Designer(s) | Cam Banks |
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Publisher(s) | Margaret Weis Productions, Ltd |
Publication date | 2014 |
Genre(s) | Science fantasy |
System(s) | Cortex Plus |
The Firefly Role-Playing Game is a science fiction role-playing game released in 2014 and set in the universe of the Joss Whedon television show Firefly. It was produced by Margaret Weis Productions, Ltd, and uses the "Cortex Action" variant of Margaret Weis Production's proprietary Cortex Plus game system.
On November 1, 2016, Margaret Weis Productions released a statement announcing that Cam Banks and his new design studio Magic Vacuum had licensed the original Cortex System and Cortex Plus system and would be "taking over the design, development, and publishing of games based on these rules... for 2017 and beyond," coinciding with "Margaret’s retirement from RPG development to focus on her current novel and film projects."
The Firefly setting is an example of the space western genre, a blending of science fiction and western genres, where high technology mixes with frontier life on newly terraformed planets.
This is how the game's core rules describe the game's setting:
Firefly is a space western television series that debuted on the Fox Television Network in 2002. The show takes place in the 26th century and follows the comings and goings of a close-knit crew led by Captain Malcolm Reynolds. ...The show follows the trials and tribulations of Mal and eight other folks as they fly around on a Firefly-class transport from job to job, planet to planet, in the year 2517. Part of what makes the Firefly TV series so much fun to watch is that you find out more about Mal, Zoe, Wash, Simon, River, Jayne, Book, Inara, and Kaylee with each passing episode. Admittedly, life for Mal and his crew is harder than it needs to be. As it turns out, there's a darn good reason for it-- they insist on surviving on their own terms instead of settling down on Alliance-friendly planets.
In an interview with the GeekNative website, Firefly brand manager Monica Valentinelli described how the show's setting and theme were central to her process in designing the game:
At their core, every game asks two questions regardless of genre: What do players do when they’re sitting around the table? What does your character do for themselves and for the group? Once you answer those two questions, you will have a strong foundation for a game. Think of these questions as the elevator pitch or tagline – but for a game. In Dune, you’ll play a member of the Spacing Guild who’ll work with other diplomats to ensure the spice keeps flowing from Arrakis. In Firefly, you’ll join a crew to find a job and keep flying across the ‘Verse in spite of many obstacles, e.g, 'Find a Crew, Find a Job, Keep Flying.' Then, once a game designer has those questions answered, we extend out from there: System. Pacing. Conflict. Naming conventions. Worldbuilding. Characters. Equipment.