Episode 103 of my Star Trek campaign has come and gone.
This was a holodeck
adventure since I only expected two characters to play, although
eventually
three people showed up. A very linear adventure, with only a couple of
small
fights. Supposed to be more of a horror adventure.
With three people, there was an extra sidekick to help the main hero.
Both
sidekicks had relatively less of a role to play in the story, so it was
hard
to keep them involved. The main hero reacted in a few unexpected ways,
and
I was hard-pressed to let him escape with his soul, since right at the
start
he had some people executed (one of the losing conditions was taking an
innocent life).
Another problem, is that since this was a holodeck adventure, another
character
kept pausing the program and had a hard time getting into the concept.
This
became distractive at a couple of points. Eventually I decided to only
award
minimum experience for a successful adventure, no extra xp for
upholding the
main Star Trek genre.
The game did take longer than I had anticipated, and in the end I had
to rush
through the last couple of scenes as people had to leave. What happened
is that
the characters got caught up in some red herrings and tried to
complicate
things too much. The adventure itself has no subplots and is rather
straight-
forward, but players have a knack for seeing things where there is
nothing.
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One of the characteristics of this and the last episode
and ST:TNG in general
is the lack of combat. At best you could say there were two "fights" in
episode
102, and there were three four possible sword fights in this episode,
although
only one was played out fully. Most of the adventures rely on players
thinking
and talking and figuring their way through instead of fighting. And I'm
trying
to promote that in my campaign since we do enough fighting in the
AD&D game
to satisfy the players.
Next up is to get the characters to their senior year, then The
Kobayashi Maru
scenario, which I'll have to write up. There is an writeup on
www.trekrpg.net
but it's all starship combat pretty much and it also involves a lot of
rolls
to test systems and such, much like the introductory scenario in the
main
rulebook, which I'm planning to use as the first adventure in the cadet
cruise.
I'm thinking more of The Kobayashi Maru Star Trek novel, wherein Kirk,
Scotty,
Sulu and Checkov relate their experiences with the test. It's not the
same
exact scenario year after year; it does change to keep cadets on their
toes.
Sometimes it's easy to rescue the freighter but then something happens
on the
way home. Still, I want to keep it on the individual character level
rather
than the starship level. I'll think about it some more.
I've also decided to reward players as a group instead of individually.
So if
one player is really bad, they'll bring down the xp awards for
everyone. This
is supposed to encourage the players to police themselves and to think
more
like a group instead of just themselves. It's much like the way we
usually do
experience so I don't really expect any changes, other than not
completing an
adventure correctly gives very few xps, so that may influence their
playing.
Not like I'm going to tell them.
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