Ok I posted in the recruiting thread
http://www.trekbbs.com/threads/showflat.php?Number=8041364#Post8041364
But it occured to me to ask for advice here. Seems like people have been simming Trek for some time and have to a degree worked it into an art form. Thing is I'm not interested in running a standard sim and am hoping to run something that plays more like a tabletop game (using a simple beer and pretzels 2d6 mechanic).
Nobody seems to do that. So I'm wondering if you guys could tell me why that is(or point me to the groups that are doing it). Also if you can think of deadly pitfalls and solutions before I get to them that would be great.
Also I'm wondering how much one of my assumptions on the underlying mechanics of simms is right. My impression is that in many cases what someone is doing doesn't matter. For example the steriotypical two ships fighting. My impression is that what the characters do and describe cannot ultimatly affect the outcome of the conflict (except I suppose to throw it). Instead what they are doing is attempting to make the battle a good story, with extra character development, as it flows towards its conclusion.
FYI My background is from running play by forum games using the straight up mechanics of paper and dice RPGs, and running tabletop games in real life. I've never "simmed" though I think I have a fair idea of it from poking around a lot of different simms websites and logs.
http://www.trekbbs.com/threads/showflat.php?Number=8041364#Post8041364
But it occured to me to ask for advice here. Seems like people have been simming Trek for some time and have to a degree worked it into an art form. Thing is I'm not interested in running a standard sim and am hoping to run something that plays more like a tabletop game (using a simple beer and pretzels 2d6 mechanic).
Nobody seems to do that. So I'm wondering if you guys could tell me why that is(or point me to the groups that are doing it). Also if you can think of deadly pitfalls and solutions before I get to them that would be great.
Also I'm wondering how much one of my assumptions on the underlying mechanics of simms is right. My impression is that in many cases what someone is doing doesn't matter. For example the steriotypical two ships fighting. My impression is that what the characters do and describe cannot ultimatly affect the outcome of the conflict (except I suppose to throw it). Instead what they are doing is attempting to make the battle a good story, with extra character development, as it flows towards its conclusion.
FYI My background is from running play by forum games using the straight up mechanics of paper and dice RPGs, and running tabletop games in real life. I've never "simmed" though I think I have a fair idea of it from poking around a lot of different simms websites and logs.
Fascinating. Though I can offer no advice for you, I am intrigued by this. Tell me, are you talking about just space battles (which are cool, but never seem to quite capture that feel of bold strategies and unexpected maneuvers so often seen in the shows), or personal engagements (like Elite Force) or both? And will there be any exploring strange new worlds, or will it be entirely martial? For a long time, I desparately wished that there could be a system for generating a game of space exploration without having a game master (since I didn't have any Trekkie friends at the time--I still don't, but now I can PBP), but the method has eluded me.
The reason I did it was for no less a reason than to "live the dream" of being in Star Trek. If you just have a game of combat and constant die-rolling without any story or characters that really live, it's not really like being in Star Trek (conversely, if you just have story and characters without any meaning to the action, then for someone like me it just gets boring). That's why Trek computer games like Armada and SFC are only as good as their story. You can only play randomly generated battles so many times before you realize it's just a lot of repetition.