Difference between revision 7 and current revision
Summary: Solar System\]\] -> Solar System RPG]]
< The mechanics are a mix of [[Solar System]] (keys, secrets), [[Mouse Guard]] (helping dice, d6 dice pool, conditions) and [[FATE]] (traits and tags felt a lot like aspects). There were _no skills_. I loved it.
> The mechanics are a mix of [[Solar System RPG]] (keys, secrets), [[Mouse Guard]] (helping dice, d6 dice pool, conditions) and [[FATE]] (traits and tags felt a lot like aspects). There were _no skills_. I loved it.
There’s a biweekly indie RPG group here in Zürich. I still remember the exhilaration at the table after we played our first session of Spirit of the Century. Yesterday, there was a similar feeling at the table when we finished our session of Lady Blackbird.
The actual rules of the game fit on half a page of text, the character sheets are another half a page of text each – and thus every page you hand out to your players is their pre-generated character and the entirety of the rules. As a GM, there’s a page of flavor text, half a page with a map, and half a page with adventure ideas. I basically ran the 2½h session using copies of the character sheets and the half page of adventure ideas.
The story has hints of Firefly (something that’s not science fiction “in space”) and Star Wars (Leia, Han Solo, the boarding of ships) to inspire but it is sufficiently open ended to adapt itself to your players’ taste. I also liked the many female characters and the romantic framing story. That makes it ideal to introduce new players to it.
Or, according to the author:
I made a game package inspired by the things they like: Firefly, World of Warcraft, and Laputa (Castle in the Sky). The system is my homebrew fusion of TSOY, The Pool, and Mouse Guard. […] The PDF has a setting guide, starting situation (Poison’d style), pregen characters, and an airship data sheet. It’s presented “oracle style” with plenty of suggested bits for you to fill in as you play. – announcement on Story Games
After the game we wondered whether the simple mechanics would work just as well if we had created the starting situation and characters with their traits, keys and secrets ourselves. How important is this setup?
I think one has to be careful to stick to well know tropes in terms of mechanics, characters and initial situation. As Brand Robins said in the same thread:
John is using genre communication to get across what his games are about. Its pretty easy to see where he does this on the fictional level – drawing on tropes that those the game is for will have some familiarity with and an emotional response to. He’s also doing a similar thing on the mechanical level, where coherent bits are built out of elements across different games.
I’m definitely in the mood to try out more Lady Blackbird Hacks!