
MoonHunter |
I have to disagree with some of the comments in the thread above.
I have been in a short campaign of Serenity. We, like some of the people on www.rpg.net, were joking that this should be listed as Traveler 5th Ed. It is literally what they were thinking about when they were doing Traveler, only they threw a few more tropes in.
This aside, the system worked for us. (It is fuzzy in spots, granted). We figured out damage almost right away, so it was never an issue for us. The GM had a vision for all the rules, and either we all agreed with them or it made sense if you looked at the rules a certain way. So the mechanics were solid for us. Everything else worked. (We also stamped on anyone who wanted to clone a series *cough River cough* character). My biggest complaint is the real the lack of the really fun things for ship to ship combat. (However, ship to ship combat really eliminates fun for the rest of the crew Pilot+Engineer and maybe the Captain... everyone else.. gets bored).
Yes, you do have to think cinematic in the campaign. (It helps, but is not required, that every player has seen all the series). Thinking visual and plotting your stories like there were a TV episode helps. And points really do help and don't need to fall like rain if your players have half a brain in the brainpan. They are might handy in having around though. And can be a lot of fun.
I think the biggest issue that people will end up having as a campaign is the big plots. Sure you can do some random adventuring with an eye towards character development, but how many times can you rob a train before it gets old? So unless you have a big story arc, it gets old fast.
Our next mini-campaign with it will work better because there will be less story distractions.