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I mean You could just take core gurps rules and just run the firefly story as is. The best way is, naturally, doing ridiculously dangerous activities like killing monsters and taking their stuff. It was workable for a mecha game (though I designed my own mech system where they were bought with points instead of using the GURPS Mecha supplement), but high-tech weapons are either instantly lethal (versus unarmored targets) or useless unless you aim for unprotected/lightly-armored parts of your adversaries.
Pages: 128
Publisher: Steve Jackson Games (November 1, 2003)
ISBN: 1556346328
Gurps Magic Items 2: More Sorcerous Shops and Mysterious Magics
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After listening to your discussion, I think the middle ground is best – both parties are adventuring in the same world, but never cross paths. Their actions, however, have an impact on the other party. Whether it’s “inspiration” (as Paul said) or a more direct, tangible impact is up to the GM. All that said, I would still like to TRY the “jade monkey” scenario someday. I wonder if this could work with two GMs running two separate games, who remain in contact via internet Gurps Traveller: Heroes 2 Fighter Jocks
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