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  1. Cool, thank you! Will keep an eye on that one then.
  2. I take it there are no pre-made GM screens for the Stargate RPG yet?
  3. I know this may sound odd, but I'm a bit surprised that the rulebook mostly contains rules, and nothing else. So far I've just seen only rulebooks that contained at least one self-contained session's worth of an example adventure, so you could learn from an example as a starting GM or as players, and then make your own way from there. The only thing I've found so far were small snippet summaries of individual "episodes" for two imaginary GMs' campaigns. Have I missed something, or is that simply not the plan for this sourcebook? Is there any chance of this being added (maybe as a second PDF at extra charge, I'm not cheap)?
  4. I'm pretty sure they were advertised as "based on Emmerich and Devlin's notes" somehow, and I could have sworn the foreword of one of the books (or a cover sticker or so) said so, but I couldn't find it just now in the first book. Maybe I'll check all of them later. It definitely reads as if this could be true. Given how long books take to write, and how much a script changes on its way to screen, you often see differences between the novelization and the actual movie. Sometimes just additional scenes that were cut for length, additional background that changes the meaning of a scene. Heck, you see that in theatrical vs. director's cuts of the 1994 movie: The cut scene that shows O'Neil knows that there are dog-headed aliens coming out of the gate, before our heroes ever decide to pass through it, makes O'Neil's arc much darker than in the theatrical cut, where you can kind of say "he was depressed and West may have used him because he'd leave nobody behind", but that scene basically turns it into a guaranteed suicide mission for O'Neil. Knowing what we know today about how Jaye Davison didn't want to play the role, and how that affected the story, if you take that out, the way McKay's story continues feels a lot more like a vague idea Devlin and Emmerich might have had at this point for a continuation, fleshed out by a skilled novelist and adapted to a different form (nobody can tell me Emmerich would have made a scifi movie with this much politics and social commentary in it, pretty sure that's all McKay).
  5. I loved the McKay books. They're really different from SG-1. There are aspects I like better in McKay's and some I like better in the SG-1 universe. As a short summary without spoiling any of the interesting plot details, it helps to remember that the Goa'uld as symbiotes were an invention of the TV show. The original was just an alien's mind somehow inhabiting a human's body (which was apparently a last-minute addition to the canon to account for Jaye Davison's odd portrayal of the character - Devlin stated in a recent interview that originally Ra was just supposed to be a human collaborator). Similarly, Daniel and Jack never lie about Abydos still existing. Given all that, the main difference in the McKay books is that there are no aliens. Ra is dead, so all that's left are planets full of Ra's human slaves, some of whom are now angry at Earth. The story is also a little more serious and adult (like the movie, and of course none of the humor and self-irony of the TV show). In addition, McKay is aware he is writing a novel, where you can go into more depth, and where action doesn't work as well as in an Emmerich movie, so he took a lot of time with politics. The Earth government doesn't know what to do with the people of Abydos, and he plays that out quite interestingly. The unfinished second trilogy then brings in a completely new opponent, outside Ra's empire, and would probably have been interesting. For those who have read the first McKay trilogy of books, I think the whole Hathor plot would have worked really well if transferred to SG-1, and might make for a fun source book for this RPG. Maybe even with Hathor, because you can take advantage of a lot of series aspects to make it hit home even harder.
  6. I didn't need the password to view the PDF. It was only when I tried to add annotations that it asked for the password. So I think that's just a password Wyvern use to prevent people from creating modified versions or removing the watermark. Have you tried a different PDF Viewer?
  7. Hi, I'm very familiar with Stargate lore, but have never DMed, and thought Stargate might be a good way to begin, as I'd have 15 seasons of TV to fall back on when I need to improvise. I've played a few sessions of DnD 5e and the Star Wars RPG, but there the DM told me what I had to do when it came to mechanics. But when I am the GM, all these rules with CRs and DPs and all that feel overwhelming to me. How would I ever remember all of this existed, not to mention run a game without constantly disappearing in the rulebook for minutes at a time? Does anyone have recommendations for simplifying the game? Do you all just have great memory that you can remember all this? Am I just not cut out to be a GM? Are there mechanics one can leave out for the first few sessions, or ones one should focus on that make for a "good enough" game until I'm familiar enough that I can learn the rest? Thanks, -- Uli
  8. Just adding to this topic to not spam the section with too many typos: Page 284 "Step 3, Trials" says "Ernerst" instead of "Ernest". Also, shouldn't it say "advancing the plotline"? I'm pretty sure "forwarding the plotline" is when you mail your script off to the editor. :)
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