Monday 25 September 2017

Star Trek Adventures

I got a chance to play the new Star Trek Adventures today and... it seems alright, mostly.

Characters are fairly straightforward - six players with no familiarity got through character generation in under two hours. Customising the ships is a bit simpler, with fewer traits to add.

I like that the PCs are broadly competent. A starting PC will have a minimum 8 to roll equal or under on either or both of two d20 (with more difficult rolls requiring multiple successes) and I have 15 in at least one thing I concentrated on.

Between Attributes, Disciplines (skills), skill Focuses, various other abilities as Talents, the group Momentum pool offering extra dice, and the option to assist another PC being taken often which also gives extra dice, there might be a few too many bits and pieces going into a typical roll. (And possibly Values as well, which we didn’t really get into.) Still, too many things contributing to success with the occasional complication is better than feeling inept.

It didn’t feel like it needed miniatures, maps and so on, although admittedly we just played through a hand-to-hand fight (where we fell back and used phasers) then a quick medical investigation, and crossing some vegetation while checking if any of it was dangerous (that one testing the ongoing tasks rules).

This particular game’s set in the post-Dominion War TNG era (which the book design nods towards) rather than classic, Kelvin, some other time, or Discovery.

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