Has anyone had a chance to play Star Trek Adventures, and if so what thoughts do you have about it? From a read through of the pdf I’m surprised at how many cues it takes from narrative games so I thought someone here might have given it a try.
Has anyone had a chance to play Star Trek Adventures, and if so what thoughts do you have about it?
Has anyone had a chance to play Star Trek Adventures, and if so what thoughts do you have about it?
I’d be interested to hear what it’s cribbed from narrative games.
I’d be interested to hear what it’s cribbed from narrative games.
I second Jools Thomas: what looks narrative, Stephen Humphreys? Can you point us to any reviews on it that look into mechanics, etc.? (Because I’m a lazy SOB, and I’m hoping you’ve already found some good reviews. 😉)
I second Jools Thomas: what looks narrative, Stephen Humphreys? Can you point us to any reviews on it that look into mechanics, etc.? (Because I’m a lazy SOB, and I’m hoping you’ve already found some good reviews. 😉)
there’s an AP on DSPN presents, run by chris sneizac from misdirected mark
there’s an AP on DSPN presents, run by chris sneizac from misdirected mark
The most comprehensive review (10 parts!) is here: philgamer.wordpress.com – [Let’s Study: Star Trek Adventures] Introduction
The most comprehensive review (10 parts!) is here: philgamer.wordpress.com – [Let’s Study: Star Trek Adventures] Introduction
Blake Ryan DSPN?
Blake Ryan DSPN?
The reviews I read prior to purchasing compared it to FATE, which is definitely accurate from what I’ve read of FATE’s system (never played it, read several rulebooks). It uses Modiphius’ 2d20 system but you can alter rolls/successes with what are essentially aspects…characters are a combination of these aspects as well as quantified attributes and disciplines (kinda like skills from a traditional rpg but relatively broad). Both are generated via a pretty good lifepath system…the reviews also mention that making characters is a lot of fun in and of itself and having done it I’d agree. Task resolution is an attribute+discipline roll but you get to mix and match attributes and disciplines based on the task and your personal approach to it (a little like figuring out what attribute to use for Discern Realities in DW). It’s got rules for social conflict/negotiation. So I’d say those elements are sort of traditional rpg+FATE. On top of that, your group generates a ‘Momentum’ pool that all players can draw from, which is something I really liked in Masks as it creates a team vibe. Opposite this is a ‘Threat’ mechanic, in which PC actions contribute to a pool the GM can use to throw things at them…it’s supposed to represent growing tension. This may be present in FATE as well (can’t remember) but it reminded me of the system in Dead of Night. Outside of mechanics, the game is structured into scenes in order to replicate the feel of the series. It incorporates troupe play so you could find yourself playing any member of a ship’s crew, although these ‘supporting characters’ aren’t fully statted out. Character advancement is entirely based on narrative events (changing values, near death experiences, story arc completion, etc.). Oh and the ship itself is essentially treated like a character that your group builds at char gen and advances over time so it’s also got aspects, stats, etc.
The reviews I read prior to purchasing compared it to FATE, which is definitely accurate from what I’ve read of FATE’s system (never played it, read several rulebooks). It uses Modiphius’ 2d20 system but you can alter rolls/successes with what are essentially aspects…characters are a combination of these aspects as well as quantified attributes and disciplines (kinda like skills from a traditional rpg but relatively broad). Both are generated via a pretty good lifepath system…the reviews also mention that making characters is a lot of fun in and of itself and having done it I’d agree. Task resolution is an attribute+discipline roll but you get to mix and match attributes and disciplines based on the task and your personal approach to it (a little like figuring out what attribute to use for Discern Realities in DW). It’s got rules for social conflict/negotiation. So I’d say those elements are sort of traditional rpg+FATE. On top of that, your group generates a ‘Momentum’ pool that all players can draw from, which is something I really liked in Masks as it creates a team vibe. Opposite this is a ‘Threat’ mechanic, in which PC actions contribute to a pool the GM can use to throw things at them…it’s supposed to represent growing tension. This may be present in FATE as well (can’t remember) but it reminded me of the system in Dead of Night. Outside of mechanics, the game is structured into scenes in order to replicate the feel of the series. It incorporates troupe play so you could find yourself playing any member of a ship’s crew, although these ‘supporting characters’ aren’t fully statted out. Character advancement is entirely based on narrative events (changing values, near death experiences, story arc completion, etc.). Oh and the ship itself is essentially treated like a character that your group builds at char gen and advances over time so it’s also got aspects, stats, etc.
Christo Meid I’m assuming Don’t Split the Podcast Network…
Maybe here?
dontsplitthepodcastnetwork.com – Episode 3-1 – Star Trek Adventures Actual Play
Christo Meid I’m assuming Don’t Split the Podcast Network…
Maybe here?
dontsplitthepodcastnetwork.com – Episode 3-1 – Star Trek Adventures Actual Play
It’s pretty great and I’m looking forward to running it. It definitely borrows elements from Fate and elsewhere to simplify the 2d20 system. If the Legends of Wulin game doesn’t go off in October I’ll probably put it on the calendar. otherwise I’ll run it in January.
It’s pretty great and I’m looking forward to running it. It definitely borrows elements from Fate and elsewhere to simplify the 2d20 system. If the Legends of Wulin game doesn’t go off in October I’ll probably put it on the calendar. otherwise I’ll run it in January.
I’d love to play in that game! Lowell Francis I know you ran Conan, how do you think it stacks up to that?
I’d love to play in that game! Lowell Francis I know you ran Conan, how do you think it stacks up to that?
It looks better to me– I like the smaller skill list. It’s almost like two column Fate Accelerated. I dig the “facts” and how those serve as a kind of focus. It still has a bunch of dice spend tricks, but I think those don’t look as involved as they did in Conan. I probably wouldn’t run Conan online again because of that, but might f2f. Star Trek trims it enough that I think I would run it online. I may have to pick up the hardcover— I just went with the pdf.
It looks better to me– I like the smaller skill list. It’s almost like two column Fate Accelerated. I dig the “facts” and how those serve as a kind of focus. It still has a bunch of dice spend tricks, but I think those don’t look as involved as they did in Conan. I probably wouldn’t run Conan online again because of that, but might f2f. Star Trek trims it enough that I think I would run it online. I may have to pick up the hardcover— I just went with the pdf.
I really enjoyed the game. I play in a very rules light version on hangout at them moment and have the privilege of living in the same city as Nathan, the lead writer so managed to get involved in some playtest sessions.
hugely enjoyable. The momentum system specifically means that every role is useful in some way.
I really enjoyed the game. I play in a very rules light version on hangout at them moment and have the privilege of living in the same city as Nathan, the lead writer so managed to get involved in some playtest sessions.
hugely enjoyable. The momentum system specifically means that every role is useful in some way.
Awesome! That’s got me even more pumped about getting into a game…
Awesome! That’s got me even more pumped about getting into a game…