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Post by Falconer on Oct 10, 2019 9:17:55 GMT -5
Guys! I’m going to run a Star Trek RPG one-shot in a few weeks! I’m totally stoked!
Any suggestions on a module I could use?
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Post by finarvyn on Oct 21, 2019 21:21:29 GMT -5
Just curious on what rules system you plan on using. I have the 2d20 Star Trek game but haven't gotten inspired by it yet, but it does have a half-dozen or so TOS-era adventures in their "living campaign" series. If I ever get a Trek game going, I may make use of those.
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Post by Falconer on Oct 23, 2019 10:29:08 GMT -5
My go-to for a one-shot like this would be as simple as possible, so probably STAGFF or WNMHGB. But that's putting the cart before the horse. If I were to find a suitable FASA or CT module, I might give those rules a go.
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Post by Falconer on Nov 1, 2019 23:46:16 GMT -5
So… sigh… one week till the game and I still haven’t decided anything concrete.
I have been considering:
The Slaver Ruins (STAGFF) A Doomsday Like Any Other (FASA) Hard Rock Catastrophe (Mophidius)
None of them is really hitting the sweet spot. Hrmm……
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Post by Falconer on Nov 11, 2019 16:48:56 GMT -5
So, we did end up basically doing Hard Rock Catastrophe with The Slaver Ruins mixed in.
Ten years after the events of “Friday’s Child,” Spock is meditating in his chambers when he notices his stasis box is glowing, indicating there is another stasis box in the proximity (within a few light years). Meanwhile, Uhura receives a distress call from Eleen from Capella IV…
I will post more information or more of a recap later if anyone is interested.
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Post by finarvyn on Nov 16, 2019 22:29:36 GMT -5
I'd be interested in how this went, particularly if you decided to use the Mophidius 2d20 system. I've heard several folks say that 2d20 really works for Star Trek, but haven't been able to find anyone to run a session or two so that I can experience it myself.
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Post by Falconer on Nov 17, 2019 21:38:55 GMT -5
Nah, I used STAGFF. Well, keep in mind that it was a one-shot; I had eleven players, mostly casual- or non-RPGers, and the alcohol was flowing quite freely, so, the important thing was to keep the game moving with as lite of mechanics as possible. Everyone had six ability scores, and I taught them how to do ability checks. You roll your mindfulness to do a science thing, you roll your dexterity to attack, luck to save, constitution works as hit points. It did the trick! Plus I love the baked-in 60s/70s feel.
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