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<blockquote data-quote="hawkeyefan" data-source="post: 8170985" data-attributes="member: 6785785"><p>Mysteries can be tough. </p><p></p><p>About a year ago, my group played some of Modiphius’s Star Trek Adventures. A buddy of mine is a big Trek fan and wanted to run it, and despite nit being a big Trek fan myself, I’m always happy to take a break from the GM seat and play a bit.</p><p></p><p>I bounced off of this game in almost every way possible. Some of the mechanics were pretty interesting, and they have a kind of lifepath character generation method that’s cool, but everything else felt very predetermined. </p><p></p><p>This was not helped by one of the scenarios that he ran us through. It’s a published one, but I couldn’t say in what product. It’s a mystery. There’s been what appears to have been an accident with some experiment, and some scientists are dead. The goal of the scenario is to piece together bits of info to try and get to the actual truth. </p><p></p><p>It basically became a case of the PCs asking questions of different NPCs and some answers were gated behind rolls. So it’s just a slow crawl to ultimately solving the mystery. </p><p></p><p>It was brutal. </p><p></p><p>I don’t think it was just the scenario. The GM who ran it is a very by the book kind of GM. He’s run countless hours of public games at a game store for a wide variety of players. I think this has conditioned him to always stick with prewritten adventures. So that was part of it too. Plus, my kind of chafing at the Star Trek constraints, which is my own thing.</p><p></p><p>Before playing that game, I already tended to avoid games or scenarios that involve that kind of “whodunnit” mystery. That game pretty much convinced me to never mess with it again. I’m sure it can be done, but for me it’s a risk/reward thing.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8170985, member: 6785785"] Mysteries can be tough. About a year ago, my group played some of Modiphius’s Star Trek Adventures. A buddy of mine is a big Trek fan and wanted to run it, and despite nit being a big Trek fan myself, I’m always happy to take a break from the GM seat and play a bit. I bounced off of this game in almost every way possible. Some of the mechanics were pretty interesting, and they have a kind of lifepath character generation method that’s cool, but everything else felt very predetermined. This was not helped by one of the scenarios that he ran us through. It’s a published one, but I couldn’t say in what product. It’s a mystery. There’s been what appears to have been an accident with some experiment, and some scientists are dead. The goal of the scenario is to piece together bits of info to try and get to the actual truth. It basically became a case of the PCs asking questions of different NPCs and some answers were gated behind rolls. So it’s just a slow crawl to ultimately solving the mystery. It was brutal. I don’t think it was just the scenario. The GM who ran it is a very by the book kind of GM. He’s run countless hours of public games at a game store for a wide variety of players. I think this has conditioned him to always stick with prewritten adventures. So that was part of it too. Plus, my kind of chafing at the Star Trek constraints, which is my own thing. Before playing that game, I already tended to avoid games or scenarios that involve that kind of “whodunnit” mystery. That game pretty much convinced me to never mess with it again. I’m sure it can be done, but for me it’s a risk/reward thing. [/QUOTE]
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