Our (semi-)weekly Star Trek Adventures campaign has been completed, after twelve sessions. I made session reports, the first of which you can find here, and each report links to the next one.

I quite like how the game played. I have no idea whether that was because of the rules-system or because of our GM. Thanks to Roll20 automating almost all of the dice rolls, I never had to engage with the rules themselves other than selecting a few options in the sheet and clicking a button! That really made it easy to play as a casual player.

But there were some subsystems that we, as players, engaged with directly. I really liked the Momentum mechanic: you can ‘bank’ extra successes on a skill roll as Momentum, which can be used later to get extra dice (for an extra chance of success) or to make a success worth ‘more’. This is especially important when gathering information, such as using the ship’s sensors to find something out. In tone, it is similar to the Advantage you could get in the new Star Wars games (though those have to be spent immediately) or the FATE mechanic of creating an advantage or Aspect for another player to exploit. And I quite like mechanics of those sort: it’s like the ‘tide of battle’ being with the characters, and it rewards cooperation between the characters, since you can pass the Momentum to the next character. That’s also very in-genre: the crew works together towards a common goal!

I also liked the Values/Determination mechanic. Each character has some Values, and when you try to do something that is aligned with one of your Values, you can spend a point of Determination (you get 1 per session if you have none left) to get two automatic successes. But it gets even more interesting when you think of doing something opposed to one of your Values — and the GM may tempt you with a point of Determination to do so! Next session, you will need to come up with a new Value to replace the one that turned out to be opposed to your character’s goals. A really nice way to reward character development.

Maybe it was just this scenario with this GM, but I think the majority of our skill rolls were actually to gather information one way or the other. I don’t know if that is how the game is designed, but it is very thematic: in episodes of the TV series, most of the time is spent on getting information, deducing what is going on based on that information, formulating a strategy and only then springing into action to execute on that. So using a point of Momentum turned out to be almost always worth it: the extra information allowed us to formulate better strategies.

While the system is good and fast, where it really bogs down is in combat. In the whole campaign, we had one spaceship battle and one “in person” fight, and both bogged down significantly. Sometimes it’s really lethal, at other times it’s a drawn-out slugfest. It doesn’t play fast, which is totally not in line with our experience with the rest of the system. But that’s not too bad: it’s not a large part of the game, which is also in line with the source material. But on the other hand, it’s a missed chance: wouldn’t it be cool to play out a large space battle and have your characters affect the outcome? But with the system as it is, a single round of space combat between larger ships is just too slow, totally killing the mood.

There might be a sequel, what with some of the officers getting a good promotion…

Taking stock

One of the biggest chores in reconstructing our living situation is putting the books in the new bookcase(s). When we brought the books and the old bookcases upstairs, speed was more important than organisation, so they’re just all stacked haphazardly. But of course when the books take their rightful place in the living, we want to have some sort of grouping to have similar books together. (Certainly nothing like Dewey Decimal, but it has to make sense for us.)
So yesterday I spent quite some time pulling out all the books of my RPG collection and putting it in the new bookcase — it is certainly the largest category of books we have, and I am the one who has to organise them. A lot of work, but in the end it turns out I have just over 2 meters of shelf filled with RPG books. And over a quarter of that (56 cm) are classic Iron Crown Enterprises releases: the Middle-Earth Roleplaying boxed set (2nd edition), lots of Rolemaster (multiple editions and lots of sourcebooks) and almost the entire run of SpaceMaster (including two copies of the rules).

These days, I tend to buy PDFs instead of physical books: shipping costs tends to take out all the fun of getting physical books, and there are no local stores that I could visit to buy those books. There are two notable exceptions: one is every book published by Cubicle 7 for The One Ring, the current iteration of a Middle-Earth RPG (and, in my opinion, the first RPG to really capture the feel of the books!). The other is Tales from the Loop, an RPG set in an alternative 80’s by Swedish artist Simon Stålenhag — I think those two books are all that’s going to come out, but I recently participated in a Kickstarter for a follow-up and sequel, set in the 90’s…
Both those series are gorgeous books with lots of atmosphere and great illustrations, so they’re worth it. There’s still some room in the bookcase for expansion of the RPG collection!

Last Sunday, we made characters for a Star Trek Adventures campaign, the current incarnation of a Star Trek RPG. We went through the rule system and it seems pretty cool. I get to play a Betazoid engineer, the lowest-ranked player character…
And yesterday, we had our first session. And after the “opening scenes”, our GM showed us the intro he made for our “series”, made from scratch!

So cool to see your nickname in the credits like that.
(I go by ‘FubFubFub’ on services that require usernames with more than three characters, like Twitch, which is where I connected with this group.)

Day 19: What music enhances your game?
I don’t play music during my sessions. Mostly that is because I don’t have the infrastructure to control the music — though for online play, Roll20 allows uploading music files for use during certain scenes, but I haven’t used it yet. And it can be distracting, especially for people who are slightly hard of hearing: the added background sound can make it harder for them to hear what the other players are saying.
But if I ever get to run that Macross-inspired campaign, you bet there will be an opening and ending theme for every session!

