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STAR TREK ADVENTURES Public Playtest Launches
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<blockquote data-quote="pming" data-source="post: 7704425" data-attributes="member: 45197"><p>I'll probably pick up the PDF if/when it's out and give it the once over. But, in all honesty, it's pretty damn well near impossible to beat the old FASA Star Trek! </p><p></p><p>There was a lot of stuff out for that version, it used d100 (feels like "the" sci-fi die for me), and, most importantly, you got big fold-out sheets with the layout of your Navigation, Weapons, Engineering and Piloting (iirc) that you got to place 'chits' on. When the captain called for more speed, the navigator would have to request "points" from engineering...who may have to shunt power from shields...with the end result being everyone seeing the other players sliding chits up and down their fold-out sheets or placing chits on an "on/off" toggle. </p><p></p><p>Any 'trek game that actually has the players making the same physical movements as the characters on the show (moving/flipping toggles)...well, as I said...pretty damn well near impossible to beat that kind of feeling! (throw in laying the game room out as a bridge, complete with custom-made flashy Christmas tree lighting boxes to look like 'high tech computer readouts', and that little viewfinder with the blue light in it that Spok always looked into and then said "Fascinating" [the Engineer player made that], and a few toy communicators that made all the cool trek beep, boop and cha-kik-ik-nikk-nikkk...noises...fugettaboutit!).</p><p></p><p>Yes...amazing campaign that was back in Daves basement (alas, ol' Dave died a decade ago or so...miss that big guy!). Easily one of the most memorable campaigns I've played in (Dave was GM...I got to actually *play* in a campaign!). I don't think the campaign would have been nearly as engaging if the game itself didn't have built-in props. Good times...good times... <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="pming, post: 7704425, member: 45197"] I'll probably pick up the PDF if/when it's out and give it the once over. But, in all honesty, it's pretty damn well near impossible to beat the old FASA Star Trek! There was a lot of stuff out for that version, it used d100 (feels like "the" sci-fi die for me), and, most importantly, you got big fold-out sheets with the layout of your Navigation, Weapons, Engineering and Piloting (iirc) that you got to place 'chits' on. When the captain called for more speed, the navigator would have to request "points" from engineering...who may have to shunt power from shields...with the end result being everyone seeing the other players sliding chits up and down their fold-out sheets or placing chits on an "on/off" toggle. Any 'trek game that actually has the players making the same physical movements as the characters on the show (moving/flipping toggles)...well, as I said...pretty damn well near impossible to beat that kind of feeling! (throw in laying the game room out as a bridge, complete with custom-made flashy Christmas tree lighting boxes to look like 'high tech computer readouts', and that little viewfinder with the blue light in it that Spok always looked into and then said "Fascinating" [the Engineer player made that], and a few toy communicators that made all the cool trek beep, boop and cha-kik-ik-nikk-nikkk...noises...fugettaboutit!). Yes...amazing campaign that was back in Daves basement (alas, ol' Dave died a decade ago or so...miss that big guy!). Easily one of the most memorable campaigns I've played in (Dave was GM...I got to actually *play* in a campaign!). I don't think the campaign would have been nearly as engaging if the game itself didn't have built-in props. Good times...good times... :D [/QUOTE]
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