Firefly RPG: Things Don't Go Smooth

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Life’s not easy. Don’t matter whether you’re flying a leaky boat along the Rim or dodging Alliance cruisers in the Core, there’s always something or somebody getting in the way of a Crew’s honest day’s work.

Things Don't Go Smooth presents a baker’s dozen of shady crews, crime bosses, megalomaniacs, and unexplainable phenomena designed to get in the way of your Crew. Each includes a wealth of story hooks, supporting characters, locations, ships, and background material to help you bring the ‘Verse to your table. GM’s will also find over 50 new Distinctions and Signature Assets, new enemy boats, rules for scene Traits and triggers, plus the Episodes “Merciless” and “Thieves in Heaven” to bring these characters to life!

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An RPG Resource Review

5/5

This is a resource for a Firefly RPG Game Master (GM), whose role is of course to ensure that thing's don't go smooth for the characters... er, that they may live in interesting times. After all, who wants a game where all plans execute as intended and the bad guys never show up? Keep that for real life...

The Introduction lays this all out, in the rather slangy approach that is standard for Firefly resources. Whilst the book is mainly intended for GMs, there is material that players can use, however - like new distinctions, signature assets and ships. You may prefer, however, to introduce these in a controlled manner rather than letting them loose in these pages, particularly if you intend on using the army of antagonists or the plot suggestions to be found here.

Antagonists are not necessarily villians. They're just people whose interests or inclinations run contrary to those of the characters and so can be relied upon to object to or counter whatever they are trying to do... or whose own schemes will impact in a negative way on them. Some are out-and-out bad guys, but even villains don't necessarily see themselves as evil: they may have a quite reasonable (to themselves, at least) rationale for whatever they are doing.

The bulk of this book, then, is a collection of antagonists who can be relied upon to ensure things don't go smoothly for your characters. They are divided into various categories, so you can pick ones appropriate to what you have in mind... and of course, reading through all the details presented sparks ideas for stories if you haven't a plan in mind already. Spies and crime bosses, rival crews and gangs, and assorted other potential opponents are to be found here.

The first lot - the spies and crime bosses - are all individuals although most command a fair few minions to do their bidding. There are notes on what makes a good - great, even - crime boss, which you can apply to individuals of your own design as well as appreciate in these ones. Each one comes with detailed background information and some atmospheric illustrations - not just them but things like appropriate advertisments or scenes - as well as full stat blocks. Notes include typical locations and details of their followers, but the main focus is on the individual in charge. If you are wondering about the spies... well, strip away the followers, tone down their activities a bit and any one of these people could make a career out of espionage, if that suits your plans better. The individual details are followed by some appropriate signature assets. Some might be appropriate for your characters... or they may, ahem, liberate them from a passing crime boss in the course of an adventure. The chapter rounds out with some plot seeds that would work well with these antagonists.

Then come the rival crews and gangs. After all, it is extremely unlikely that the characters are the only bunch of somewhat questionable types crusing around the 'Verse in a ship looking to make a score. There's bound to be other groups with the same idea in mind. Some may be intrinsicly similar to your crew, with enough differences to make them interesting and challenging - their cortex hacker maybe enjoys a good brawl whereas yours hides under a table when a fight breaks out, for example - others will be completely different with their own motivations. Ideas for how to present them in interesting ways are provided before descriptions of several groups are provided, with full stats for the leader and summaries of everyone else in the crew or gang, along with copious background notes replete with suggestions as to how to incorporate them into a good plot. Again, illustrations and notes bring them to life, adding atmosphere to the listings. The chapter ends with a neat system for coming up with a rival crew on the fly (which will work just as well if you are short a few ideas but know you want a rival crew...) and a selection of plot outlines to embroil them in.

The final collection of antagonists are quite strange - things that might be completely unexpected. There are some guidance notes on setting up the right circumstances to introduce them and what makes them tick, too, which empower you to weave them seamlessly into whatever's going on. And they are weird indeed - a rogue AI, perhaps, which has got religion or maybe someone who is a nice person who just happens to be (unbeknownst to themselves) a programmed assassin... or even someone - something? - that may be a ghost or is it merely an urban legend that the unscrupulous are capitalising on? More new signature assests and a whole bunch of stuff about the Reavers and how to bring them into your game with the right amount of terror and confusion that they should generate.

The next chapter presents a veritable fleet of enemy boats. A memorable enemy has to have a ship to match, after all. Several are described in detail all ready for the using (or the stealing if your crew is anything like mine...) and there's also a complete system for designing your own ships, based around devising new signature assets and new classes of vessel.

This is followed by a chapter called Scheming and Narratin' - this is jam-packed full of hints and tips on game-mastering and in particular how to give your antagonists every bit as much life, individuality and interest as your players lavish on their characters. There's all sorts of stuff here including combat, location and much, much more... material that could easily be retooled for any game and so is well worth reading whatever ruleset and genre you run games for. Spend a lot of time reading and rereading this chapter, it will reward you amply.

Finally there are two complete adventures ready to run - Merciless and Thieves in Heaven. The first involves a heist in a museum and the second a collective of shipyard dogs who have fallen on hard times and are coming down with a mysterious illness to boot. Of course, there's plenty more to each of them and they should prove interesting entertainment for you and your group.

If you are serious about GMing Firefly, this book should be snuggled up next to your copy of the core rulebook.



7 people marked this as a favorite.
Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I find it unlikely that description accurately reflects this product.


Azazyll wrote:
I find it unlikely that description accurately reflects this product.

I'm pretty sure its for Key of Destiny, the first module in the 3.5 Dragonlance Age of Mortals adventure trilogy.


Best birthday present ever. And a day early to boot.

Sovereign Court

Adventure Path Charter Subscriber; Pathfinder Adventure, Companion, Lost Omens Subscriber

WTF

Scarab Sages

2 people marked this as a favorite.

Well, as they say, things don't go smooth.


lol

Liberty's Edge

Always thought "Like a leaf on the wind" sounded a little elvish.

Webstore Gninja Minion

Hah! I was wondering when the wires would get crossed on a product description. It's been updated to the correct one. :D

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