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Thread: My personal impressions of the PG

  1. #1
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    My personal impressions of the PG

    Okay, so I've finally had a chance to go through a few things in the PG and form some initial opinions. I still can't tell you how the game plays because, IMHO, there's not nearly enough GM info in the Appendix to run the game effectively (more on this in a moment). However, I have run a few people through chargen, and have therefore seen much of the interior of the book.

    PROS
    1. Physically, from an aesthetic and a layout POV, I think the book is just gorgeous. The art team has a right to pat themselves on the back for putting the book together. It's just a lovely package, with easy-to-read text and a whole lot of photographs from all the eras of Star Trek scattered throughout, giving you a great tapestry of the whole of the Trek universe.

    2. The timeline at the back of the book is a well-done broad overview of the universe, and is fairly helpful in getting an idea of where things came from and where they went. It's sparse, but that's to be expected when you try to cram thirty-five years of things into a very small number of pages.

    3. Edges, Flaws, and Skills: All of these sections seem fairly well-done to me. The Edges and Flaws aren't over-powering, and the Skills seem fairly well-defined. The way skill specialties are handled is also good.

    CONS
    1. Character Generation. God, what an unholy mess. If there was ever a book that needed a good, simple chargen summary, this is the one (and the "How to Generate a Character" diagram on pp21-22 doesn't help much, either). If you're unfamiliar with the way it was done in Last Unicorn's games (as I was), you're going to be in for a headache. A simple summary would have done wonders for me, or for anyone who just likes to dive in and create a character without having to read the entire book first (and I know I'm not the only one who does this).

    2. This is a subset of 1, really: Advanced characters. There aren't clear guidelines for generating someone who's been out of the Academy for a few years. The suggestions offered aren't, in my opinion, particularly realistic (am I to believe that Captain Kirk only earned 1000 xp a year, for instance?). Better guidance and more feel for how much experience is typical for an adventure would have been greatly appreciated.

    3. Layout issues. In general, I loved the way the book looked. I do have some nits, though, mostly involving section and sub-section headers within the chapters. In general, I think I'd have preferred them to be a little bolder and a little more distinct, so that (for example) it would be easier to tell where the descriptions of one Starship Officer Elite Profession ended and the next began. Like I said, this is a nit (and to be honest, with the exception of chargen being horrendously unorganized and hard to figure out the first time or two, almost all of my complaints are nits).

    4. Lumping the films in with the TOS era. My preferred era of play is during the films, but there's just not much info there, and no film-era ships are mentioned in the (sparse) GM info included in the PG. This leads me to....

    5. This is a Player's Guide, I know, but if you're not going to release the Narrator's Guide for at least a month, you need to include a bit more GM info in the PG. There's no way to determine how much experience should be awarded during an adventure, for instance, so there's no way to determine what a reasonable number of advancements in a year would be (see item 2 above).

    That's basically it for right now, though I reserve the right to revisit this later, when the NG comes out, and give a more complete picture of what I think.
    Patrick Goodman -- Tilting at Windmills

    "I dare you to do better." -- Captain Christopher Pike

    Beyond the Final Frontier: CODA Star Trek RPG Support

  2. #2
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    I really like this book. Don't get me wrong, LUG Trek was good, but this I really like.

    At first like most people I thought that it looked just like d20 but I realise I was wrong. It's more like a combination of D6Legend (Star Wars, Metabarons) and the Alternity (Star*Drive, Dark Matter, Gamma World) systems. There are no distinct 'levels', but every 1000 xp's you get a certain amount of picks or "achievement points". The class-based thing is okay but I don't think anyone wants to be things other than Starship Officer.
    One thing, how many picks would you give to a starting captain, first officer and department heads? I would convert them but it would be nice to create them from scratch.

    El Queso Diablo

  3. #3
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    Originally posted by el queso
    The class-based thing is okay but I don't think anyone wants to be things other than Starship Officer.
    I beg to differ on this. I think it is a strong point of the game, personally, to have such a wide variety of concepts to choose from. It gives the GM something to write up NPCs with, and I know my tabletop group wants to play a Maquis game, fighting the Feds and Spoonheads for rights to their world in the DMZ (yes, despite their knowing what happens to them when the Cardies join the Dominion - they're gluttons for punishment). There are a lot of players who like Star Trek, but don't want to play in the structured chain-of-command environment that Starfleet has to offer them.

  4. #4
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    Re: My personal impressions of the PG

    Originally posted by PGoodman13
    Okay, so I've finally had a chance to go through a few things in the PG and form some initial opinions. I still can't tell you how the game plays because, IMHO, there's not nearly enough GM info in the Appendix to run the game effectively (more on this in a moment). However, I have run a few people through chargen, and have therefore seen much of the interior of the book.
    I have run two sessions of DecTrek with just the info in the PG and both sessions went quite well. I think as long as you are doing planetside stuff and are willing to fudge the XP thing, you could run at least a few adventures this way...but with the NG coming out soon, maybe waiting is good..anyway I just wanted to say that it can be done, because I have done it.

