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Star Trek Adventures
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<blockquote data-quote="DonEsteban" data-source="post: 7348928" data-attributes="member: 6676483"><p><strong>4 out of 5 rating for Star Trek Adventures</strong></p><p></p><p><strong>Rating: </strong>4/5 after reading the book and playing a couple of one-shots</p><p></p><p><strong>The Good:</strong> Modiphius has had a few iterations to work on their 2d20 system (Mutant, Conan, Infinity, ...) and it shows. The system is very playable and craftily mixes a classic Attribute/Skill system with aspects (pun not intended), which are heavily borrowed from FATE & Co. I like the eceonomics of "Momentum" (saved successes that go into a player pool) and "Threat" (something like the dark side (pun intended) of momentum offering options to the GM). It is flanked by the concepts of "complications" and "effects", which are results of die rolls that add an extra dimension beyond success and failure. They resemble FFG's Star Wars, but without the need to buy your own dice pharmacy. Regular d20s and d6s will do just fine.</p><p></p><p>I think the world of Star Trek and the feel of the show are well-captured and reflected in the rules. There is as a very nice introductory adventure that serves to introduce most aspects of the rules system one by one.</p><p></p><p><strong>The Bad:</strong> Although it works well, the system is a bit an the complex side. On the other hand, character options might be a little bit limited. For example, there are about 40 "talents" in the book, which sounds like a lot, but as every character starts with 4 there are bound to be overlaps. Characters will have change only slowly over the course of a camapign and almost don't increase in power.</p><p></p><p>But this reflects the genre pretty well. Kirk isn't superman either at the end of his career. Moreover "values" (which work much like Fate aspects) provide a means to have your character change and grow during play. Just not in a tactical-mechanical way.</p><p></p><p><em>As an response</em> to other reviews: Yes, Klingons are not in the main book for no apparent reason, but adding a race is a really simple task in this game. And remembering that fiction always trumps rules mitigates most of the mechanical problems that might come up in play.</p><p></p><p><strong>Conclusion: </strong>Although I have no long-term experience with the system, it appears very promising and I'm astonished that it doesn't get more attention. I would deserve it!</p></blockquote><p></p>
[QUOTE="DonEsteban, post: 7348928, member: 6676483"] [b]4 out of 5 rating for Star Trek Adventures[/b] [B]Rating: [/B]4/5 after reading the book and playing a couple of one-shots [B]The Good:[/B] Modiphius has had a few iterations to work on their 2d20 system (Mutant, Conan, Infinity, ...) and it shows. The system is very playable and craftily mixes a classic Attribute/Skill system with aspects (pun not intended), which are heavily borrowed from FATE & Co. I like the eceonomics of "Momentum" (saved successes that go into a player pool) and "Threat" (something like the dark side (pun intended) of momentum offering options to the GM). It is flanked by the concepts of "complications" and "effects", which are results of die rolls that add an extra dimension beyond success and failure. They resemble FFG's Star Wars, but without the need to buy your own dice pharmacy. Regular d20s and d6s will do just fine. I think the world of Star Trek and the feel of the show are well-captured and reflected in the rules. There is as a very nice introductory adventure that serves to introduce most aspects of the rules system one by one. [B]The Bad:[/B] Although it works well, the system is a bit an the complex side. On the other hand, character options might be a little bit limited. For example, there are about 40 "talents" in the book, which sounds like a lot, but as every character starts with 4 there are bound to be overlaps. Characters will have change only slowly over the course of a camapign and almost don't increase in power. But this reflects the genre pretty well. Kirk isn't superman either at the end of his career. Moreover "values" (which work much like Fate aspects) provide a means to have your character change and grow during play. Just not in a tactical-mechanical way. [I]As an response[/I] to other reviews: Yes, Klingons are not in the main book for no apparent reason, but adding a race is a really simple task in this game. And remembering that fiction always trumps rules mitigates most of the mechanical problems that might come up in play. [B]Conclusion: [/B]Although I have no long-term experience with the system, it appears very promising and I'm astonished that it doesn't get more attention. I would deserve it! [/QUOTE]
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