After ten episodes completed, with only two episodes
left before the conclusion
of season two, I have to say that the hidden experience, actually all
experience
given, has been a bit too low. Now, when I started the Star Trek
campaign, I
didn't want characters to get better quickly. This campaign only covers
the
first five-year tour of a Starfleet officer, so at the end the most
officers
are not going to be substantially better.
Still, I am a bit dissatisfied with the results. Everyone is still
pretty much
the same as when they started, with only one or two skills improved.
The problem
is that people don't show up enough -- half the characters have been
there less
than half the episodes. I suppose I want to see it a bit more heroic
which
means faster advancement. But I don't want to fall into the
characters-become-
too-powerful-too-soon trap, where you have to restart with new
characters
because the old ones are gods.
Hidden experience has also failed to a certain extent. I don't give out
enough
of this extra experience, and I've wasted some of it by giving people
useless
skills (well, less useful skills in any case). As I look at the extra
experience
totals, only a handful of characters have enough for bridge
certification, much
less for promotions. So the concept of hidden experience needs to be
adjusted.
At this point, I'm going to give some of the characters an extra base
skill
level. I've started making the characters roll some proficiency checks
each
week. Characters who continue to do well will get a bonus skill level.
Hopefully
people will use it to get to level three in a base skill.
Hidden experience I'll leave the way it is. Instead for promotions I'll
use a
combination of episodes and reknown. Promotions should be kept low so I
probably
won't promote anyone at the end of the season. I'm thinking of giving
anyone
that's appeared in at least four episodes their bridge certification,
which
will allow them to officially command a starship.
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Reknown is also exploding a bit. Once again I'm giving
way less reknown than
what the rules say, but I can extrapolate and see that some characters
will
be more famous than Picard after the campaign ends. Not a good idea. So
I've
started to penalize and give out more bad reknown, to brake some
characters.
I'm shooting for about one reknown per episode appearance Not sure if I
can
do this without being too arbitrary.
Promotion depends partly on reknown. In the main rules, Starfleet likes
its
officers to have good Discipline, Openness, and Skill reknowns. I
changed it
a bit to suit my idea of Starfleet. In my universe Starfleet wants
Initiative,
Discipline and Openness. This promotes my beliefs that the characters
should
be independent, yet follow the rules and be friendly. Skill is rather
less
important in my campaigns. High Aggression can stifle your promotion
chances,
though high reknowns in the other areas will compensate.
I'm also changing the default skill use. Regular rules don't allow
skill test
attempts if you don't have star-marked skills. I want my characters to
have
some chance no matter how pathetic they are. So I'm going to change it
to you
can roll, but if the drama die is a one then it takes out the highest
other
die. You can still roll 12 with an unskilled roll, but it's more likely
you'll
roll less than 6. This may not be bad enough, but we'll see if it
works.
In terms of the episodes themselves, I'm going more for trying to get
them
finished in one session rather than having them run for two sessions.
Multi-
part adventures worked in BattleTech because I had a few players that
showed
up every week. They don't work here because I have a lot of players, so
each
week there is a different group of people here. Makes it hard to
continue an
episode.
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