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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="Caliburn101" data-source="post: 7241263" data-attributes="member: 6802178"><p>Interesting - there is certainly no lack of advancement in Conan, so that must be a Star Trek iteration thing (as I said, I haven't tried it).</p><p></p><p>Understanding how useful story declarations are comes with time - my players didn't see the usefulness of them either, but then the penny dropped and they use them on and off now to great effect.</p><p></p><p>In Conan, once the rules are understood, the snowball effect really isn't a thing anymore - player choices nip it in the bud, and player choice is a RAW balancing factor as I have stated. In all the games I have run I have seen one triple complication (it was very notable as it was the only one, and I had to come up with something pretty creative to hit the player with for it) and a handful of doubles which are not common due to, often enough, being dropped down to a single due to judicious use of a re-roll. The singles are inconveniences, nothing more, and frequently enough cancelled out by a skill re-roll themselves.</p><p></p><p>I simply have not encountered the problem you allude to purely with numbers, and it is clear in retrospect that this is primarily due to players managing outcomes with choice based mechanics, which, in a system like this, is what should happen, and what is designed in to be possible.</p><p></p><p>It is the first meta-mechanics system I have enjoyed playing (I played at two convention games recently) and running. I don't for instance like FATE - for my tastes, that goes too far.</p><p></p><p>I do think there should be more guidance on setting difficulties for GM's - I have seen people get this wrong, but ultimately, when you start getting that right the game runs very well, even for a group of old crusty simulationists like my lot!</p><p></p><p>I think some people's disconnect is with the fact that increased chance of failure drives use of Talents and similar mechanics that can manage the actual outcomes, and Doom - which is a similar thing - a tacit choice to increase future risk of challenge whilst reducing current risk of failure. Both are used by GM and players and the GM especially needs to be balanced in their approach to the use of Doom.</p><p></p><p>In essence, the power to change dice rolls, to introduce threat and to modify the outcomes of randomness and risk has been made extant, and not down to 'fudging' anymore for the GM, and for players, the risk of poor dice outcomes has been moderately increased whilst simultaneously counterbalanced by increased intercessionary powers to change those outcomes.</p><p></p><p>I do see why people have an issue with it - but it works very well in practice (certainly in Conan), and playing it is the only sure-fire way to experience that I would say.</p></blockquote><p></p>
[QUOTE="Caliburn101, post: 7241263, member: 6802178"] Interesting - there is certainly no lack of advancement in Conan, so that must be a Star Trek iteration thing (as I said, I haven't tried it). Understanding how useful story declarations are comes with time - my players didn't see the usefulness of them either, but then the penny dropped and they use them on and off now to great effect. In Conan, once the rules are understood, the snowball effect really isn't a thing anymore - player choices nip it in the bud, and player choice is a RAW balancing factor as I have stated. In all the games I have run I have seen one triple complication (it was very notable as it was the only one, and I had to come up with something pretty creative to hit the player with for it) and a handful of doubles which are not common due to, often enough, being dropped down to a single due to judicious use of a re-roll. The singles are inconveniences, nothing more, and frequently enough cancelled out by a skill re-roll themselves. I simply have not encountered the problem you allude to purely with numbers, and it is clear in retrospect that this is primarily due to players managing outcomes with choice based mechanics, which, in a system like this, is what should happen, and what is designed in to be possible. It is the first meta-mechanics system I have enjoyed playing (I played at two convention games recently) and running. I don't for instance like FATE - for my tastes, that goes too far. I do think there should be more guidance on setting difficulties for GM's - I have seen people get this wrong, but ultimately, when you start getting that right the game runs very well, even for a group of old crusty simulationists like my lot! I think some people's disconnect is with the fact that increased chance of failure drives use of Talents and similar mechanics that can manage the actual outcomes, and Doom - which is a similar thing - a tacit choice to increase future risk of challenge whilst reducing current risk of failure. Both are used by GM and players and the GM especially needs to be balanced in their approach to the use of Doom. In essence, the power to change dice rolls, to introduce threat and to modify the outcomes of randomness and risk has been made extant, and not down to 'fudging' anymore for the GM, and for players, the risk of poor dice outcomes has been moderately increased whilst simultaneously counterbalanced by increased intercessionary powers to change those outcomes. I do see why people have an issue with it - but it works very well in practice (certainly in Conan), and playing it is the only sure-fire way to experience that I would say. [/QUOTE]
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