Inspired by:<br />http://www.creightonbroadhurst.com/mine-is-conan-meets-cthulhu-in-a-meg… /><br />I like that this guy breaks it down into mechanics, style and setting. I always think story when I consider this question but mechanics and style of play certainly are important if we're talking about a perfect campaign.<br /><br /><br />Mechanics: AD is awesome. Its fast play and I love that and the mechanics dont get in the way of the game. There is some clunkiness in the original rules so perhaps some SFman and or FE options would be good. <br /><br />I'm a sucker for the use of "A Skilled Frontier" SFman #9<br /><br />I feel like this skill system is a nice ballance between the poles of AD and Zebs. Its one downfall might be rapid advancement in that you can rather quickly drive one skill to level 6 in your PSA and become a one hit wonder. which then gets you into the challenge of how to referee a game where the players can smack down anything you throw at them. <br />I always felt this way about "A Skilled Frontier" but ignored my misgivings because of the system's positives.<br /><br />So given the choice of rigidness of AD skills the endless choice of Zebs or Gygax forbid SF2000 "A Skilled Frontier" works for me but I might want to tinker with the EXP costs for purchasing skills and move them in a AD direction slowing down the ability to drive a character to become a one hit wonder. <br /><br />"Spacer Skills Revisted" SFman # 10 is a no brainer as well. especially if we're slowing down the skills advancement, modifying the prerequisits for spacer skills makes sense and in a sci fi game players really want to fly a space ship.<br /><br />I love the AD treatment of robot. Vehicles and computers could use some rework. but I could live with them. <br /><br />Style: less sand box just because its tough to prep for sandbox in a space faring setting. but I do want players to be able to have choice and impact on the game. <br /><br />Setting:<br />I think a military/naval game is tough to run so I'd likely stay away from this.<br /><br />I've never run through all the modules and would love to but that wouldn't be my perfect campaign.<br /><br />I'm intrigued by Shadowshacks running of the Volturnus campaign from the Pirate side of things so maybe something that draws from the modules but would be new and different to the players.
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