kcw | star trek: the next generation campaign
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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.
Copyright (c) 2000 Kevin C. Wong
Page Created: August 22, 2004
Page Last Updated: August 22, 2004