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Thread: Game play experiences

  1. #1
    Join Date
    Aug 2001
    Location
    Kalamazoo, Michigan
    Posts
    189

    Question Game play experiences

    Hello all,

    Hopefully I will start my Coda-Trek series in the next few weeks. In preperation for my first episode I thought I would ask those who have already played a few games of Coda-Trek to comment on their experiences.

    So, for those who have played the game already, what was it like? In general, I am looking for any comments about Coda-Trek that will help a new narrator navigate/run the game as smoothly as possible. What did you find really fun about the new rules (what parts of the rules did you think work really well)? What did you find not so fun about the new rules (what parts of the rules did not work so well)?

  2. #2
    Join Date
    Nov 2000
    Location
    Albuquerque, NM, USA
    Posts
    2,990
    In general, our game experience has been good. The starship combat is GREAT, the task and normal combat resolution is solid and can be really unobtrusive.
    "War is an ugly thing but not the ugliest of things; the decayed and degraded state of moral and patriotic feelings which thinks that nothing is worth war is much worse. A man who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature and has no chance of being free unless made and kept so by the exertions of better men than himself."

    John Stuart Mill

  3. #3
    Join Date
    Aug 1999
    Location
    Mt. Pleasant, Michigan, USA
    Posts
    389
    My experiences equal those of qerlin...the starship combat system was an absolute joy. My players like the personal combat systems and the skill system. In all, we enjoy the game a lot, and they are actually asking me when we'll play again (The answer being late July due to vacations, surgeries and other things).

    Allen

  4. #4
    We discovered that characters can quickly become extremely competent in their professional skills after just a few advances, if they have a decent attribute modifier and a useful edge or two. Our crew, with roughly three to four advances apiece, can easily achieve superior successes on simple tests, complete successes on routine tests, and marginal sucesses on challenging tests (assuming average die rolls). Spending one Courage puts the difficult within the grasp of most, and spending two makes even the virtually impossible possible.

    Since professional competence is easily acquired, players have more incentive to further flesh out their characters' backgrounds and personalities through non-professional skills and traits useful for other than tests of their professional skills. The advancement system nicely fosters characters which are both complete and well-rounded. Do not let its superficial resemblance to D&D-style level put you off... it is very well-designed.


    Michael
    “In our every deliberation, we must consider the impact of our decisions on the next seven generations.”

    -- Great Law of the Iroquois Confederacy

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