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General Tabletop Discussion
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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="lyle.spade" data-source="post: 7179175" data-attributes="member: 30042"><p>Wow. I think you folks take this stuff way too seriously. It's all a game....right?</p><p></p><p>No system is perfect, and all this stuff is made up, anyway, so why worry about it so much?</p><p></p><p>I don't mind 2d20. It's different than d20, or FFG or other systems I've played lately, and it offers the possibility 'success with problems,' and enables group success and synergy to be shared, which are nice mechanics. I'm not going to sweat the stats of the thing, unless over time it really seems to produce outcomes that are predictable or don't fit the genre and story it's trying to help evoke.</p><p></p><p>I think they did a fine job with the fluff, although 70 pages of it was a bit much. I really like - more and more - what they've done with starships and mission profiles and refits...a ship has a lifepath now, pretty much. That's cool.</p><p></p><p>It feels a lot more like Star Trek at the table than did LUG or FASA, but both of them were good enough for a group that wanted to do Star Trek. At this point I am satisfied and looking forward to playing it more.</p><p></p><p>Focus on the positive, folks, and don't make it your mission to try and dissuade others from what they see as positives. It is possible to encounter a preference different from your own and say "oh, okay," and leave it at that.</p></blockquote><p></p>
[QUOTE="lyle.spade, post: 7179175, member: 30042"] Wow. I think you folks take this stuff way too seriously. It's all a game....right? No system is perfect, and all this stuff is made up, anyway, so why worry about it so much? I don't mind 2d20. It's different than d20, or FFG or other systems I've played lately, and it offers the possibility 'success with problems,' and enables group success and synergy to be shared, which are nice mechanics. I'm not going to sweat the stats of the thing, unless over time it really seems to produce outcomes that are predictable or don't fit the genre and story it's trying to help evoke. I think they did a fine job with the fluff, although 70 pages of it was a bit much. I really like - more and more - what they've done with starships and mission profiles and refits...a ship has a lifepath now, pretty much. That's cool. It feels a lot more like Star Trek at the table than did LUG or FASA, but both of them were good enough for a group that wanted to do Star Trek. At this point I am satisfied and looking forward to playing it more. Focus on the positive, folks, and don't make it your mission to try and dissuade others from what they see as positives. It is possible to encounter a preference different from your own and say "oh, okay," and leave it at that. [/QUOTE]
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Star Trek Adventures: Now that the full rules are out, what do you think?
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