I've had every (actually still have, if I must be honest) Star Trek RPG to come along. Played some of them, read them all. Been kind of a long dry spell since the last plug was pulled on the Decipher system (I guess the Prime Directive stuff in the alt universe is still in production/print).
The PDF was reasonably priced, so I got it. But has anyone actually played the system yet. I'm familiar with GURPS, D&D, and have been playing Savage Worlds, Hollow Earth Expedition, Mutant Year Zero, and Legend of Five rings. But in reading through the mechanics, which don't seem bad, just a bit ALIEN to wrap my head around...Keeping track of various earned bonuses (Momentum AND Determination AND Threat for the GM).
The mechanics seem like they'd be OK, and i'm intrigued by the way solving tech problems might work, as well as starship combat. BUT the background provided and the poor way Starfleet and the Federation are explained make it seem like the GM will be referencing a lot of material from previous games and various tech manuals to make the game really feel like Trek. Am I wrong here?
The PDF was reasonably priced, so I got it. But has anyone actually played the system yet. I'm familiar with GURPS, D&D, and have been playing Savage Worlds, Hollow Earth Expedition, Mutant Year Zero, and Legend of Five rings. But in reading through the mechanics, which don't seem bad, just a bit ALIEN to wrap my head around...Keeping track of various earned bonuses (Momentum AND Determination AND Threat for the GM).
The mechanics seem like they'd be OK, and i'm intrigued by the way solving tech problems might work, as well as starship combat. BUT the background provided and the poor way Starfleet and the Federation are explained make it seem like the GM will be referencing a lot of material from previous games and various tech manuals to make the game really feel like Trek. Am I wrong here?