Welcome, Browncoats and shiny new recruits, to the wild and wonderful world of the Firefly Role Playing Game! If you’ve ever dreamed of captaining a rickety spaceship, dodging Alliance cruisers, or trading quips with a crew of misfits in Joss Whedon’s beloved space Western universe, this table top RPG is your ticket to the ‘Verse. Released in 2014 by Margaret Weis Productions, this game lets you live out your Firefly fantasies with dice, Plot Points, and a whole lot of heart. Buckle up, because we’re diving deep into what makes this game gorram awesome, with just enough humour to keep things from going smooth. Let’s find a crew, find a job, and keep flyin’!
Table of Contents
What Is the Firefly Role Playing Game?
Picture this: it’s 2517, six years after the Unification War, and the ‘Verse is a messy blend of high tech gadgetry and frontier grit. The central planets are all shiny and Alliance controlled, while the Rim worlds are rough, lawless, and full of folks just trying to scrape by. That’s the setting of the Firefly Role Playing Game, a science fiction table top RPG based on Joss Whedon’s cult classic TV series Firefly. Published by Margaret Weis Productions and penned by lead writer Monica Valentinelli, it’s designed to capture the show’s mix of action, drama, and snarky banter.
Unlike its predecessor, the Serenity Role Playing Game (2005), which was tied to the movie and used the older Cortex System, the Firefly RPG has a proper license for the TV show and runs on the sleeker Cortex Plus system. This isn’t a reboot or a spin off it’s a distinct beast, built from the ground up to feel like an episode of Firefly. Whether you’re playing as Malcolm Reynolds and the Serenity crew, picking from 24 pre generated archetypes, or crafting your own scrappy smuggler, the game puts you in the captain’s chair (or the engine room, if you’re more of a Kaylee type).
The core rulebook, a hefty 350+ page tome, is your guide to the ‘Verse. It’s got everything you need: character creation, ship stats, a detailed episode guide for the show’s 14 episodes, and enough gamemaster (GM) advice to keep your campaign from crashing into a Reaver ship. The game’s tagline? “Find a crew, find a job, keep flyin’.” And trust me, it delivers on that promise though things rarely go smooth.
The Cortex Plus System: Dice, Plot Points, and Shenanigans
Let’s talk mechanics, because the Cortex Plus system is the shiny engine that powers this game. Unlike crunchy, number heavy systems like Dungeons & Dragons, Cortex Plus is a narrative driven, roll and keep system that’s as flexible as a Companion’s schedule. It uses polyhedral dice (d4 to d12) to represent your character’s abilities, and the goal is to build a dice pool, roll, and keep the two highest results to beat an opposing roll. Sounds simple, right? Well, hold onto your hat, because there’s a twist or two.
Every action starts with you grabbing dice based on your character’s stats:
- Attributes: Physical, Mental, or Social (e.g., how strong, smart, or charming you are).
- Skills: Things like Fight, Fly, or Influence (because sweet-talking a crime lord is a skill, folks).
- Distinctions: Unique traits like “Cocky” or “Alliance Officer” that define your character’s personality or background.
- Assets: Gear, relationships, or situational bonuses, like a trusty pistol or a buddy who owes you a favor.
You roll all these dice, keep the two highest, and compare the total to the GM’s roll (or another player’s, if you’re dueling wits with a crewmate). But here’s where it gets Firefly: every die that lands on a 1 is an Opportunity, which doesn’t count toward your total and hands the GM a chance to throw a wrench in your plans. Forgot to check the cargo hold for stowaways? That Opportunity might mean a bounty hunter’s waiting for you. It’s the game’s way of ensuring things don’t go smooth, just like in the show.
Then there’s Plot Points, the secret sauce of the Firefly RPG. You earn these by playing to your Distinctions (say, mouthing off as a “Cocky” pilot) or voluntarily lowering a die in your pool to a d4 for extra risk. Spend Plot Points to pull a gun from your boot, find cover in a firefight, or even rewrite a scene to avoid a grisly fate. It’s like bribing the GM with narrative currency, and it keeps the story moving in delightfully chaotic ways. One player in my group once spent a Plot Point to declare their character had a “hidden flask” during a tense negotiation hilarity and a successful deal ensued.
