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posted by [identity profile] caramida.livejournal.com at 12:02am on 07/12/2006
When done right (alas, I have yet to consistently do it, but I've seen it done), d6 WEG is the best system I've seen for capturing the feel of the game.

Interstellar Wars is a great idea, and I'd even have fun re-examining Heart & Sol, but I've not been able to come up with a good solid story arch to make a good campaign of the former, and I've not yet figured out how to revive the latter in any way that is meaningful. I do regret the last bit, because I know that players had a good time with it. It is unfortunate that the length of time a campaign lasts with me running is inversely proportional to the amount of time and energy I have invested in said game. :-/
 
posted by (anonymous) at 12:07am on 07/12/2006
er... a story arc, that is...
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posted by [identity profile] name-redacted.livejournal.com at 12:25am on 07/12/2006
I understand. It's tough to recreate a cinematic pace of events around a gaming table, and it's tough to willingly suspend your disbelief to recreate some of the dopier aspects of Star Wars, particularly when there are powergamers at the table...

Given that I don't think we ever really hit the main arc in H&S, I'm not sure that I can offer much advice on salvaging it. As much as I loved playing Don Francisco, I have to be realistic about it.

I'd be happy to sit down with you sometime over the hiatus/school break and hash out story ideas. But the best suggestion I can make is, as much as possible, rely on professionals! It's hard enough to write a single, coherent adventure, much less a whole campaign. And it's just too damned much work for those of us trying to also balance jobs and/or school, friends, sigots, and other interests.

That's why I stole liberally from Masks and a few other places for Southern Exposure, and why GPC is going so well. Given that we've already gotten around 50 hours of gaming out of GPC, and are maybe 10% of the way through it, $50 is a real entertainment bargain!

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