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So I picked up Star Trek Adventures

Started by Biscuitician, July 07, 2017, 03:02:30 PM

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Biscuitician

Quote from: Voros;974469Heard good things about Mutant: Year Zero. Why isn't there a thread on that instead of the other Mutant game the OP disliked without even reading it?

There is and if there wasn't there's this magic button called 'start thread', behold its power!

Is there a problem with disliking the look of a game without reading it? If you want me to read it, i'll be more than happy to when you send me a free copy. :D

Dumarest

Quote from: Bren;974600Because adding a hashtag to what you say makes you trendy...and relevant.

You mean #trendy and #relevant.

Harlock

Quote from: Dumarest;974660You mean #trendy and #relevant.

#TheHellYouSay?
~~~~~R.I.P~~~~~
Tom Moldvay
Nov. 5, 1948 – March 9, 2007
B/X, B4, X2 - You were D&D to me

DiscoSoup

To hear Sam, Chris and Nathan tell it, Nathan essentially restructured the existing 2d20 rules to fit Star Trek. I wrote some of the lore for the game but none of the rules. I want to address some of the concerns folks have:

As far as TOS goes: There are stats for Andorians, Tellarites, Vulcans, Humans (natch), Klingons and Romulans. The ships include Excelsior, Miranda, Constitution, D7 and the original Romulan ship. They even managed to make the Excelsior ship look AWESOME.

I actually was pretty impressed with most of the artwork. The one pic that I don't care for so much is the one with the Asian captain yelling. Something seems just a bit off with his mouth. The ship artwork had me salivating.

If you don't like plot currency you won't like this game. Straight up. As I was writing one of the adventures for the playtest I actually found myself confused by the rules that were presented. Figured that I'd stick around to write more lore if asked, but wouldn't do anything with the rules. Then the PDF came out. It's cleaned up a LOT since the playtest. Everything seems easier to understand now. Take your stat and your skill level, ad them together and roll under for successes. Default roll is 2d20 but you can buy more. You'll have to if you want to be able to pass anything that requires three or more successes.

As for the plot currencies, here's how they break down. Everyone starts with 1 Determination, which is the super currency that gives two automatic successes on the roll, beyond your allotted 2d20. You can only use them when the purpose and method of the roll aligns with one of your "Values" (think aspects from Fate or relationships from PbtA). Otherwise you're spending Momentum gained from previous successes or Thread if you don't have enough Momentum. Threat and Momentum are basically the same thing, except that Threat can come back to bite you in the butt. This basically encourages the following structure for problem-solving:

Problem presents itself, players analyze, just like on Trek
Someone comes up with a plan to "create an Advantage". Think "build a discombobulator" or "adjust the plexicon matrix". They roll for this easier roll and maybe get some extra Successes, which converts to Momentum that they can use on later rolls.
Then they spend Momentum on the task to solve the problem and get a better result than they would have before.
PCs are encouraged to work together and the system accommodates lots of assistance

Overall I'm really happy with this game. It's got people from Last Unicorn and CODA working on it. The atmosphere is fun and collaborative (in the writer's room) and Modiphius is committed to putting out a ton of support material. I love the balanced Lifepath Character Creation (with advice for running different eras) and the easy way of making custom ships.
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