    Allen

  5. #5
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    Re: Re: My personal impressions of the PG

    Originally posted by AllenS
    I have run two sessions of DecTrek with just the info in the PG and both sessions went quite well. I think as long as you are doing planetside stuff and are willing to fudge the XP thing, you could run at least a few adventures this way...but with the NG coming out soon, maybe waiting is good..anyway I just wanted to say that it can be done, because I have done it.
    Like I said, Allen, it's a personal mileage thing. I'll put it like this: I couldn't run it effectively, because the holes would nag at me too much. It doesn't help that I don't have much of the campaign mapped out yet, either.
    Patrick Goodman -- Tilting at Windmills

    "I dare you to do better." -- Captain Christopher Pike

    Beyond the Final Frontier: CODA Star Trek RPG Support

  6. #6
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    Originally posted by Anomaly
    There are a lot of players who like Star Trek, but don't want to play in the structured chain-of-command environment that Starfleet has to offer them.
    My players wanted to be a group of freelance mercenaries (wich will be caught in the turmoils of the DS9 era). So far the group is composed of:
    2 Starship officier (a Klingon engineer and a Trill Pilot)
    1 Betazoid Rogue
    1 Ferengi Merchant
    1 Cardassian Soldier

    Among them 4 don't know much about Star Trek and wouldn't want to play Starfleet.

    Moreover there is much to do with all the professions presented in the book. Especially because they are open ended, for exemple the mystic "template" can be used for:

    A klingon monk

    but also:

    A klingon opera singer/writer or a klingon dedicated martial artist etc...

    Something that could hardly be done with any D&D class.

    I really like the "go ahead and do what you want" aspect of that game (though I would have preffered a better layout for the character creation system too ).
    Hoping You'll understand all of this

  7. #7
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    Re: My personal impressions of the PG

    Originally posted by PGoodman13
    Okay, so I've finally had a chance to go through a few things in the PG and form some initial opinions. I still can't tell you how the game plays because, IMHO, there's not nearly enough GM info in the Appendix to run the game effectively (more on this in a moment). However, I have run a few people through chargen, and have therefore seen much of the interior of the book.

    PROS
    1. Physically, from an aesthetic and a layout POV, I think the book is just gorgeous. The art team has a right to pat themselves on the back for putting the book together. It's just a lovely package, with easy-to-read text and a whole lot of photographs from all the eras of Star Trek scattered throughout, giving you a great tapestry of the whole of the Trek universe.

    2. The timeline at the back of the book is a well-done broad overview of the universe, and is fairly helpful in getting an idea of where things came from and where they went. It's sparse, but that's to be expected when you try to cram thirty-five years of things into a very small number of pages.

    3. Edges, Flaws, and Skills: All of these sections seem fairly well-done to me. The Edges and Flaws aren't over-powering, and the Skills seem fairly well-defined. The way skill specialties are handled is also good.

    CONS
    1. Character Generation. God, what an unholy mess. If there was ever a book that needed a good, simple chargen summary, this is the one (and the "How to Generate a Character" diagram on pp21-22 doesn't help much, either). If you're unfamiliar with the way it was done in Last Unicorn's games (as I was), you're going to be in for a headache. A simple summary would have done wonders for me, or for anyone who just likes to dive in and create a character without having to read the entire book first (and I know I'm not the only one who does this).

    2. This is a subset of 1, really: Advanced characters. There aren't clear guidelines for generating someone who's been out of the Academy for a few years. The suggestions offered aren't, in my opinion, particularly realistic (am I to believe that Captain Kirk only earned 1000 xp a year, for instance?). Better guidance and more feel for how much experience is typical for an adventure would have been greatly appreciated.

    3. Layout issues. In general, I loved the way the book looked. I do have some nits, though, mostly involving section and sub-section headers within the chapters. In general, I think I'd have preferred them to be a little bolder and a little more distinct, so that (for example) it would be easier to tell where the descriptions of one Starship Officer Elite Profession ended and the next began. Like I said, this is a nit (and to be honest, with the exception of chargen being horrendously unorganized and hard to figure out the first time or two, almost all of my complaints are nits).

    4. Lumping the films in with the TOS era. My preferred era of play is during the films, but there's just not much info there, and no film-era ships are mentioned in the (sparse) GM info included in the PG. This leads me to....

    5. This is a Player's Guide, I know, but if you're not going to release the Narrator's Guide for at least a month, you need to include a bit more GM info in the PG. There's no way to determine how much experience should be awarded during an adventure, for instance, so there's no way to determine what a reasonable number of advancements in a year would be (see item 2 above).

    .

    I think this about says it all. Good system, VERY poor layout and design. I would also put in for a less "busy" character sheet. While the LCARS look is cute, it is a bear to photocopy and takes up too much colour ink if you print it. Due to all the colours and shadings grey-scale photocopies look very muddy.

  8. #8
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    For me chargen was a little rough, had to go through it a few times to get it right. For me ICON and WEG Star Wars were easier in that department. But layout was night, there were only a few typos. I guess proofreaders don't get paid enough (or too much depending on how you look at it). The character sheet was the biggy for me, very printer-unfriendly and not enough slots for languages for a comm officer. If we were playing in an era with little or no UT tech around it would be difficult. But so far we're going where we've gone before and stayed in the 2370's. But overall I like the PG. Using ideas from LUGTrek has worked out well.
    "Retreat?! Hell, we just got here!", annonymous American Marine, WWI

    "Gravity is a harsh mistress....", The Tick

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