Welcome, Browncoats and tabletop enthusiasts, to a deep dive into Serenity: Out in the Black, the first adventure module for the Serenity Role Playing Game (RPG) by Margaret Weis Productions. Released in 2006, this gem, penned by the legendary Tracy and Laura Hickman, takes you straight into the gritty, lawless heart of Joss Whedon’s Firefly universe. Buckle up, because we’re headed to Frisco, the most dangerous mining town in the ‘Verse, where fast talk, sharp wits, and a steady gun hand are your only tickets to survival. This blog post will unpack everything you need to know about Out in the Black its story, mechanics, strengths, quirks, and why it’s a must have for fans of Firefly and RPGs alike. Expect some humour, a few tangents, and a whole lot of love for the ‘Verse. Let’s fly!
Table of Contents
The Setup: A Legend Worth Chasing
Out in the Black drops you into a tale spun from the final days of the Unification War, where rumours of lost treasures, curses, mutiny, treachery, and pirates swirl like dust in a Rim planet’s windstorm. One legend ties them all together, pointing to Frisco a rough and tumble mining town where everyone’s got an agenda, and trust is scarcer than a clean glass of water on a derelict ship. The adventure, designed for the Serenity RPG (sold separately, because capitalism), is half adventure module, half sourcebook, offering a richly detailed setting and a story that’s equal parts heist, diplomacy, and shootout.
The Hickmans, known for their work on Dragonlance and Ravenloft, draw on real-world tales of a silver mining town in the American West, passed down through Tracy’s family. This grounding in history gives Frisco a lived in feel, with saloons, dusty streets, and shifty eyed locals that could’ve stepped out of a Western except, you know, with hover mules and laser pistols. The module’s premise is classic Firefly: your crew, whether it’s Mal and the Serenity gang, the Aces and Eights crew, or your own ragtag band, gets wind of this legend and heads to Frisco to chase riches, glory, or just a way to keep the ship’s engines humming. But Frisco’s a powder keg, and every choice you make could light the fuse.
Humour creeps into the setup with a familiar face: a “little red headed school marm” who seems awfully like a certain companion we know. (No spoilers, but if you’re picturing Inara with a ruler and a stern look, you’re not far off.) The module leans into the Firefly vibe witty banter, moral gray areas, and the constant threat of everything going sideways. It’s like the Hickmans watched “The Train Job,” cackled, and said, “Let’s make that, but with more explosions and a Faro game.”
The Story: A Non Linear Mess (In a Good Way)
The adventure kicks off with your crew arriving in Frisco, chasing the legend of untold wealth. The town’s a hot mess of factions: miners, outlaws, Alliance sympathizers, and that school marm who’s definitely up to something. The plot starts linear get to Frisco, poke around but once you hit the town, it splinters like a cheap bulkhead under Reaver fire. This is where Out in the Black shines and stumbles.
The module gives players a dizzying array of options. Want to sweet talk the saloon owner? Bribe a miner? Shoot first and ask questions never? You can. The Hickmans pack the story with NPCs, each with their own motives, secrets, and ways to complicate your life. It’s a sandbox in the best sense, letting your crew’s choices drive the narrative. If you’ve ever wanted to roleplay Mal’s knack for turning a simple job into a five alarm disaster, this is your chance.
But here’s the rub: the non linear structure is a double edged sword. For players, it’s freeing your decisions matter, and the story feels alive. For the Game Master (GM), it’s like herding cats while riding a malfunctioning hoverbike. The book’s organization doesn’t help. Split into two sections the adventure and a detailed town layout it forces GMs to flip back and forth mid session. One reviewer noted that when the crew hits Frisco, you’ll need the book open to four places at once: the plot, the town map, NPC stats, and special encounters. Good luck if your GM’s not part octopus.
The town layout is another headache. Buildings are numbered up one side of the street and down the other, so location 1 (say, the saloon) is across from location 30 (maybe the jail). In the book, these are separated by 15 pages. If your crew strolls from the spaceport to the town’s far end as most will you’re flipping faster than a Cortex hacker dodging Alliance firewalls. It’s logical on paper but chaotic in play. Pro tip: photocopy the map and key pages, or you’ll spend half the session cursing the Hickmans’ ancestors.
Despite these gripes, the story’s depth is impressive. The historical notes bits of Old West lore woven into Frisco’s fabric add realism. You’ll find details on Faro, an authentic card game that’s perfect for a gambling scene. (Yes, you can play it in game, and yes, it’s as addictive as Kaylee’s engine room hooch.) The adventure balances action, roleplay, and intrigue, with enough twists to keep even the most jaded Browncoat guessing. Just don’t be surprised if your GM needs a stiff drink by session’s end.
Mechanics: Cortex System Shenanigans
Out in the Black uses the Serenity RPG’s Cortex System, a rules light framework that’s as flexible as Wash dodging asteroids. For the uninitiated, Cortex assigns polyhedral dice (d2 to d12) to attributes (like Agility or Intelligence) and skills (like Guns or Pilot). Want to shoot a bandit? Roll your Agility die plus your Guns die and beat a target number. Bigger dice mean better ability, and stepping up from a d12 adds extra dice (d12+d2, d12+d4, etc.). It’s intuitive and fast, letting you focus on the story rather than crunching numbers.
The module leans hard into Cortex’s “plot points” mechanic, a stroke of genius that captures Firefly’s cinematic flair. Players earn plot points for clever roleplay or embracing their character’s flaws (like Jayne’s greed or Simon’s social awkwardness). Spend them to boost rolls, sway NPCs, or pull a Mal style “I have a cunning plan” moment, like rigging a trap or miraculously surviving a gunshot. It’s like giving players a budget for badassery, and it makes every session feel like an episode of the show.
