[TML] Leveling (was NEW SFRPG - Thousand Suns)
Richard Aiken
raikenclw at gmail.com
Thu Feb 7 21:14:46 MST 2008
On Feb 7, 2008 4:04 PM, Brad Murray <bjmurray.halfjack at gmail.com> wrote:
> I'm also unconvinced
> that skill progression (as opposed to emotional or philosophical
> progression) contributes to the quality of a story.
Depends on the story.
> Does Starbuck's
> skill set continuously increase qualitatively and/or quantitatively
> over time in BSG?
Depends on the series. In the original, no - he's a gambler and a
fighter pilot, supremely skilled at both in the very beginning, with
no need to improve. In the remake, yes - she learns how to pilot a
Cylon bioship (admittedly basing this off her existing skill) and also
learns a good bit about guerilla warfare (while stuck on occupied
Caprica). I haven't watched the last couple of seasons yet, but I'm
also willing to bet that her guerilla skills greatly improve after the
Cylons occupy the new colony . . .
> Doctor Who's?
When you already know everything, what's left to learn?
> Captain Kirk's?
A character at the peak of his powers - an excellent fit for your
system. But he had a competent support team; whatever he didn't know,
someone else in the group could cover.
> Episodic stories
> generally have fairly static skill sets just because you're looking at
> a long progression of stories and never want the characters to advance
> outside of the region that retains the desired character and theme of
> the series. That kind of story, therefore, might be better told
> without progression.
True. But I've never actually run that kind of campaign. Mine have
been partly episodic - particularly back in the early days - but I
generally prefer an underlying plot/story arc.
> Your players will be well satisfied with a system that does that then.
> My experience is that you don't have to settle on a single system and
> that you can leverage the differences in systems to have different
> kinds of games -- all of them fun.
I've used several systems over the years, but that's been because I
found something else I thought worked better than what I already used.
What I would really want (and think I've found in Serenity) is a
simple system that can model the kind of game I like to run. It
offers players a high degree of control (through expending Plot
Points) but remains very simple to use. I don't want to have to look
up rules at the table.
--
Richard Aiken
"Never insult anyone by accident." Robert A. Heinlein
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