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<blockquote data-quote="Jester David" data-source="post: 7170509" data-attributes="member: 37579"><p><strong>3 out of 5 rating for Star Trek Adventures RPG PDF</strong></p><p></p><p>I love me some Star Trek, and after Beyond and with Discovery coming in the fall my interest has been renewed. I can’t help but think it’d be cool to do a short Trek mini-campaign between D&D campaigns, or even between “seasons” of an ongoing campaign. With that thought in mind I was excited by the idea Star Trek Adventures.</p><p></p><p>I’m not sure how well this system works for me in that regard. There’s a lot to remember in the system, such as knowing the action options for both your character and their bridge station, or the choices for spending Momentum, all of which need to be quickly processed and have the potential for option paralysis.</p><p></p><p>The system seems better suited to dedicated play, but at that point the purposely limited options become a factor (and uneven character progression). Buying more books is always an option, but given how the last three Trek RPGs have ended with unfinished products - the last two being unable to completing the products planned at launch - banking on still theoretical future books feels like a gamble.</p><p></p><p>At the end of the day there’s the Big Question: <strong>How does it work as Star Trek roleplaying game?</strong></p><p><strong></strong></p><p>Well, it sure as heck looks like a Trek game. And you can be part of the crew of a starship. And the rules equally accommodate fighting Klingon warbirds as they do researching stellar phenomena, rescuing colonists, or beaming down to make first contact. But neither does the franchise seem to trump the game system. The game doesn’t contort itself to exactly replicate events that happen on the screen. And the system itself is interesting, even removed from the Trek branding. There’s a strategic game element during and after Tasks, but you’re regularly encouraged to roleplay. It’s certainly not a clunky unplayable game buoyed by a popular licence. </p><p></p><p>I like a lot about the system, but really want to see it in play, to watch how it actually handles in action. There’s a lot of small details and factors that I worry could bog down play but might work just fine at the table. The Dragon Age/ Fantasy Age system shows that a set list of stunts can give people fun choices at play, while not slowing down things too much. Realistically, just making a few cheat sheets for players might help dramatically. After all, GMs have screens for that very same reason. As for the content gaps, the system is simple enough that making your own content will likely be pretty easy, and I imagine the Trek fan community will quickly step up and make some of the missing content.But… if I do run a Trek game, I’ll probably end up buying some cheap dollar store dice and taking some paint to them for the Challenge Dice. Or putting some stickers on Fudge dice.</p><p></p><p>read my full review here: <a href="http://www.5mwd.com/archives/4278" target="_blank">http://www.5mwd.com/archives/4278</a></p></blockquote><p></p>
[QUOTE="Jester David, post: 7170509, member: 37579"] [b]3 out of 5 rating for Star Trek Adventures RPG PDF[/b] I love me some Star Trek, and after Beyond and with Discovery coming in the fall my interest has been renewed. I can’t help but think it’d be cool to do a short Trek mini-campaign between D&D campaigns, or even between “seasons” of an ongoing campaign. With that thought in mind I was excited by the idea Star Trek Adventures. I’m not sure how well this system works for me in that regard. There’s a lot to remember in the system, such as knowing the action options for both your character and their bridge station, or the choices for spending Momentum, all of which need to be quickly processed and have the potential for option paralysis. The system seems better suited to dedicated play, but at that point the purposely limited options become a factor (and uneven character progression). Buying more books is always an option, but given how the last three Trek RPGs have ended with unfinished products - the last two being unable to completing the products planned at launch - banking on still theoretical future books feels like a gamble. At the end of the day there’s the Big Question: [B]How does it work as Star Trek roleplaying game? [/B] Well, it sure as heck looks like a Trek game. And you can be part of the crew of a starship. And the rules equally accommodate fighting Klingon warbirds as they do researching stellar phenomena, rescuing colonists, or beaming down to make first contact. But neither does the franchise seem to trump the game system. The game doesn’t contort itself to exactly replicate events that happen on the screen. And the system itself is interesting, even removed from the Trek branding. There’s a strategic game element during and after Tasks, but you’re regularly encouraged to roleplay. It’s certainly not a clunky unplayable game buoyed by a popular licence. I like a lot about the system, but really want to see it in play, to watch how it actually handles in action. There’s a lot of small details and factors that I worry could bog down play but might work just fine at the table. The Dragon Age/ Fantasy Age system shows that a set list of stunts can give people fun choices at play, while not slowing down things too much. Realistically, just making a few cheat sheets for players might help dramatically. After all, GMs have screens for that very same reason. As for the content gaps, the system is simple enough that making your own content will likely be pretty easy, and I imagine the Trek fan community will quickly step up and make some of the missing content.But… if I do run a Trek game, I’ll probably end up buying some cheap dollar store dice and taking some paint to them for the Challenge Dice. Or putting some stickers on Fudge dice. read my full review here: [URL]http://www.5mwd.com/archives/4278[/URL] [/QUOTE]
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