The Firefly RPG is an upcoming game from Margaret Weis Productions, with the GenCon Exclusive preview released during GenCon 2013. The full game is due to be released in early 2014 and utilises the Cortex Plus Action system.
Before I launch fully into this review I want to make clear the answer to a common question about the Firefly RPG, namely
Haven’t MWP already made this game?
The answer to which is yes, and also no. MWP’s first RPG release was indeed the Serenity RPG which introduced the original Cortex system. So what’s different? Two things things. First the new game is licensed with Fox as opposed to Universal and will therefore focus upon the events of the show rather than the movie. Woo, legal nonsense! The second difference is the system, the original Cortex system was a relatively traditional game, with attributes, skills, wound tracks etc. The new game utilises Cortex Plus, a much more narrative driven game heavily inspired by FATE with both players and GM being able to introduce narrative aspects with intrinsically defined mechanical benefits. The GenCon Exclusive is a preview of the new game, a preview that comes in at over 250 pages and includes the core system, rules for character gen and not one but two introductory adventures.
The Cortex Plus Action variant utilised by the Firefly RPG was originally released as part of the Leverage game and it would have been easy for MWP to simply lift the system entirely without tweaking it to suit the new setting. They’ve clearly learned from the original Cortex games however, which were criticised to an extent for being simple reskinning of the original Serenity game. The system in the Preview shifts the Action variant slightly more towards a traditional game style through the inclusion of both attributes and skills but retains the Cortex Plus distinctions mechanic, which work to both help and hinder the PCs. As a Cortex Plus game many of the mechanics revolve around the creation of assets and complications so it’s good to see that the Preview covers these in detail with numerous examples throughout the book and a discussion in the GM section on keeping complications interesting.
One of the most interesting tweaks to the system is the inclusion of the Big Damn Hero mechanic. Essentially this mechanic is designed to get around the issue of characters over succeeding on little actions by letting players bank die to boost rolls when it’s actually time to shine. Given the way in which the show was about running into constant problems then coming through when the pressure was really on it’s an interesting mechanic that certainly helps to maintain the feel of the show. It’s tweaks such as this that emphasise how much work has already gone into the system and the full game promises to go further including full rules for creating your own ships (a basic outline is included in the Preview).
Perhaps the most unexpected aspect of the Preview was the inclusion of a chapter that details how to create your own characters for use in the game. As a preview of the game I expected to be supplied with character sheets just for the crew (which are included) but with the character creation rules present you could easily run an entire campaign without picking up the core rulebook when it comes out, though I expect the full game will include additional options for use during creation. Finally if creating your own characters wasn’t enough the Preview rounds it out with a collection of character archetypes that can easily be filled out on the fly during play. With a little work these archetypes could easily be used for one shots, short campaigns or convention games where the players want to jump right into the action but also want to customise their character a little.
I’ve yet to run the two adventures so I don’t want to comment on them too much. Like the rest of the material in the Preview they are well written and clearly designed to emulate the flow of episodes from the show, with interesting plots and fairly detailed NPCs. These two adventures form the basis for what MWP are calling the Echoes of War line, a series of independent adventures that all tie back to the Unification War. Given the likely size of the Firefly license, especially in light of MWP losing the Marvel license it will be interesting to see how Echoes of War proceeds with future releases and whether we begin to see an overarching plot emerge from the line.
Layout and art
As you’d hope from a company such as MWP the overall layout and presentation is generally of a high quality. There are, however, a couple of issues. First is the artwork. The majority consists of stills from the show which works extremely well; the rest of the art isn’t as good. The individual sketches included in the adventures are an extremely mixed bag while the artwork for the character archetypes simply isn’t at the level I’d expect from a license of this size. The second issue I have is with the extensive use of blue backgrounds to highlight sidebars and character sheets. Not only does it clash with the pale cream colour used throughout the rest of the book but it makes printing the characters and character archetypes all but impossible unless you’re willing to spend a small fortune on ink.
As a Preview of the upcoming Firefly RPG the GenCon Exclusive goes above and beyond what I’d expected, presenting pretty much a full system as opposed to what could have easily been a simple quick start guide. If you’re a Browncoat and a gamer then you’ll be happy to know that the legacy of the series appears to be in good hands and personally I’m excited about what is to come from MWP. About my only issue relates to some of the layout and artwork decisions but overall these are minor aspects.