Danyoo wrote:Rubies of Eventide.... oh my god Tarryk, I didn't think anyone else was aware this game existed. Holy mother of god is it utter crap... *cries from remembering the horror*
Yeah, that was certainly a stinker in the wind, hehehe.

Jugsmalone wrote:OK TK enlighten me just what type of interaction play is Serenity I adore the series watch it over and over I would love a second Serenity for sure so what is the game like is it anything like the series do you pick and make your characters I dont want to buy and try it unless it seems worth it to me..
Fair enough, but it's tough to give a low-down on the interactive play based simply on the book of the RPG, of course. The interactivity and cinematics (as I like to call it) are only as good as the GM and player group that you've got. But the system itself is, in my opinion, one of the best because of it's simplicity. All the stats in the game are based on simple dice that step upward from d2 to d12 (d2, d4, d6, d8, d10, d12), then from d12+d2 up the line to d12+d12. You advance them upwards in the range with xp, and checking anything is as simple as rolling them against either a difficulty number or an opponent's dice.
With that basic rules set, you can easily keep track of every stat you have, and make checks against tasks ("Roll your Perception + Mechanical Engineering vs. a 10 to repair the engine") and enemies ("I shoot at the gorram reaver, so I'll roll my Agility + Pistol Skill vs. the reaver's Agility + Dodge Skill") at the drop of a hat. While there are much more complicated rules you can delve into in the book, sticking to the basics makes gameplay fast and easy, so that the GM and players can focus much more on the story and acting out the drama (or, in many cases, the comedy) rather than flipping through rules or scouring over their character sheet for some particular trait detail.
In my campaign, we play very similar to the series. We're a crew on board an 03 class Firefly, the
"Kismet". My character is Magellan "Mage" Kodai, a rather insane dreadlocked neo-wiccan computer hacker with a databook surgically implanted into the base of his skull. He's known for coveting all data he can find, and has a penchant for being a little insane about completing a "righteous hack". He figures it makes him enough of an asset to any crew of a less than reputable boat to keep around and not charge fare, if he can open just about any electronic door and create some pretty snazzy lowtech devices with nothing but scrap metal and a pulse beacon. The skipper doesn't seem to be complainin', anyhow. Werd.
