My thoughts on last Saturday's Star Trek game. Since
this was the only game
I made I felt free to stretch it out. It was also going to be a longer
episode
already what with all the talking and the Captain's party. So it did
run about
five hours. Unfortunately that's still too long for me and once again I
sort
of faded. Once people got stuck with the mystery I left them there
longer than
I should have. One of the principles of running a Star Trek episode is
that
if a scene is bogging down, move on to the next scene.
One of the problems with running a mystery is that you have a group of
people
who will listen to all your conversations (I rarely resort to notes or
going
outside the room to talk to one player privately). So there is a sort
of group
mind effect where people kibitz based on information they don't have.
Now, you
can assume that characters talk to each other, but we as a group take
that a
bit too far sometimes, assuming that the trivialest of details are
conveyed
correctly between characters. Ever describe a conversation to someone
who
wasn't there? You never convey everything correctly -- details are
missing or
wrong or added.
So when running you can partially solve this by making the mystery
harder. You
can include some red herrings, though I find that the players make up
their
own red herrings quite nicely, thank you very much. The other thing to
do is
to advantage of the players. If they start interacting amongst
themselves,
that's the time to single one of them out to provide them with a vital
clue.
At least that way the player will have to explain what happened to
everyone
else instead of them getting it from the GM.
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With only one episode left in the season, it's time to
figure out how I'm
going to do promotions. After some thought, I decided to make the roll
more
like a standard skill test rather than the flat 2d6 I used last season.
With
some players picking up a lot of skill check points (at the beginning
of an
episode I make the players roll 6 skill checks, simulating their
on-the-job
performance outside the episode; depending how well they do they get
some
points which accumulate until the end of the season), I decided to
deemphasize
them somewhat.
At the end I have a formula where the skill check points determine how
many
dice to roll (one of which is wild) and renown gives you a bonus to the
result. The targets are 10 for Lieutenant JG and 13 for Lieutenant. So
anybody
with at least two dice (which comes out to anybody who showed up to at
least
two episodes) has a chance at making Lt JG. The bonuses range from -3
to +4,
+4 being a breakpoint since at that point you don't need a six on your
wild
die to be promoted. In general it comes out that most of the players
have at
least a chance if they get a six on the drama die and another high
roll. The
only regular who loses out is Dave Sweet, who has the -3 modifier and
since
he's shooting for full Lt he has a target of 13 which is impossible to
get to.
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