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.