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Star Trek Adventures: Now that the full rules are out, what do you think?
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<blockquote data-quote="oneshot" data-source="post: 7167548" data-attributes="member: 61634"><p>Well, I will disagree with you about your dislikes of the advancement system and the fact that the characters are mostly at parity at character creation, regardless of rank or veteran status. Both of those things are interrelated and by design. The game is attempting to mirror characters like Julian Bashir or Harry Kim that despite being junior officers freshly graduated from the academy, they are integral memebers of the command staff and are able to contribute as much as, say, Chief O'Brien and Tuvok who have decades of experience in Starfleet. I can understand your dislike, but the alternatives are also unsatisfying. You either have to go the LUG route and have everyone start as an ensign, in which case you have to bend over backwards explaining why the same group of ensigns all keep getting assigned to handle these missions instead of the (by definition more competent) command crew. Or you do the decipher route and have rank be essentially purchased with character advancements, so if you have some characters start as command crew, you give all PCs the same number of advancements to start, so you end up in the same place with super competent junior officers. So as a matter of genre emulation and just general playability/fairness concerns, I'm not sure how you could do it differently.</p><p></p><p>I like the advancement system a lot, for a couple reasons. I like the unique aspect that the GM has little to no role in advancement, and it's based purely on role playing and not on an xp system. There is a generally low absolute power curve increase, but that's because this game isn't a zero to hero game, for the reasons I talked about above. It's a game where you start as a hero and you get to improve yourself and your crew/ship, but only slowly so as not to throw off the balance of new characters and experienced characters.</p><p></p><p>So ultimately the game isn't going to appeal to people looking for a traditional RPG experience of killing things, taking their stuff, and becoming incredibly powerful. But as a game to emulate the Star Trek shows, it hits the mark, in my opinion. Ultimately, I think a player who plays purely to see the numbers on his sheet go up and up and up is likely the type of player that wouldn't like an extended Star Trek campaign in any event.</p><p></p><p>In general, I really love the system and think it was well done. My only real quibbles with the game are relatively minor. For example, I think some of the subsystems are a little too complicated with a little too many niche/fiddly options. As a result, I think you almost have to use cheat sheets with new players in order for them to track all the different actions in combat (especially starship combat!). For some players I know, this will be a big turnoff. Certainly, though, the learning curve is less than it would be for 3.5/pathfinder or other games of a similar level of complexity. </p><p></p><p>I'm with you that I can't wait for a chance to run a full campaign with it. My current group really likes it, and we plan to run it once the current campaign we are doing ends.</p></blockquote><p></p>
[QUOTE="oneshot, post: 7167548, member: 61634"] Well, I will disagree with you about your dislikes of the advancement system and the fact that the characters are mostly at parity at character creation, regardless of rank or veteran status. Both of those things are interrelated and by design. The game is attempting to mirror characters like Julian Bashir or Harry Kim that despite being junior officers freshly graduated from the academy, they are integral memebers of the command staff and are able to contribute as much as, say, Chief O'Brien and Tuvok who have decades of experience in Starfleet. I can understand your dislike, but the alternatives are also unsatisfying. You either have to go the LUG route and have everyone start as an ensign, in which case you have to bend over backwards explaining why the same group of ensigns all keep getting assigned to handle these missions instead of the (by definition more competent) command crew. Or you do the decipher route and have rank be essentially purchased with character advancements, so if you have some characters start as command crew, you give all PCs the same number of advancements to start, so you end up in the same place with super competent junior officers. So as a matter of genre emulation and just general playability/fairness concerns, I'm not sure how you could do it differently. I like the advancement system a lot, for a couple reasons. I like the unique aspect that the GM has little to no role in advancement, and it's based purely on role playing and not on an xp system. There is a generally low absolute power curve increase, but that's because this game isn't a zero to hero game, for the reasons I talked about above. It's a game where you start as a hero and you get to improve yourself and your crew/ship, but only slowly so as not to throw off the balance of new characters and experienced characters. So ultimately the game isn't going to appeal to people looking for a traditional RPG experience of killing things, taking their stuff, and becoming incredibly powerful. But as a game to emulate the Star Trek shows, it hits the mark, in my opinion. Ultimately, I think a player who plays purely to see the numbers on his sheet go up and up and up is likely the type of player that wouldn't like an extended Star Trek campaign in any event. In general, I really love the system and think it was well done. My only real quibbles with the game are relatively minor. For example, I think some of the subsystems are a little too complicated with a little too many niche/fiddly options. As a result, I think you almost have to use cheat sheets with new players in order for them to track all the different actions in combat (especially starship combat!). For some players I know, this will be a big turnoff. Certainly, though, the learning curve is less than it would be for 3.5/pathfinder or other games of a similar level of complexity. I'm with you that I can't wait for a chance to run a full campaign with it. My current group really likes it, and we plan to run it once the current campaign we are doing ends. [/QUOTE]
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Star Trek Adventures: Now that the full rules are out, what do you think?
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