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<blockquote data-quote="CF07" data-source="post: 9796439" data-attributes="member: 7052262"><p>I've played a ton of STA. I'm not a Trekkie by any stretch of the imagination but the game is super fun. The game system reads strangely but it plays incredibly well... as long as the players and GM all get on board with the fact that it's really NOT a wargame. </p><p></p><p>You <em>will</em> suck if you just roll 2d20 and hope. Whenever a roll matters spend Momentum or take Threat to make it more likely to succeed. </p><p></p><p>In action sequences, your characters should be creating an Advantage or removing a Disadvantage, building Momentum, or spending it to succeed at whatever their big task is. </p><p></p><p>The best talents in the game are Bold and Cautious; they are not only character-defining but also show up all the time. Bold characters take Threat but generate Momentum when they do (by accumulating extra successes). Cautious characters spend the Momentum that gets generated. </p><p></p><p>Players should take Threat and GMs should spend it. That's how the game runs. Starving the GM of Threat is usually (but not 100%) a recipe for a boring game.</p></blockquote><p></p>
[QUOTE="CF07, post: 9796439, member: 7052262"] I've played a ton of STA. I'm not a Trekkie by any stretch of the imagination but the game is super fun. The game system reads strangely but it plays incredibly well... as long as the players and GM all get on board with the fact that it's really NOT a wargame. You [I]will[/I] suck if you just roll 2d20 and hope. Whenever a roll matters spend Momentum or take Threat to make it more likely to succeed. In action sequences, your characters should be creating an Advantage or removing a Disadvantage, building Momentum, or spending it to succeed at whatever their big task is. The best talents in the game are Bold and Cautious; they are not only character-defining but also show up all the time. Bold characters take Threat but generate Momentum when they do (by accumulating extra successes). Cautious characters spend the Momentum that gets generated. Players should take Threat and GMs should spend it. That's how the game runs. Starving the GM of Threat is usually (but not 100%) a recipe for a boring game. [/QUOTE]
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