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<blockquote data-quote="Staffan" data-source="post: 8941120" data-attributes="member: 907"><p>I haven't played it myself, but I've seen it played on the actual play Shield of Tomorrow that used to run on Geek & Sundry before it collapsed (most of the same crew moved to QueueTimes where they're running a different campaign). It is quite Star Trek-y, though I don't know to what degree that is due to the participants' love for the setting and to what degree it's due to the game itself.</p><p></p><p>It is still quite traditional in its structure. The main narrative stuff is the Momentum/Threat mechanic. Momentum is a meta-currency the players collectively have, and which they usually gain by exceptional success – more successes than what a task demands generates Momentum which can either be spent to actually improve the results, or be banked for later. So let's say the PCs are surveying a planet from orbit. That's not really a difficult thing, so the difficulty is set to 0 – the PCs <strong>will</strong> get basic info about the planet. The PC in charge of surveying would then roll 2d20 vs Reason + Science. Because you're using the ship to do it, the ship also gets to roll to assist, with 1d20 vs its Sensors + Science. Every d20 that rolls equal to the target value or lower is a success. Since the difficulty is 0, every success above 0 generates one Momentum which you can either spend right away to ask a question about the planet, or save for later.</p><p></p><p>The most common uses of Momentum is to gain information, get extra dice on a roll, establish an advantageous fact related to what you're doing ("Of course we brought breathing masks"), or to make things harder for an NPC.</p><p></p><p>The GM instead has a Threat pool, which works similarly to Momentum. They can gain Treat in the same ways the PCs gain Momentum (exceptional success), but also when PCs screw up (every 20 rolled on a check gives the GM the opportunity to create a Complication, but if they don't have a good idea for what that would be they can instead take two Threat) or take risks (most of the things PCs can do with Momentum, they can also do by giving the GM Threat). The GM also gains Threat when various things raise the stakes, such as PCs making lethal attacks. Threat can be spent in more-or-less the same ways as Momentum, but also to do things like bring in reinforcements.</p></blockquote><p></p>
[QUOTE="Staffan, post: 8941120, member: 907"] I haven't played it myself, but I've seen it played on the actual play Shield of Tomorrow that used to run on Geek & Sundry before it collapsed (most of the same crew moved to QueueTimes where they're running a different campaign). It is quite Star Trek-y, though I don't know to what degree that is due to the participants' love for the setting and to what degree it's due to the game itself. It is still quite traditional in its structure. The main narrative stuff is the Momentum/Threat mechanic. Momentum is a meta-currency the players collectively have, and which they usually gain by exceptional success – more successes than what a task demands generates Momentum which can either be spent to actually improve the results, or be banked for later. So let's say the PCs are surveying a planet from orbit. That's not really a difficult thing, so the difficulty is set to 0 – the PCs [B]will[/B] get basic info about the planet. The PC in charge of surveying would then roll 2d20 vs Reason + Science. Because you're using the ship to do it, the ship also gets to roll to assist, with 1d20 vs its Sensors + Science. Every d20 that rolls equal to the target value or lower is a success. Since the difficulty is 0, every success above 0 generates one Momentum which you can either spend right away to ask a question about the planet, or save for later. The most common uses of Momentum is to gain information, get extra dice on a roll, establish an advantageous fact related to what you're doing ("Of course we brought breathing masks"), or to make things harder for an NPC. The GM instead has a Threat pool, which works similarly to Momentum. They can gain Treat in the same ways the PCs gain Momentum (exceptional success), but also when PCs screw up (every 20 rolled on a check gives the GM the opportunity to create a Complication, but if they don't have a good idea for what that would be they can instead take two Threat) or take risks (most of the things PCs can do with Momentum, they can also do by giving the GM Threat). The GM also gains Threat when various things raise the stakes, such as PCs making lethal attacks. Threat can be spent in more-or-less the same ways as Momentum, but also to do things like bring in reinforcements. [/QUOTE]
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