Hacking Tachyon Squadron

I backed the Tachyon Squadron Kickstarter for 1 dollar, which gave me immediate access to the text-only version of the rules. It’s called “text-only”, but it is a fully laid-out PDF which looks gorgeous. There are empty spaces where the art will go, but other than that, it’s the complete game. A pretty good investment!
And it’s really good: lots of good systems to emulate dogfights in space, like we know from movies and TV series. I also note that in the list of inspirations Robotech is mentioned… The only drawback is that it uses the FATE Core system, which I like in principle but had not gotten to ‘work’ in my own campaigns. And looking at the play examples, the players are busier with the mechanical aspects than with the fiction. And it’s the fiction I’m interested in…

So maybe I could port those excellent systems to the narrative dice system that FFG uses in its Star Wars games? Or maybe the Apocalypse World Engine? The Star Wars games obviously already have space battles, so I might read up on those first.

I’ve played a fair bit of Pathfinder: it was the game of choice for most of my groups once D&D 4th edition rolled along and everybody hated. Pathfinder was the game that kept the 3.5 torch burning, and players flocked towards it like moths to the flame.
I’ve never much liked Pathfinder: by the time I started playing the game, it was already well on its way along the “supplements with ever escalating power levels” route. Lots and lots of options, and while options as such are great, I also felt the need to write an app for my phone to keep track of all the different modifiers my character had to deal with during combat!
Now, with the release of D&D 5th edition, Dungeons and Dragons is back, bigger than ever, and it’s eating Pathfinder’s lunch. Clearly, something had to be done to save the Pathfinder model. One of those things is that the publisher released Starfinder, which is (as far as I can determine) a Pathfinder-in-space game. But there is also going to be a second edition of Pathfinder — with the goal of ‘cleaning up’ the game.

Pathfinder is (was) big, so of course I’m kinda interested. But ‘cleaning up’ doesn’t mean making the game simpler. I think I don’t need to keep track of this second edition, because it does not provide what I want from an RPG.

The release of the fifth edition of D&D has caused a renaissance in RPGs. People who stopped playing decades ago are returning to the hobby, and more and more new players are discovering the fun in playing RPGs. And there’s a trend for more inclusivity in the hobby too: the D&D5 artwork is more diverse, and more and more publishers are coming forward with anti-harrassment policies. That increases the audience for RPGs even more, which is very good!
And, in a case of “the rising tide raises all the ships”, once you find out RPGs are fun and that D&D is not the only game, you start looking at other things too, which means other RPGs are doing better too.

One of the most interesting niches are “actual play” streams or videos. A group of people come together to play RPGs (often a whole campaign) and they stream that to Twitch and/or put up the recordings on YouTube. Some people manage to make their living by being an on-line GM, aided by technology such as Roll20 (which we use extensively too for our online games).
Some of these streams are hugely popular and have thousands of viewers. Even our own games that we streamed and then put up on YouTube were doing pretty well in views. And if you’re an RPG publisher, then you can see some real effects when your game is featured on one of these shows.

I think that’s a really cool development: you can see the game being played, so you can find out what the game is about.

So one of my friends was inspired by The Last Jedi to play through Star Wars: Knights of the Old Republic II. He’s streaming his sessions, so we’ve been (sort-of) following along. And the discussions about the Jedi morality and such inspired him to organise a scenario for the Star Wars RPG (the current iteration by Fantasy Flight Games). We’ve played with him before: he did a game for us that was set at the beginning days of the Rebellion.
This game would be set roughly in the timeline of SW:KotOR2, about a 1000 years before the events in The Phantom Menace. And where we were restricted to the professions in the Age of Rebellion sourcebook in the previous game, for this game we were allowed to pick from all three sourcebooks — and that includes Jedi characters!
I wanted to play a Jedi, and I came up with Chunlade, a young female Twi’lek Jedi Seeker — with the Ataru Striker specialisation, which means her style of lightsaber combat is one of relentless attacks, using athletics like leaps and somersaults to close the distance. It’s the style that Yoda preferred. Twi’leks are the aliens with the two ‘tentacles’ on their head — I think the first time we see them is as the slave girl dancing for Jabba the Hutt.

The GM wanted to make a cool “title page” for our game, using concept art for our characters. But it turned out to be quite hard to find a depiction of a female Twi’lek that’s not all boobs, thighs and exposed midriffs. Not something a Jedi explorer would wear — and certainly not how I’d want to play a character. I guess that initial impression of Twi’lek’s as female, exotic, submissive and accessible has left its echos in the way they are depicted. Meh.
But after some extra searching we did manage to find the right concept art!


Left to right: Balar Dash, the Toruga Pilot; Chunlade, the Twi’lek Jedi; IG-N0BL3, the assassin droid; and Sikh Sikh L’est, the Cerean Jedi. Click to embiggen: we look absolutely bad-ass!

The largest exhibition for tabletop gaming is held every year in Essen, in their ‘fairgrounds’ building — four days with six large halls filled with booths from game manufacturers, publishers and dealers. (And, because it’s Germany, there are also booths selling grilled sausages in between.) There is, predictably, a large offering from German manufacturers (not only is the majority of the public German, but there is a real designer boardgaming culture in Germany), but there are also many international offerings. Design collectives from Japan, Singapore, Korea and Taiwan bring pallets of their games and sell out during the pre-orders, and there are visitors from all over the world.
We’ve been going there for a few years now, and we went on the first day — not that we had a specific list of games we ‘needed’ to get before they sold out, but because the first day doesn’t have the most public. (And still it’s noisy and sometimes you’re stuck in foot traffic.) And yes, I did have a list of games I was interested in, but that was just a tentative list: things that I thought looked cool, but if we didn’t see/find them, it would be fine too. There was only one thing that I really wanted to buy, at the request of a friend who wanted to buy it for his wife.

Our day at Spiel Essen 2017 (picture heavy)

And then we arrived home, eleven hours after leaving. Kind of tired now…