Decipher Star Trek RPG news wanted

CapnZapp

Legend
As for actually experiencing the game (my Narrator is running adventures written by Decipher yo the best of my knowledge, not his own material) it felt wonky at first, but I'm starting to appreciate what they were trying to do.

Yes, the mechanics are poor, but we've mostly sorted them out by now. The game insists on round-based initiative: things reset at the start of everybody's round, nut at the start of your round. This is clearly clumsy and I prefer the simplicity and elegance of cyclic initiative like in 5E where there's zero need to end one round and start the next (everything's expressed as a number of YOUR rounds).

Combat being reduced to rocket tag (if your phaser hits, your foe is stunned) felt wonky at first, but I guess this is a genre trope. At least you can abuse the game system to allow you to dodge everything unless the hapless Romulans roll four sixes in a row or whatever.

I am starting to like the variation inherent in the short "weekly" episodic nature of scenarios. When we play D&D we almost never go shorter than 30 episode campaigns.

Here we have managed two missions in one night.
 

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CapnZapp

Legend
Supplementary game mechanics are as you expect also falling for the once-common error to mistake complexity for realism.

Starship combat is a very cluttered and involved affair with a huge amount of rules noise: numbers, statistics, procedures and rules.

It's definitely a dated game in that regard. No wonder people move to more elegant streamlined games which accomplish things with much less clutter.

But as long as my Narrator think it's fun, it's a refreshing change of pace compared to D&D.
 

CapnZapp

Legend
Again, these posts are written 19 years later.

(I like a bit of good thread necromancy as much as the next guy, but I'm not super into baiting people to reply to ancient questions. No need to trick you guys into thinking I'm from 2005)

Cheers!
 
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