SF... with a different system

Here's what might be an unusual question:<div><br /></div><div>Have you ever run 'Star Frontiers' using a different system? By that, I mean, have you run Star Frontiers modules using a different system, or played a different system and tried to emulate a Star Frontiers-like experience? (And by 'different system', I mean something besides Alpha Dawn or Zebulon's Guide).</div><div><br /></div><div>I've done it on two occasions, 11 years and 5 years ago. The first time using MegaTraveller and the second time using Mongoose Publishing's Traveller. In both cases I used a number of SF modules to construct the campaigns. I'm considering doing it again, but this time potentially use the d6 system found in WEG Star Wars (1st edition).</div><div><br /></div><div>I've got nothing against Alpha Dawn, per se. I last used it about 3 years ago, running it for some younger gamers who'd never been exposed to it, and we all had a blast. I like d100 systems in general, so there's a lot about AD that appeals to me. And it was the 2nd Rpg I played when I was a youth - back around 1983. So there's some nostalgia, there as well.</div><div><br /></div><div>But every time I revisit Alpha Dawn I always feel like I need to make some tweaks to get what I want out of it. House rules, rules changes cribbed from Star Frontiersman. There's a lot I like about Alpha Dawn - the combat system, the weapons, the integration of personal combat with vehicle combat - but there are also things that bug me at times - skill acquisition in chargen, and skill growth with experience, for example. Whenever I approach AD I feel like I have to lift the hood, swap out some parts, do a little overhauling, and test-drive it.</div>

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