Today I ran the first adventure of my Star Trek
campaign. It was a simple
scenario designed to introduce the players to the system. Although
there were
only three players, I think they had a good time. Probably was easier
with
less players to learn the system. The scenario pitted the cadets in the
annual
Freshman Class Phaser Tag Tournament, a test of skill, knowledge, and
critical
thinking. Ok, maybe not all three.
The action was fast and furious. I didn't expect them to make so many
rolls so
quickly, which meant that they were getting through the Tournament in
record
time. So I threw in some encounters with opposing teams to spice it up.
But they
dispatched them easily without breaking much of a sweat. Then I threw
in two
groups, one led by Krystal's (Donald's character) arch-nemesis, Katrina.
That fight was a draw as the third squad won. After the
characters recovered
they decided to resupply and come back. They discovered that Katrina
had
somehow suborned several squads into her new world order. Search teams
were
out looking for them whilst Katrina tried to finish the Tournament.
Krystal
and company took out the command center, then tracked Katrina down and
in a
dramatic battle Krystal won her showdown with Katrina. The PCs won the
Tourney,
scoring more points than I expected.
|
This is one of
those times when I had the basic concept written down and planned
out, yet character actions forced me to add more material on the fly.
First I
introduced Krystal's rival, in a less than even fight so that the PCs
wouldn't
win easily. Then Katrina had several squads working with her. Finally
it was
Katrina with eight henchmen trying to finish the tests to possibly win
the
Tournament. Each fight was short and decisive, with the final battle
coming
down to only Krystal and Katrina, one on one, with a fortunate
initiative roll
deciding the outcome. |