The system’s not perfect. If you love tactical combat grids or precise damage calculations, you might find Cortex Plus a bit loosey goosey. It’s more about storytelling than min maxing, which suits Firefly’s vibe but can frustrate hardcore crunch fans. Still, it’s easy to learn, even for newbies, and it captures the show’s mix of grit and improvisation. As one Amazon reviewer put it, “It’s not the best system in the industry, but it’s easy to learn and use and allows players to shine individually.”
Character Creation: Be a Big Damn Hero (or a Petty Crook)
Creating a character in the Firefly RPG is like assembling a crew for a heist you’ve got options, and they’re all shiny. The game offers three ways to jump in:
- Play the Serenity Crew: Want to be Mal, Zoe, or Jayne (complete with his cunning hat)? The core book includes full stats for the show’s iconic characters. It’s perfect for fans who want to relive the series or for new GMs needing a quick start.
- Pick an Archetype: Choose from 24 pre generated characters, like a “Dishonest Merchant” or “Deranged Genius.” You can tweak them with a few points to make them your own, which is great for players who want to hit the ground running.
- Build from Scratch: Roll up your sleeves and create a custom character by assigning Attributes, Skills, and Distinctions. This is for folks who want to craft a unique Browncoat or Alliance stooge.
Distinctions are the heart of character creation. These are narrative hooks like “Drunk,” “Fashionable,” or “Know It All” that give your character flavour and mechanical perks. Each Distinction has triggers, like gaining a Plot Point when your “Cocky” attitude lands you in hot water. One of my players had a “Chatterbox” Distinction, which led to a hilarious scene where their nonstop talking distracted a guard long enough for the crew to sneak past. Distinctions make every character feel like they belong in the ‘Verse, whether they’re a grizzled captain or a shiny Companion.
The game also lets you create or customize your ship, which is practically a character itself. Want a beat-up Firefly class transport like Serenity? Or a sleek yacht for running contraband? Ship creation rules cover engines, hulls, and quirks (like “Seen Better Days,” for that charmingly broken vibe). Your ship’s stats and Signature Assets (like a tricked out med bay) can turn the tide in a chase or a firefight. Just don’t expect it to run perfectly where’s the fun in that?
The ‘Verse: A Setting That’s Shiny and Rough
The Firefly RPG is set in a universe where humanity’s fled Earth That Was to colonize a new star system with five main regions: the Core, Border, and Rim, plus the Blue Sun and Kalidasa systems. The Core planets are all polish and Alliance control, while the Rim is a lawless frontier where folks barter for bullets and beans. It’s a space Western, so expect dusty saloons, high tech gadgets, and moral gray areas galore.
The core rulebook kicks off with a 150 page episode guide, breaking down all 14 Firefly episodes from a gameplay perspective. It’s a love letter to fans, packed with NPC stats (want to throw Badger or Niska at your players?), gear, and roll examples. But here’s the catch: it’s light on broader setting details. Want a timeline of the Unification War or a gazetteer of every planet? You’ll need supplements like Smuggler’s Guide to the Rim, which fleshes out the Blue Sun and Kalidasa systems with secret trade routes and hideouts. As one reviewer noted, “There’s a bizarre lack of setting information in the game’s books overall,” which can frustrate GMs who want more than the show’s canon.
Still, the setting captures Firefly’s essence: a universe where you’re always one bad job away from disaster. You’ll dodge Reavers (space cannibals, yikes), haggle with shady crime lords, and maybe spark a bar fight or two. The game’s adventures, like those in Echoes of War: Thrillin’ Heroics (an ENnie Judges’ Spotlight winner), throw you into scenarios straight out of the show think heists, rescues, and moral dilemmas. One adventure, “Wedding Planners,” had my group arguing over whether to crash a fancy shindig or steal the groom’s ship. Spoiler: we did both.
