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Mark Finn's avatar

Thanks for writing this up. I've always been curious. I agree that the Flash Gordon world would be an amazing gaming experience, but it would require the GM to do some homework.

I Loved FGU's games, not because they were playable (Bob Charrette never met an overly-complicated mathematical sub-system he didn't like), but because they tried very hard to capture the spirit of the genre they were working towards. I think the only one that really nailed it was V&V (obviously!) but Daredevils had some interesting ideas in the character creation system, including a life path to simulate the knockabout characters who went from one thing to another until they became a bush pilot or whatever. There was a lot to learn from reading those FGU games. They were a big influence on my gaming "journey."

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David Korabell's avatar

I own this game and your review is spot-on. I bought it years ago, hoping there was enough to adapt to a primarily narrativist game. Sadly, not. However, I have since discovered a 99 cents wonder - https://www.drivethrurpg.com/en/product/114358/flash-arghhhhh

This actually is a narrativist rules-light system. characters are defined by two attributes - Prone & Good which equate to flaw & talent. It gives you a few random tables, one for determining action outcomes and a scene based story structure that can be adapted to multiple adventures.

Now that I think about it, I could probably combine the two games. Hmm...

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