Type:
Roleplaying Game
Year:
1998
Production:
Last Unicorn Games
I thought I'd try my hand at some reviews, since it gets
kind of boring writing
about my past or my take on certain topics. Boring may not be the right
word,
more like repetitive. Calling this a review is probably wrong, as to me
that
implies a certain amount of objectiveness and coverage. This will be
more like
an opinion piece, what I think of this product and its strengths and
weaknesses.
To start off, I'll review the ST:TNG RPG published by Last Unicorn
Games. I've
been slowly developing a campaign using this game so it is more
familiar to me
than most games.
First off, the physical quality of the material is impressive. The main
rule-
book is hardcover, with glossy pages, full color pictures, and almost
300 pages
at $35. Last Unicorn Games (LGU) has released several supplements now.
The hard-
cover books are just as good looking as the RPG, and the softcover
books are
printed on good paper with black and blue inks. Note that the printers
are in
Canada, and I've found that other games published in Canada are also
physically
excellent.
In terms of the layout and writing style, the authors have managed to
deliver
a book that is reminiscent of the Next Generation Universe. The layout
is styled
after an LCARS interface, with lots of boxouts and rounded corners.
Each chapter
has a little introductory vignette that sets a tone for the whole
product. LGU
has also published a TOS RPG and one for DS9, and they each have an
individual
style that reflects their television shows. I found the writing clear,
although
some points are not explained clearly nor have enough examples to make
it clear.
The game system itself is on the rules-light end of the spectrum.
Personally,
I like rules-heavy game like Rolemaster, one where I can toss out any
rules
that I don't like. I find that easier than trying to introduce
complexity to
a simpler system. Anyway, ST:TNG RPG's Icon System is based around the
d6 and
is vaguely reminiscent of the Heavy Gear RPG and West End's d6 System.
Each
character has five attributes -- Fitness, Coordination, Intellect,
Presence,
and Psi -- ranging from 0 to 5 and skills ranging from 1 to 6. Actions
are done
by first finding the skill and appropriate attribute, then rolling d6s
equal
to the attribute score. The highest d6 rolled is added to the skill
level to
achieve the final result. One of the dice rolled is a wild die, where
if a six
is rolled, you can add that six and the next highest die, then the
skill level,
to get your result.
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The system makes characters with high attributes not as
useful as characters
with high skills, which is not that bad a result. You can have a gifted
neophyte
who can be beaten by an experienced person with less natural
advantages. There
are also skill specializations and edges (which are attribute
specializations),
so you can refine your character to be strong but not have a good
endurance,
or be smart but not observant. Characters also have Courage, which can
be used
to increase the result score of a skill test.
The experience system is a little flawed. It's too easy to increase a
skill in
favor over a specialization, as the point cost of a specialization is
only a bit
less than the base skill. LUG staffers have admitted that the
experience system
was not designed with muchkins in mind. There is also the concept of
Reknown,
which works like fame or reputation in other games. As a whole, I think
the
suggested rewards are too high for my tastes, as the characters will
quickly
become much better than all the NPCs that I've seen written up in the
various
supplements. The PCs should be the stars of the show, but I think it
should be
because they come up with good ideas rather than being able to
overpower the
obstacles.
As a general philosophy, LUG favors the television show metaphor for
running
adventures. There's a lot of advice in the main rule book and the
Narrator's
Guide on running three-act adventures, with an introduction, buildup,
and then
climatic ending. I think that the advice is good and will help keep a
campaign
truer to the television show, more so than campaigns using FASA's Star
Trek or
ADB's Prime Directive, which I feel tend to be more about shooting
aliens than
trying to make contact with them.
In conclusion, LGU has published an excellent line of gaming material
for use
in running a Star Trek: The Next Generation campaign, and perhaps any
Star Trek
based campaign. The rules are conceptually simple and elegant, although
I have
a problem with its lack of refinement: a difference of one is quite
significant.
The experience system will need some work for some playing groups, and
overall
the various products are designed to help you run a television-style
campaign.
I think I'll have fun running a Star Trek campaign using this system,
and most
of my players should like it too.
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