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Get Free Ebook Firefly RPG Ghosts in the Black *OP

Get Free Ebook Firefly RPG Ghosts in the Black *OP

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Firefly RPG Ghosts in the Black *OP

Firefly RPG Ghosts in the Black *OP


Firefly RPG Ghosts in the Black *OP


Get Free Ebook Firefly RPG Ghosts in the Black *OP

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Firefly RPG Ghosts in the Black *OP

Ghosts in the Black is a full-length adventure campaign supplement for the Firefly RPG that explores an all-new storyline about a mysterious Alliance cruiser. This is not a stand-alone game. This is a supplement for Firefly RPG: Core Book.

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Product details

Paperback

Publisher: Margaret Weis Productions, LTD (July 22, 2015)

Language: German

ISBN-10: 1936685973

ISBN-13: 978-1936685974

Product Dimensions:

8.8 x 0.2 x 11 inches

Shipping Weight: 1.2 pounds (View shipping rates and policies)

Average Customer Review:

4.0 out of 5 stars

1 customer review

Amazon Best Sellers Rank:

#1,104,416 in Books (See Top 100 in Books)

I was really excited when I heard that award-winning game designer Robin Laws was writing a five-adventure story arc for one of my favorite games, the Firefly RPG. For those of you who may not be familiar with Mr. Laws, he has many fine games to his credit, but is probably best known for his book about storytelling, "Hamlet's Hit Points," which deconstructs several famous works of fiction (including the titular Shakespearian play) to show how their pacing set the story's tone. This book really shook things up in the professional writing and game publishing communities-- and its author was turning his expertise towards one of MY favorite games!!! I was ecstatic.The adventures in "Ghosts in the Black" are great, bearing Robin Laws' unmistakable stamp-- but they also made me realize how good most of the other published adventures for the 'Firefly' line are! All totaled, there is one adventure in the core rulebook, four adventures in the "Echoes of War: Thrillin' Heroics" supplement, two adventures in "Smugglers Guide to the Rim," two adventures in "Things Don't Go Smooth," and one adventure only available online in PDF format-- so, with the addition of the five adventures in "Ghosts In the Black," there are now a whopping FIFTEEN published adventures for the 'Firefly' game, and most of them maintain the same high standards that Robin Laws generally attained in this book. Not bad for an independent game with only five titles in print, eh?To avoid spoilers, I'm going to discuss each adventure from a bird's eye level, without going into adventure details. There's an "almost-spoiler" in my discussion of the last adventure, something that it wouldn't be fair not to mention in this review, but even there I kept things vague.In "Six Cylinders Make a Right," the crew is more or less hired by a third party to provide vengeance for events which took place years ago. In my opinion this adventure, which sets the other events in this book in motion, is the least compelling adventure in the book. Stories about committing an act of revenge for someone else aren't quite as compelling as stories which engage player characters in a more visceral way. This isn't really THEIR story; they're simply somebody else's instruments. But this is easily enough rewritten so that in the past the target had double-crossed the players, and their would-be employer has his own motivation for helping them gain their own revenge. Not a disaster, but still, I expected more from somebody with Robin Law's resume in the gaming industry."Prisoner 3012Y," on the other hand, has one of the best premises I've ever seen in a roleplaying game scenario. The players are hired to deliver a Hannibal-esque serial killer to an Alliance prison-- what can possibly go wrong? I still had to fiddle with this adventure a bit before I was completely satisfied with it, but this adventure was much more in line with my (high) expectations. Great scenario."Tombstone Bullets and a Graveyard Mind" knocked it out of the park AGAIN. In this adventure, the crew discovers something that had been lost since the Unification War, and because that discovery takes place in the middle of a backwater range war, they're forced to take an ethical responsibility for that discovery. The story puts them in a position where they have to make a choice. ...What's that you say? Your crew ain't exactly the 'ethical' sort? No worries-- I think I forgot to mention that there's also an enormous treasure at stake."The Hellhound Trail" fell into the 'good, not great' category. This adventure is essentially a treasure hunt-- a shot in the dark, with Alliance agents in hot pursuit. While I thought the adventure itself was fine enough, this story requires the storyteller to sustain a sense of tension for an extended period, and this can be difficult with some roleplaying groups. With some preparation-- and a little bit of fiddling-- the storyteller should be able to keep the crew engaged. Just be prepared to escalate the threats facing the players whenever the tension starts to fade a bit-- have a few plot wrinkles in your back pocket to make them feel like things have gone from bad to worse. Maybe even a side plot involving sabotage or stowaways..."The Big Dark" is a suitable climax for a story with such an epic arc, with one slight spoiler coming-- please skip ahead if you plan on playing, although I'll try to keep things a bit vague anyway. It turns out that the players' goal-- the thing they've been pursuing-- isn't exactly what they were previously led to believe it to be. I found this to be a bit anticlimactic, but it was easily fixable, either through increasing the 'rewards' offered at the story's conclusion, or by slightly tweaking the background story of "what the players actually find." The thing is, though, that if you're going to make these adjustments, it'd be helpful to make that decision long before you get to the story arc's final climax, so that you can foreshadow appropriately. Give it a lot of thought on the front end and you'll be well rewarded.Anyway, I had big, big expectations for this supplement. These expectations were mostly, but not entirely, met. However, if you're looking for good 'Firefly' adventures, or ESPECIALLY if you need a good campaign to run, "Ghosts in the Black" is well worth picking up. With a bit of adjustment all of these scenarios can be run as "significantly above average" stories for your crew, and with a little forethought the story arc itself will be a one-of-a-kind experience.

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