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Star Trek Adventures: Core Rulebook Released in PDF!
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<blockquote data-quote="lyle.spade" data-source="post: 7719454" data-attributes="member: 30042"><p>Thanks for sharing - those look great!</p><p></p><p>I ran my first session of the game, last night, and it went really well. I used a short adventure found in the back of the STIII Sourcebook Update, from FASA (still have mine), wherein the Constitution-class USS Republic, lost for 15 years, is discovered, seemingly withe crew lost and yet well, in a nearly-starless rift. The antagonists were a version of the flying jellyfish from the TOS episode "Operation: Annihilate" and it took about 4 hours to complete. I intentionally did not use extended tasks or the scientific method subsystem, and we didn't do any formal starship operations. Although I've read those rules I am not familiar enough with them to run them well, given all the other new rules to know and run for a group new to the game.</p><p></p><p>Three of my four players had played 2d0 Conan before, but only 2-3 times each. The other was not at all familiar with the system. It went really well. We talked about how it went afterward, and everyone agreed that it was easy to use the mechanics to establish a vibe and flow that felt like Star Trek, and enabled actions, questions, and collaborative activity that facilitated suspension of disbelief. I took notes on some places where my rules knowledge proved weak, and points where we had questions that I hand-waved in order to keep the pace up, and will go back through the rules to build a more solid foundation.</p><p></p><p>We found nothing in the system that we didn't like, and all around folks were talking about buying the rules themselves and looking forward to the next time we could play it. I'll finish reading the rules and will write a full review in that section of the site within a few days.</p></blockquote><p></p>
[QUOTE="lyle.spade, post: 7719454, member: 30042"] Thanks for sharing - those look great! I ran my first session of the game, last night, and it went really well. I used a short adventure found in the back of the STIII Sourcebook Update, from FASA (still have mine), wherein the Constitution-class USS Republic, lost for 15 years, is discovered, seemingly withe crew lost and yet well, in a nearly-starless rift. The antagonists were a version of the flying jellyfish from the TOS episode "Operation: Annihilate" and it took about 4 hours to complete. I intentionally did not use extended tasks or the scientific method subsystem, and we didn't do any formal starship operations. Although I've read those rules I am not familiar enough with them to run them well, given all the other new rules to know and run for a group new to the game. Three of my four players had played 2d0 Conan before, but only 2-3 times each. The other was not at all familiar with the system. It went really well. We talked about how it went afterward, and everyone agreed that it was easy to use the mechanics to establish a vibe and flow that felt like Star Trek, and enabled actions, questions, and collaborative activity that facilitated suspension of disbelief. I took notes on some places where my rules knowledge proved weak, and points where we had questions that I hand-waved in order to keep the pace up, and will go back through the rules to build a more solid foundation. We found nothing in the system that we didn't like, and all around folks were talking about buying the rules themselves and looking forward to the next time we could play it. I'll finish reading the rules and will write a full review in that section of the site within a few days. [/QUOTE]
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