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Thread: [CODA] Star Trek RPG 2nd Edition (done by us :))

  1. #106
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    Assuming that there is anyone left on the boards.

    That is what I think is the sad think about TrekRPG. The conflict between TK and myself led to the most activity this board has seen in years. THis place used to be alive and jumping with activity. Usally 20-30 threads being highly active at the same time.

    Now I'm tempted to do a "role call" and see who is left.

    I think the worst effects of Decipher's handling of CODA is that by living up to the meaning of the term coda (bringing it to a conclusion to prolongation), they also appeared to have brought this site down with the RPG.

  2. #107
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    I'm still here, not planing on going anywhere!

  3. #108
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    Quote Originally Posted by Cut View Post
    I'm still here, not planing on going anywhere!
    Woohoo!

    I found a survivor!

    Time to fire a few disruptors at the hull and see who goes to Yellow Alert!

  4. #109
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    I'm not here

    I was just giving space to the thread

    With how cool the new movie trailer looks, maybe there will be another revival of interest in Trek - IF it's good
    Ta Muchly

  5. #110
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    Still here, although not as active as I used to be.

    I agree the boards used to be more lively than now; whether this slowing down is due to Trek disappearing from the screens, CODA ending, or members lives taking other paths is hard to decide.

    Which reminds me I should be working on my PC stats for the on-forum game (you never know, that one could work).

    Devising a new Trek RPG could be a nice, federating challenge, that would at least awaken some members.
    "The main difference between Trekkies and Manchester United fans is that Trekkies never trashed a train carriage. So why are the Trekkies the social outcasts?"
    Terry Pratchett

  6. #111
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    Seemed livelier in the LUG days ... couldn't resist !

  7. #112
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    Quote Originally Posted by RealPity View Post
    Seemed livelier in the LUG days ... couldn't resist !
    Twas.

    When the WotC deal went down and ICON got iced things slowed a little. It was when CODA went into deep freeze and the design staff all started leaving that things died out.

  8. #113
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    Yes, I do remember a lot of designer participation, Steve Long offering up Betazoid martial art weapon styles and all kinds of things.

    Sorry, I'm bringing this off topic probably.

    My one beef with CODA is the whole "classes" and "prestige classes" and the special abilities that go along with it all ... sure, lots of flavour at times, but maybe way too much. I did like the basic way ICON did it (not without flaws).

    Much prefer the basic starship system in CODA (although Spacedock helped make ICON starships more fun, if you didn't mind the detail).

  9. #114
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    A lot of us remember there being designer particpation. In a way, this site was the link betweeen fans and designers.


    You can hardly be accused of threadjacking a thread if no other ideas are bing summed up.

    I agree with you regarding the effect professions/classes and professional abilties had in CODA. If given a choice, I would rather ditch the classes/advancment thing and go with a more free form approach.

    I don't mind professional abilities as perks or even making them skill based (i.e. making some of the engineer abilities available to characters with a good engineering skill).

    Classes and limited points per level always leads to write-ups than miss out on certain aspects of a character.

  10. #115
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    Well I don't own it, but I believe that the LOTR did a similar system, but wasn't based round D&D style classes, just professional ability trees. It's a much more free-form way of doing it, and allows you to custom build what you want. Much like removing 'advancements' of 100 pts, and just making every 20 picks (hey just call it 1 LOL) you get a point of upgrade (things costing between 1-5 per upgrade) and ditch professions (except as a guide on 'how do I make a Starfleet officer) and just have professional skill trees, and consolidate them coherently. That said we will need to think of a way to have professional skills (where you pay less XP for upgrades) if you don't have professions persay
    Ta Muchly

  11. #116
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    Quote Originally Posted by Tobian View Post
    Well I don't own it, but I believe that the LOTR did a similar system, but wasn't based round D&D style classes, just professional ability trees. It's a much more free-form way of doing it, and allows you to custom build what you want. Much like removing 'advancements' of 100 pts, and just making every 20 picks (hey just call it 1 LOL) you get a point of upgrade (things costing between 1-5 per upgrade) and ditch professions (except as a guide on 'how do I make a Starfleet officer) and just have professional skill trees, and consolidate them coherently. That said we will need to think of a way to have professional skills (where you pay less XP for upgrades) if you don't have professions persay

    I have LOTR. It is basically the same thing as CODA Trek in terms of setup. You pick a class/profession and it gives you acess to certain profesional abilties and makes some skills class skills.

    What I would suggest is that if we were to eliminate professions per say, we tie the abilities to skill levels. For example, the Astrogation Professional Ability would be available to those with Space Sciences 2+. It shouldn't be tough to tie every ability to a skill based on what it does.

    We could even make this idea optional, and allow for either method of characters, professions or not.

  12. #117
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    Personally I prefer LUG but see some issues with it. I like the idea of ICON, improve with what's good with CODA, and even FASA. I love it's character generation and feel everyone should start out in some department other than command & then go to command school or such to reflect their career advancing to that point. Could be a Conn or Ops officer who then takes the next step to the Command track ...

  13. #118
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    Quote Originally Posted by RealPity View Post
    Personally I prefer LUG but see some issues with it. I like the idea of ICON, improve with what's good with CODA, and even FASA. I love it's character generation and feel everyone should start out in some department other than command & then go to command school or such to reflect their career advancing to that point. Could be a Conn or Ops officer who then takes the next step to the Command track ...
    I prefer ICON, too. There are a few things I'd like to change, and there are a couple of things from CODA that would be nice, like the maneuvers in starship combat, and the dropping of power allocation.

    I also like the overall feel of FASA generation with the core skills and branch schools. People did deconstruct ICON to get a similar effect a few years back. I also like the tours of duty.

  14. #119
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    Quote Originally Posted by Tobian View Post
    Well I don't own it, but I believe that the LOTR did a similar system, but wasn't based round D&D style classes, just professional ability trees. It's a much more free-form way of doing it, and allows you to custom build what you want. Much like removing 'advancements' of 100 pts, and just making every 20 picks (hey just call it 1 LOL) you get a point of upgrade (things costing between 1-5 per upgrade) and ditch professions (except as a guide on 'how do I make a Starfleet officer) and just have professional skill trees, and consolidate them coherently. That said we will need to think of a way to have professional skills (where you pay less XP for upgrades) if you don't have professions persay
    LOTR used the CODA system, just like Trek. In fact, a lot of the errata for Trek was to bring the two games in line with each other...
    Former Decipher RPG Net Rep

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    In D&D3E, Abyssal is not the language of evil vacuum cleaners.

  15. #120
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    Quote Originally Posted by Doug Burke View Post
    LOTR used the CODA system, just like Trek. In fact, a lot of the errata for Trek was to bring the two games in line with each other...

    My players noticed that fact in LOTR when I kept asking them to use stats they didn't have, or make reaction rolls that weren't on the sheet.

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