I done did it. I ran a Firefly scenario / game using the Savage Worlds system - I got the fan conversion here - at www.savageheroes.com/conversions. I also used the Marget Weis "Serenity Role Playing Game" and the "Big Damn Hero's" books for reference material (ships, the 'Verse, etc). I also found a decent listing of the 'Verse planets and moons on Wikipedia.
I was also using a bunch of game material from the 'net for the Serenity game - some random tables on how your crappy ship breaks, some Chinese language guides for cursing in the 'Verse, and ship maps.
I made a firefly crew - Captain, First mate, Mercenary, Medic, Pilot and Mechanic - all of them standard Alliance hating misfits flying the black for freedom. No Shepard, Companion or River characters, sorry.
I won't detail the game so if you play it, there will still be surprises. Suffice to say, it was traveling through the black and not everything going smoothly. The group I played with was gathered from reaches around the Portland Metro Area (Oregon) using Meetup.com (Portland Gamers group). I also had one walk-in from the Red Castle Games calendar, and even one who saw my Reddit posting 2 months ago! The night was also co-hosted by another GM (Scott Woodard, who does a lot of work withing the Savage Worlds scene) and he ran a pirates game. We had 10 players for the night. Success! Alas, I failed to take pictures.
But, I did have a poker scene that I used a modified 'Chase' or 'Dramatic Tasks' to run. I wanted to simulate a single buy-in Texas hold 'em tournament where the winner takes all.
Here's how it works:
Gambling: Using Chase / Dramatic tasks rules(ish):
Player with the most chips is the winner, if there is a tie, keep playing until the tie is broken. If you want you can limit the players to only those with chips for the 'final table'.
Card rules:
If you want to play a non winner-takes-all tournament, you can stagger the payout with the number of chips a player has.
Each chip gets a portion of the buy-in. Everyone should have bought in for say $100 each. player with 4 chips gets $400, 1 chip gets $100.
I was also using a bunch of game material from the 'net for the Serenity game - some random tables on how your crappy ship breaks, some Chinese language guides for cursing in the 'Verse, and ship maps.
I made a firefly crew - Captain, First mate, Mercenary, Medic, Pilot and Mechanic - all of them standard Alliance hating misfits flying the black for freedom. No Shepard, Companion or River characters, sorry.
I won't detail the game so if you play it, there will still be surprises. Suffice to say, it was traveling through the black and not everything going smoothly. The group I played with was gathered from reaches around the Portland Metro Area (Oregon) using Meetup.com (Portland Gamers group). I also had one walk-in from the Red Castle Games calendar, and even one who saw my Reddit posting 2 months ago! The night was also co-hosted by another GM (Scott Woodard, who does a lot of work withing the Savage Worlds scene) and he ran a pirates game. We had 10 players for the night. Success! Alas, I failed to take pictures.
But, I did have a poker scene that I used a modified 'Chase' or 'Dramatic Tasks' to run. I wanted to simulate a single buy-in Texas hold 'em tournament where the winner takes all.
Here's how it works:
Gambling: Using Chase / Dramatic tasks rules(ish):
- Everyone gets a card, keeps it hidden, but looks at it.
- Decide if you're going to cheat or not cheat, this is public knowledge to the players.
- Roll gambling (+2 if you are cheating). A success and each raise earns another card. If you roll a 1 and you are cheating, you are caught! Ramifications to this will vary, discuss later.
- Everyone reveals their highest card at the same time.
- Highest card wins. Ties are broken in reverse alpha order (SHDC).
- Winner receives a chip (some sort of marker to count wins).
Player with the most chips is the winner, if there is a tie, keep playing until the tie is broken. If you want you can limit the players to only those with chips for the 'final table'.
Card rules:
- Jokers are immediately declared and shown face up, player gets a replacement card, and another card. The Joker simulates a player 'running the table' - making good bluffs or having genuinely good hands and on a hot streak.
- Clubs are complications, if you do not win, you are out. If you are knocked out, the player who wins that round gets your chips. NOTE: If your highest card is a club, you can take a chance and play it, or play a lower non-club to stay in the game.
If you want to play a non winner-takes-all tournament, you can stagger the payout with the number of chips a player has.
Each chip gets a portion of the buy-in. Everyone should have bought in for say $100 each. player with 4 chips gets $400, 1 chip gets $100.