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D&D compared to Bespoke Genre TTRPGs
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<blockquote data-quote="Paul Farquhar" data-source="post: 8266019" data-attributes="member: 6906155"><p>Sorry, haven't played that since the late 90s, and as FASA is no longer the holder of the Star Trek licence I imagine it's hard to get hold of.</p><p></p><p>Here is a rundown: It's played on a hexmap (big, we always put it on the floor). The ship tokens where also hexagonal to fit the maps - this is significant, since ships had six shield arcs, one for each counter side. For convenience, the game, like Khan, tended to ignore the Z-axis. The PCs generally had one ship and three where three A3 panels for the crew stations (panels/roles could be subdivided if more players). Square counters on sliding bars were used to record and adjust power distribution to ship's systems - shields, weapons, engines, life support etc. Whilst the nominated captain was in overall command, there was plenty for each player to do. Each PC crew member could make a skill roll (D100) try and do things like coax more power from the engines. Weapon firing arcs, range and facing were significant tactical considerations.</p></blockquote><p></p>
[QUOTE="Paul Farquhar, post: 8266019, member: 6906155"] Sorry, haven't played that since the late 90s, and as FASA is no longer the holder of the Star Trek licence I imagine it's hard to get hold of. Here is a rundown: It's played on a hexmap (big, we always put it on the floor). The ship tokens where also hexagonal to fit the maps - this is significant, since ships had six shield arcs, one for each counter side. For convenience, the game, like Khan, tended to ignore the Z-axis. The PCs generally had one ship and three where three A3 panels for the crew stations (panels/roles could be subdivided if more players). Square counters on sliding bars were used to record and adjust power distribution to ship's systems - shields, weapons, engines, life support etc. Whilst the nominated captain was in overall command, there was plenty for each player to do. Each PC crew member could make a skill roll (D100) try and do things like coax more power from the engines. Weapon firing arcs, range and facing were significant tactical considerations. [/QUOTE]
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