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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="aramis erak" data-source="post: 7173768" data-attributes="member: 6779310"><p>I am underwhelmed.</p><p>The art isn't horrible, nor is it great. It is, however, easily 40 pages worth. It's consistent.</p><p>The layout is overly whitespaced. Rules material begins on about page 70 of 360... </p><p></p><p>There is one TOS era Fed ship, and two aggressors. There are Movie era ships, plus instructions on refits - but no actual Refit class definition. Fed ships get refits, and the K'tinga does, too... but no other NPC ships have reference dates, so you cannot apply the refit rules to the badguys to make "legit" improved Warbirds (rom nor klingon).</p><p></p><p>Experience as written is glacial.</p><p></p><p>The biggest flaw (namely, that threat/momentum snowballs due to the complications system) is fundamental to the 2d20 system.</p><p></p><p>The reduction in text on traits actually makes them more clear.</p><p>Values are no longer explicitly traits. That's actually an improvement.</p><p></p><p>And, despite it being asked for by a bunch of people in playtest, the adventure has no maps included. Maps make life easier for the visually focused types.</p><p></p><p><span style="color: #800080">Oh, and the errata exceeds thatfor MegaTraveller...</span></p><p></p><p>It's lowered my opinion of Modiphius to below my opinion of Mongoose. Still above Palladium, but... (Truth be told, I love the look of Palladium's books... it's KS's game engine that's the issue.)</p><p></p><p><span style="color: #800080">Digging through it some more (the purple is all edit addition) It's edited by a not sufficiently skilled rate editor. </span></p><p><span style="color: #800080"></span></p><p><span style="color: #800080">I disagree with several fundamental choices of the designer; that's pretty well known. It is playable. But the Everyone Starts Equal really rankles me. The "lifepath" is not what I think of when I hear the word... I think Traveller, FASA Trek, Space Opera, or LUG-Trek; games where you gain events and skills together. This system is more akin to the "Lifepath" in any of RTG's Interlock games (Esp. CP2020 and Mekton); this flows clearly from the design philosophy. It makes sense... but that doesn't mean I like it. </span></p></blockquote><p></p>
[QUOTE="aramis erak, post: 7173768, member: 6779310"] I am underwhelmed. The art isn't horrible, nor is it great. It is, however, easily 40 pages worth. It's consistent. The layout is overly whitespaced. Rules material begins on about page 70 of 360... There is one TOS era Fed ship, and two aggressors. There are Movie era ships, plus instructions on refits - but no actual Refit class definition. Fed ships get refits, and the K'tinga does, too... but no other NPC ships have reference dates, so you cannot apply the refit rules to the badguys to make "legit" improved Warbirds (rom nor klingon). Experience as written is glacial. The biggest flaw (namely, that threat/momentum snowballs due to the complications system) is fundamental to the 2d20 system. The reduction in text on traits actually makes them more clear. Values are no longer explicitly traits. That's actually an improvement. And, despite it being asked for by a bunch of people in playtest, the adventure has no maps included. Maps make life easier for the visually focused types. [COLOR="#800080"]Oh, and the errata exceeds thatfor MegaTraveller...[/COLOR] It's lowered my opinion of Modiphius to below my opinion of Mongoose. Still above Palladium, but... (Truth be told, I love the look of Palladium's books... it's KS's game engine that's the issue.) [COLOR="#800080"]Digging through it some more (the purple is all edit addition) It's edited by a not sufficiently skilled rate editor. I disagree with several fundamental choices of the designer; that's pretty well known. It is playable. But the Everyone Starts Equal really rankles me. The "lifepath" is not what I think of when I hear the word... I think Traveller, FASA Trek, Space Opera, or LUG-Trek; games where you gain events and skills together. This system is more akin to the "Lifepath" in any of RTG's Interlock games (Esp. CP2020 and Mekton); this flows clearly from the design philosophy. It makes sense... but that doesn't mean I like it. [/COLOR] [/QUOTE]
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Star Trek Adventures: Now that the full rules are out, what do you think?
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