The adventure’s challenges diplomacy, gunfights, and the occasional bar brawl are built to showcase Cortex’s strengths. The system’s loose structure encourages improvisation, so when your crew inevitably derails the plot (because players), the GM can roll with it. However, the module assumes familiarity with the core Serenity RPG rules. If you’re new, you’ll need the main rulebook to make sense of stats and mechanics. Out in the Black includes NPC stats and encounter difficulties but no rules primer, so don’t expect to jump in blind.
One quirky touch: the module’s appendix includes rules for Faro, complete with odds and strategies. It’s a nod to Firefly’s blend of sci-fi and Western, and it’s perfect for a scene where your crew hustles a local card shark. Just don’t let Jayne bet the ship’s fuel reserves he’s got a face like a Cortex ad for bad decisions.
Strengths: Why It’s Shiny
Out in the Black nails the Firefly vibe. The writing crackles with the show’s mix of humor, heart, and moral ambiguity. NPCs feel like they could stroll onto Serenity’s bridge, each with enough backstory to spark a side quest. The Hickmans’ research shines through, grounding the sci-fi setting in a tangible sense of history. Frisco feels alive, from the creak of saloon doors to the glint of a miner’s knife.
The module’s flexibility is a huge plus. Whether your crew plays it straight, goes full outlaw, or tries to talk their way out of trouble, the story adapts. It’s a love letter to Firefly fans, with Easter eggs like that school marm and references to the Unification War that’ll make Browncoats grin. Even non RPG players can enjoy the lore, as half the book doubles as a sourcebook on Frisco’s people, places, and secrets.
For GMs, the module offers a wealth of tools: detailed NPC stats, encounter tables, and a town map that’s equal parts useful and infuriating. The plot’s replayability is high different crew choices lead to wildly different outcomes, so you can run it multiple times without repeating yourself. And let’s not forget the Faro rules, which might just steal the show if your players get hooked.
Weaknesses: Ain’t All Smooth Flying
The module’s biggest flaw is its organization. The split between adventure and town layout, combined with the non linear plot, makes it a beast to run. GMs will need to prep extensively, bookmarking pages or making cheat sheets to avoid mid session chaos. The lack of a rules summary also means new players or GMs must own the core Serenity RPG book, which feels like a cash grab in hindsight.
The adventure’s complexity can overwhelm. With so many NPCs and plot threads, it’s easy for the story to spiral out of control, especially if your players are the “let’s burn the town down” type. Less experienced GMs might struggle to keep things on track, and the module offers little guidance on reining in a runaway plot. It’s a challenging adventure, as one Amazon reviewer noted, and not for the faint of heart.
Finally, the book’s physical design has quirks. At 104 pages, it’s compact but dense, with small text that might strain aging eyes. The art, while evocative, leans heavily on Firefly stills, which feels lazy compared to original illustrations in later supplements like Serenity Adventures. Still, these are minor gripes in an otherwise stellar package.
Why It Matters: A Browncoat’s Dream
Out in the Black is more than an adventure it’s a portal to the ‘Verse. For Firefly fans, it’s a chance to live in the world of Serenity, rubbing elbows with shifty locals and dodging Alliance patrols. For RPG players, it’s a masterclass in sandbox storytelling, with enough meat to fuel a campaign or a one shot. The Hickmans’ love for the setting shines through, and their blend of Western grit and sci-fi swagger captures what makes Firefly special.
The module’s release in 2006 came at a time when Firefly’s cult following was still growing, and it helped keep the ‘Verse alive after the show’s cancellation. It’s a testament to the Serenity RPG’s success, which won the 2005 Origins Award for Best RPG. Later supplements like Serenity Adventures (2008 Origins Award winner) and Big Damn Heroes Handbook (2009 Origins Award winner) built on its foundation, but Out in the Black set the tone: bold, chaotic, and unapologetically Firefly.
Tips for Running It
If you’re gearing up to GM Out in the Black, here’s some advice to keep your ship in the air:
- Prep Like Mal Plans (Badly): Study the book beforehand. Make a cheat sheet with key NPCs, locations, and plot points. Trust me, you’ll thank yourself when your players decide to rob the saloon instead of following the plot.
- Embrace the Chaos: The non linear structure is a feature, not a bug. Let your players run wild, but nudge them toward key encounters to keep the story moving.
- Lean on the Vibe: Use Firefly’s slang (“shiny,” “gorram,” etc.) and play up the Western elements. A good saloon scene or a tense standoff can make the session unforgettable.
- Faro for the Win: If your players love gambling, let them dive into Faro. It’s a great way to build tension or fleece an NPC for plot critical info.
- Know Your Crew: Tailor the adventure to your players’ characters. If someone’s a hotshot pilot, throw in a chase. If they’re a smooth talker, give them a high stakes negotiation.
Final Thoughts: Keep Flyin’
Out in the Black is a wild ride through the ‘Verse, packed with danger, laughs, and enough plot twists to make Wash swear off tight spaces. It’s not perfect the organization’s a mess, and it demands a lot from GMs but its heart is pure Browncoat. For fans of Firefly, it’s a chance to tell your own stories in a universe that’s equal parts hopeful and brutal. For RPG players, it’s a sandbox adventure that rewards creativity and chaos.
So, grab your dice, round up your crew, and head to Frisco. Just watch out for that red headed school marm she’s trouble. And if things go south, remember Mal’s golden rule: find a job, keep flying. Shiny!