Choosing A Game to GM

My wife, and a few friends, have asked me to run another RPG campaign.  The request is to run a Science Fiction game, as opposed to Fantasy, though “space fantasy” could also work.

I did consider running a Star Wars campaign, but I’ve done that.  The most successful was a three-year campaign set during the Yuuzhan-Vong war.  That was a great game, but I want something different now.

But I’d like something with both technology and some kind of magic, either of the usual fantasy variety, or techno-magic, or both.  And I can’t find any kind of system for that I like in Traveller, which is a shame, because I love the system.

I’m considering Starfinder, the Paizo game that is basically Pathfinder set thousands of years later, but using only the rules.  I’d create my own setting.

A third alternative is the Mindjammer universe, using their Traveller variant.  I love the setting, but the FATE-based game rules confused me.  The Traveller rules version seems easier to handle.

It’s also possible I might go with something new and different, such as The Strange, or Numenara, which has a “science fantasy” feel.

Any suggestions of systems I should check out?

3 thoughts on “Choosing A Game to GM

  1. Fantasy Flight Games. I’m running with this system and I really like it. The rule set is based in the time between Ep. 3 and 4. The game is actually three systems that have the same rule set with slightly different focuses. Force and Destiny (Force sensitive party), Age of Rebellion ( active rebellion against empire), Edge of the Empire (smugglers and outer rim business). They all use mostly the same rules with slight variations to character motivation. Read up on it. The dice system seems a little foreign but once you figure it out it’s a breeze.

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