of dialogue in it, and aspects can really bring that to light, especially with some of the character's repeated lines.

It's something I'd definitely look at.

--Steve
 


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