[TML] NEW SFRPG - Thousand Suns
Richard Aiken
raikenclw at gmail.com
Fri Feb 8 18:04:23 MST 2008
On Feb 8, 2008 9:27 AM, Michael Taylor <michaeltaylor1329 at hotmail.com> wrote:
> It is not intended to screw the players by changing the rules of the game while they are playing by arbitrarily deciding they can't do something that's perfectly within the spirit of the rules (you can tell that because the rules the way they are written ARE the spirit of the rules).
<Michael, just so you know: whenever you qoute stuff, one of the
programs that massages the results before they get to me really messes
with the line breaks . . .>
But there are rules systems which state an explicit game spirit, what
sort of play is expected from players and GM alike. In the case of
Serenity, the spirit is intended to evoke the same degree of character
and story development seen as in the movie (and TV show) upon which it
is based.
>From the "Introduction:"
"Think of this book as a set of tools - papery, wordified tools that
aren't so good for hammering nails, but will help you recreate all of
the adventure, drama, danger and humor in the movie, Serenity. Think
of the game as a form of group storytelling, where the only limits are
those set by the players."
<sic>
"Everyone has a role to play in this game. One of the players takes
the role of the Game Master ("GM"), a person who is part referee and
part storyteller."
<sic>
"Along the way, each character will discover things about himself and
his fellow crew members. He'll make friends and enemies, learn new
skills, and improve old ones. The 'Verse is a dangerous place. If
you're clever and more than a bit lucky, your character will survive.
If not . . . Well, you can always "roll up" a new character."
<sic>
"How your crew fits into the greater scheme is up to you. Most likely
your crew aren't important military types off to discover strange new
worlds, but rather working class folk who simply want to keep flyin'.
You might have a ship, but it's probably an older, refurbished model
that flies only with equal helpings of love and luck and a whole heap
of duct tape. The ship is freedom - from your enemies and the ghosts
of your past. The 'Verse is a harsh place, and if you ain't workin',
you ain't earnin'.
"The 'Verse is big. There are plenty of places to find work and just
as many places to hind if the Alliance gets wind of your doings. Keep
true to your integrity, do right by people, and work may come find
you.
"Freedom is out there, waiting."
And finally - and most tellingly - from "Chapter 6: Out In The Black -
Become a Serenity Game Master with advice and pre-generated
characters" comes:
"Most important tips: 1) The story is the heart of a Serenity
adventure. 2) The rules serve the story, not the other way around. In
other words, if it comes to a fight between story vs. rules, shoot the
rules."
--
Richard Aiken
"Never insult anyone by accident." Robert A. Heinlein
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