So, I got an opportunity at the local Meetup group in Albuquerque to play Firefly with one of the system leads, Mark Truman. I was interested to see if someone with familiarity in the game would run it dramatically differently than I had, and whether my opinions regarding the game would change. We ran through one of the canned adventures from MWP, and he had obviously run the game a few times. It was well tailored to the selection of characters we had. The experience as a player was much easier than that of GM for the game. I found I was having a good time (as I did running the game), but was able to focus on the mechanics and how they played because I only had to focus on one character. (I played Zoe.)
So how did it play? I thought the players dove in well and utilized the rules much more enthusiastically than my group had. This is a typical experience for one-shots and convention games, I’ve found. The simplified character attributes and skills (as compared to Serenity) worked well for the pacing, and the distinctions allowed for some good mechanical advantages for the dice pools. As the night went on, especially in the main action piece, the dice pools ballooned and were hard to keep track of as assets and complications were created. At one point we had over a dozen stickies with notes on the table to keep track of the action. In the hands of a gamemaster with experience in running the game, it seemed to flow no better or worse than it had for me.
So in the end, what is the verdict as a player, rather than a GM? One — it’s still a good game, and I think the rules could be adapted very very well to other settings (Star Trek or Star Wars particularly!) Two — the assets and complications quickly get out of hand, even if players are spending plot point to step them back. Three — the asset/complication mechanic seems is supposed to enhance player contribution to the narrative, but I found it hampered the gamemaster while only allowing a little extra power to the players. How? I noticed that the asset or complications on the table felt, often, like they had to be taken into a account…whether that was the case or not, the sticky was there, crying to be used. Four — the assets and complications, and the plot points, are much, much more manageable than they were in Marvel Heroic Roleplaying.
The final verdict: Firefly is a good game that is potentially a great one for new players. There are still a lot of moving parts to the game at times, and I think that could swamp a new gamemaster. It’s a buy.
[p.s. A lot of people are getting frustrated (myself included) by the constant delays in the release. This seems to be tied to coordinating all the publishing nonsense that goes with a simultaneous international release — copyrights, shipping, yadda yadda…]
14 July, 2014 at 00:38
It is great that you got to view the game from the other side with a GM fully familiar with it. Perfect next step in the comparison~
I have more to say on this, but for now an echo: GM familiarity and skill with the system can definitely reduce the negative effects of that system from the players’ perception of the session (s). Good session? Sure. Good game? That depends~ 😉
17 July, 2014 at 21:25
Leave us hanging…
20 July, 2014 at 04:11
Sorry, I got delayed~
“Familiarity with a system goes beyond making the game another notch on your GM belt. It translates into observable benefits around the table. With familiarity, even a complex game can move along on light and dexterous steps, where without, it might stagger with lurching and ungainly ones in clunky shoes that look dated and uncomfortable. With familiarity, a GM is able to immerse themselves in bringing a scene to life, not wracking their memories for what modifiers to apply, or how best to represent an NPC they are creating on the fly. Even the lightest games benefit from familiarity, as what they lack in complexity of play, they often make up for in the complexity of their underlying assumptions. It is worth it to become familiar with a game, and make it your own. If, even when this has been achieved by the GM and players, the game continues to stutter, falter, or get bogged down in the details in purely mechanical fashion, it is time to question if this game is right for you, or – if it works at all. There is a chance that you and your group, “don’t get it,” or that you are “running it wrong.” It does happen. That said, many who claim that the problem is you not the game, have made changes to the game… Moving the goal posts invalidates their claim on judging you.”
The full response is here: http://wp.me/pTI80-1bJ
24 December, 2014 at 11:53
[…] between Firefly and the older Cortex Serenity game to see how they compared. Later, I played in a pickup game with one of the designers of the game, just to see how it ran with someone who really knew the system. Follow the links to see the […]