Let me start by saying that, while I have played TTRPGs pretty much continuously since the Metzer box, almost of all of my experience has been with so-called "traditional games". I have played every version of D&D, but also Cyberpunk, Shadowrun, Call of Cthulhu, Deadlands, L5R, 7th Sea, TSR Marvel, and more recently several D&D-derived 3pp systems (of which Level Up is my favorite for play).
All of that being said, I have very little experience with any more narrative system, any game that makes extensive use of metacurrency as it is commonly defined, or any game where player agency at the table extends beyond the PC. The few times I have tried such a game, I immediately balked.
In an attempt to ease myself into such games, I have decided to start a campaign with Mophidius' Star Trek Adventures. While I am told that the game is still trad in a lot of ways, I figured that and my love for the subject matter would make the whole process easier for me.
What I am looking for from this thread is any insight into STA (and potentially other 2d20 games) that can help me understand what the game is like in play and what I can expect. Personal experience, as a GM or a player, is great. Links are ok, but if it's to a video I likely will not watch it (I don't watch gaming videos, or YouTube in general much as a rule).
Thanks in advance. What I'm hoping to accomplish here is increase my understanding of other kinds of gaming outside of the traditional model, but not so far outside that I know I'll mentally reject it.
- Spend your threat liberally; encourage PCs to spend momentum. It's probably the biggest hurdle.
- One particularly ugly session, I'd been spending threat, but not as fast as they generated it. They were disappointed to realize I had 15 unspent threat at end of mission, even tho' they succeeded. 3/4 of the ship off limits, half the crew dead, and they solved the case...
- Another session, they breezed through and I didn't spend much threat, so had a pile... this one was way more demoralizing...
- Don't change the threat rating unless things are dire and getting worse - it can lead to a threat snowball
- every trait can be used for +1, -1, to prohibit some action, or to enable some action; these are not exclusive nor even per turn.
- If it makes sense it would help, it reduces TN by 1
- If it would hinder, but not prohibit nor severely curtail, it subtracts adds 1 to your TN
- If it would make something unreasonably difficult, it prohibits
- If you can't normally do something. but the thing makes it look like it should be doable, allow it.
- Values are traits too! Just ones that let destiny be spent.
- NPCs can be represented as a trait in some cases. If all they are doing is providing needed bodies, the PC leading treats them as traits for a -1 TN...
- It's not a sim of the characters, its a sym of the show style.
- Advancement is PAINFULLY slow.