TrailHead says:
... I’m love to play a sci-fi game ...
Let's start with the assumption that we are doing that then.
TrailHead says:
... have read Starforged and Mongoose Traveller 1st and 2nd Ed ...
That puts you ahead of me. :)
I have not looked at Starforged since mid-process play-testing, and a lot has changed (including deliberately inverting one of the tables that I hope was reinverted). This is not a problem, I can catch up easily enough.
TrailHead says:
... classic Traveller - very similar to Mongoose ...
Yeah, Mongoose is agreed (though there is disagreement on that agreement:) to be 'closest to official' and is the spiritual-successor to classic. Miller's T5 is a bit of a mess.
TrailHead says:
... bought a little black books bundle ...
Physical? I would love to get my hands a physical set of the original (or '81) booklets.
TrailHead says:
... Cepheus Deluxe, but haven’t read them carefully ...
I am partway through reading Cepheus Deluxe. I can say that, while I still plan to purchase Traveller 2022 Update, I am not disappointed that I shelled out for this (despite having read and not been too enthused by Cepheus Light).
I don't think I would play Cepheus, the bits they simplify (away) are the bits I like, but I can see that appeal, and not everyone wants the random character generation, especially if the group has something specific in mind. So it might be worth considering.
However, if not for the character creation I would probably go with something less mechanically involved, mainly for PbP's sake.
TrailHead says:
... open to a PbtA sci fi ...
PbtA is my go-to on PbP. I would like a bit of a change, but it does work so well. I was designing a system for a game idea, and really wanted to use the dice from Psi*Run (which I really like and is probably the closest I come to 'Supers' games), but without the amnesia mechanic and with the chase being optional, then came across an article about the dice system (
Otherkind Dice which is a perfect fit... but that system really wants the players to be physically present, the tactile element of placing the dice is a big part of it.
Since I am mostly doing PbP I changed that system down to the skeleton of World of Dungeons Turbo: Breakers, and the three magic Moves (Use-, Big-, and Combat-) from Monster of the Week. I think it is a good fit, and works, but I really miss the Otherkind dice and the tone they brought to the game. :(
PbP does impose its limits.
TrailHead says:
... Uncharted Worlds ...
I have never been able to make Uncharted Worlds work. The character creation concept is super cool, but I find the moves are clunky, and their interpretation of what the Bakers meant is a bit ... wonky. That is one of the first systems where I started my habit of eventually (once the game is established and working) replacing the system and Moves with pure Apocalypse World. AW's Moves work, and make sense together. UW was a very early PbtA game, so we have to forgive it.
TrailHead says:
... Impulse Drive ...
Impulse Drive plays really well. There are a lot of moves, but they are mainly an impediment to learning the system, and slightly to making characters (a lot to look through), and get out of the way during play.
There is a 'free' version of
Impulse Drive which has everything except the paid artwork and the scenario. I have both, but almost always pick up the free version, the layout is easier to use at the table.
TrailHead says:
... Star Wars World sounds interesting ...
Due to licencing it is not a published game, it is just a set of Playbooks and Moves for AW (1e, but I have 'converted' them to 2e in the past) to flavour it to Star Wars (or Star Wars like) done by Andrew Medeiros the author of Urban Shadows.
Get the actual
Omega version from their
google drive share.
TrailHead says:
... a Star Wars adjacent game would be cool ...
If we want to go that route, we can look at the Playbooks and Moves from Star Wars World and Impulse Drive and then pick whichever we think best fits the type of game we want to play.
Many claim there are strong links between Traveller and Star Wars, but that is mainly a result of them both coming out in 1977, and possibly drawing from similar inspirations of the time. I am sure we could do star warsish in Traveller if we want.
Starforged can also do SWish.
If we were live, at the table, I would also suggest Scum and Villainy (which started out as a Star Wars hack of Blades in the Dark, but had to drop the SW mentions due to licensing). There are too many good Sci-Fi options to bother with FitD rules on PbP, even in live (where I push for FitD, SaV is not at the top of my list).
TrailHead says:
... I’ve seen the movies of course but I am not super literate in the lore. ...
Similar. I have seen the movies and the Clone Wars series (that was really good, especially from a game perspective), read several of the books, and played a few of the game (Dark Forces: Jedi Knight, Outcast, Academy; and Knights of the Old Republic). I am not up to date with the current TV shows, and maybe not even with the new movies.
I have played a few RPGs. I make it very clear to my players that I am not a hard-core fan and don't know the planets or species so I will describe things and players (or characters) are welcome to chime in with "that's a Trandocian!" which can become true if the others agree (often followed by a "what part of its behaviour out of character, and why?" to unmonogamise it (bit racist to think every member is the same:)). I will then, look it up in Wookiepedia and West End Games D6 Star Wars (which was used by Lucasarts to shape the aliens when they needed them for later IP).
We don't need to set it in actual Star Wars, and even if we do, we can stay away from places and people who are well known, so we can define our own.
TrailHead says:
... fan of Savage Worlds, which has a couple of sci fi settings ...
I find Savage Worlds an OK system for most things, but not really all that exciting. There are also too many weird edge-cases in the rules (don't ask me for details, it has been a while, but they are well known) that put me off. Once a group as put in the effort to learn the quirks, people tend to want to stay with it (sunk-cost fallacy, maybe?).
I have not looked at the newest versions, but, given that they embraces the weirdnesses, and have kept them through all previous versions (despite a 'majority of tables' house-ruling them away) I can only assume they are still there.
The settings books are what make SW good, and I seldom use settings books. I think I only ever actually used Interface Zero.
Unless there is a hard push for it, I doubt we would be using SW. And someone would have to buy me the books (often a requirement for me to run things:).
TrailHead says:
... Starforged is more inspired by the Apocalypse than Powered by, and that would be good. ...
Indeed. We can look at how that ruleset would shape our decision and use it if we want. I am happy to Guide.
TrailHead says:
... GMless PbP game of that on a discord server ... despite having made a 1 post per day agreement up front ...
In the early days of PbP, we used to have a maximum number of posts as well as the these-days-common required minimum. Often they would be that same (it got complicated when there was a range). I have found that if the GM manages the spotlight (as they would in a live table) then a maximum just gets in the way.
The argument of people getting left behind was only a small part, there was --legitimate-- concern that periods of fast pace could exhaust players or story and then stall or kill the game. I have actually seen that, but it is not common.
Without a GM --or someone taking on a strong moderator role-- it can turn into a free-for-all-frenzy.
TrailHead says:
... did try to run a Harry Potter game once for my wife, but it didn’t go well ...
'Harry Potter' is problem franchise. The world makes no sense at all (after all it was written by (or commissioned by) a kid with no understanding of how things work, and one who, I think, learned a lot more from Lockhart about the telling of one's deeds than we give him credit for (but that is a dark story that we should not speak of)).
I have successfully (and also unsuccessfully) run
Hogwarts games. That is the only part of the world we know anything about, and kinda works as a setting.
The rules I found to work best were
Hogwarts: An RPG, though the 'house points' system is a mess and possibly best ignored in all games.