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<blockquote data-quote="Lwaxy" data-source="post: 7269799" data-attributes="member: 53286"><p><strong>3 out of 5 rating for Star Trek Adventures</strong></p><p></p><p>There were already many issues in the playtest, and most haven't been resolved. </p><p></p><p>Amazing layout, all in Star Trek design - albeit hard to read because the text was on black background. There is some historical info about the different eras. Unfortunately, the way it is presented is weird and on some things, there is too much or too little focus. Real trekkers do not need any of that, there are so many sources online or in other books. To me it was a waste of space. </p><p></p><p>There are special dice again - this is a disease among RPG creators lately. It is not even necessary in this case and feels just like grabbing for more money. </p><p></p><p>Characters have values which feel similar to aspects (FATE). This is cool for the GM to trigger when they come up, but it takes time to remember them, for both GMs and players, if they haven't played FATE before. </p><p></p><p>Using a progress dynamic to resolve tasks which take longer is nice, and ship mechanics work a lot better than many others because the ship is helping you out rather than you depending on its stats. </p><p></p><p>Determination, Momentum and Threats were never balance in our games, with the GM often lacking a way to make it more challenging for the players due to lack of Threat, and the players often competing for Momentum up to arguments at the table. </p><p></p><p>You'll need to look up tables a lot which slowed everything down too much. </p><p></p><p>This is the first game I saw which encourages players to make extra support characters, the lower decks, so to say, but then, I always did that for Star Trek. Not so nice is rules for how many you can include in a scene - this should be totally up to the story and the GM. </p><p></p><p>Area is divided in zones, and then only for combat. Zones aren't based on how far something is away but on terrain features. But this isn't Catan, and not really knowing how far something is away, with or without combat, is really not practical, especially when running around with tricorders and extra especially when you use maps. But distance is just grouped into 4 categories and when "long" means 2 zones over, it can be much closer than "medium" which would be the adjacent zone, simply because the adjacent zone is much larger. To quote any Vulcan "It's illogical." </p><p></p><p>I'm not going into combat, takes too far, but suffice to say what looks like a rules lite is actually really rules heavy. </p><p></p><p>And now my main peeve - too few species (and ship types), not even Klingons or Romulans are included. It might be that they will be in future books - it will generate more money this way maybe. But then maybe not, because who wants to be in a game when those 2 races aren't even an option, not to talk of Ferengi or Cardassians, which are also missing. Not everyone wants to play Federation, Star Trek has so many possibilities.</p></blockquote><p></p>
[QUOTE="Lwaxy, post: 7269799, member: 53286"] [b]3 out of 5 rating for Star Trek Adventures[/b] There were already many issues in the playtest, and most haven't been resolved. Amazing layout, all in Star Trek design - albeit hard to read because the text was on black background. There is some historical info about the different eras. Unfortunately, the way it is presented is weird and on some things, there is too much or too little focus. Real trekkers do not need any of that, there are so many sources online or in other books. To me it was a waste of space. There are special dice again - this is a disease among RPG creators lately. It is not even necessary in this case and feels just like grabbing for more money. Characters have values which feel similar to aspects (FATE). This is cool for the GM to trigger when they come up, but it takes time to remember them, for both GMs and players, if they haven't played FATE before. Using a progress dynamic to resolve tasks which take longer is nice, and ship mechanics work a lot better than many others because the ship is helping you out rather than you depending on its stats. Determination, Momentum and Threats were never balance in our games, with the GM often lacking a way to make it more challenging for the players due to lack of Threat, and the players often competing for Momentum up to arguments at the table. You'll need to look up tables a lot which slowed everything down too much. This is the first game I saw which encourages players to make extra support characters, the lower decks, so to say, but then, I always did that for Star Trek. Not so nice is rules for how many you can include in a scene - this should be totally up to the story and the GM. Area is divided in zones, and then only for combat. Zones aren't based on how far something is away but on terrain features. But this isn't Catan, and not really knowing how far something is away, with or without combat, is really not practical, especially when running around with tricorders and extra especially when you use maps. But distance is just grouped into 4 categories and when "long" means 2 zones over, it can be much closer than "medium" which would be the adjacent zone, simply because the adjacent zone is much larger. To quote any Vulcan "It's illogical." I'm not going into combat, takes too far, but suffice to say what looks like a rules lite is actually really rules heavy. And now my main peeve - too few species (and ship types), not even Klingons or Romulans are included. It might be that they will be in future books - it will generate more money this way maybe. But then maybe not, because who wants to be in a game when those 2 races aren't even an option, not to talk of Ferengi or Cardassians, which are also missing. Not everyone wants to play Federation, Star Trek has so many possibilities. [/QUOTE]
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