Supplements and Adventures: More Ways to Misbehave
The Firefly RPG line includes six titles as of 2016, plus a digital adventure that’s pure gold. Here’s the rundown:
- Gaming in the ‘Verse: A Gen Con 2013 preview with beta rules and two adventures (“Wedding Planners” and “Shooting Fish”). It’s a collector’s item but less polished than later releases.
- Echoes of War: Thrillin’ Heroics: The first supplement, with four adventures and quick start rules. It’s a must-have for new GMs.
- Things Don’t Go Smooth: Introduces new NPC types, Reaver encounter tips, scene Triggers, and a random adventure generator. Perfect for keeping players on their toes.
- Smuggler’s Guide to the Rim: Expands the setting with Blue Sun and Kalidasa details, plus reputation rules. It’s the go to for world building.
- Bucking the Tiger: A digital only adventure that’s a full length romp through the ‘Verse. Available on DriveThruRPG.
- Ghosts in the Black: Another adventure with high stakes smuggling and betrayal. Because what’s Firefly without a double cross?
These supplements add depth and replayability, though some fans wish for more setting lore. If you’re a GM, the random adventure generator in Things Don’t Go Smooth is a lifesaver when your players inevitably derail your plans. Trust me, they will.
Why Play the Firefly RPG?
So, why should you round up your crew and dive into the Firefly RPG? For starters, it nails the show’s tone. The Cortex Plus system encourages improvisation, banter, and those “oh, crap” moments that define Firefly. Whether you’re outrunning an Alliance patrol or sweet talking a client, every roll feels cinematic. The game’s also accessible newbies can jump in with archetypes, while veterans can craft complex characters.
It’s not without flaws. The core book’s layout can be clunky (why put the rules after 150 pages of episode summaries?), and the lack of detailed setting info means GMs might need to get creative. If you’re not a Firefly fan, some references (like “Curse your sudden but inevitable betrayal!”) might fly over your head. And if you crave crunchy mechanics, you might find Cortex Plus too narrative focused.
But for Browncoats and story driven RPG fans, this game is a gem. It’s about the journey, not the destination about fighting the good fight, even when the odds are stacked against you. As one reviewer said, “It’s about joining in a fight you may never win – and, à la Mal, continuing to fight when most people think you’ve lost.”
Tips for Running a Shiny Campaign
Ready to GM your own Firefly adventure? Here’s some advice:
- Lean into the Chaos: Embrace Opportunities and Plot Points to keep things unpredictable. If a player rolls a 1, maybe their gun jams or a Reaver ship shows up.
- Know the Show: Watch Firefly (all 14 episodes are on Hulu) to get the tone right. The episode guide in the core book helps, but nothing beats the source material.
- Use the Supplements: Smuggler’s Guide to the Rim and Things Don’t Go Smooth are your best friends for world-building and curveballs.
- Encourage Roleplay: Reward players for leaning into their Distinctions with Plot Points. It’ll lead to memorable moments, like when my group’s “Drunk” mechanic fixed the ship mid-battle while slurring sea shanties.
Final Thoughts: Is It Worth Your Credits?
The Firefly Role Playing Game is a love letter to the ‘Verse, wrapped in a system that’s easy to learn and brimming with narrative potential. It’s not perfect layout quirks and sparse setting details can be a pain but it captures the spirit of Firefly like nobody’s business. Whether you’re a die hard Browncoat or a newbie looking for a story driven RPG, this game offers a chance to live out your space Western dreams.
So, grab some polyhedral dice, round up your crew, and head into the black. Just watch out for Reavers, and don’t trust anyone named Saffron. As Mal would say, “We’re still flyin’.” And that’s enough.
Want to dive in? Check out the core rulebook on Amazon or DriveThruRPG, and keep an eye out for used copies at Noble Knight Games. Now, go be a Big Damn Hero!
If you enjoyed this article you might want to check out A Comprehensive List of Every Cortex System Book Ever Published Next