Monday, October 11, 2021

Bloat & Padding

 Let's talk about an aspect of game design that is very rarely noticed or understood by the audience.

Bloat is any content added to a game's rule book that arbitrarily increases its page count and doesn't actually add anything to play.

Padding is any content added to a game's rule book that arbitrarily increases the amount of time spent playing without actually adding anything to play.

Good and obvious examples of bloat are the fluff sections of a book; flavor text and art. However, it is also possible to create actual game rules content that either doesn't meaningfully do anything in play, or should not have been needed in the first place.

Good examples of Padding are XP systems for gaining levels, the gold and treasure distribution of certain games, the turn structure of combat, etc.

While both bloat and padding may both sound like bad things, given the description, the truth is that they're actually valuable and necessary elements of game design. Like any maligned element of the industry, the problem isn't the design element, but rather the product of bad designers.

For a closer look at bloat, let's look at another rarely understood game element in the D&D 5e design philosophy: ribbons. A ribbon is any racial or class trait that sounds like it does something in the game, but doesn't actually add anything to play in practice. In essence, ribbons are participation trophies that are used to make players think they're getting more out of a game mechanic than they actually are. A good example of a ribbon feature would be the druid's secret language, druidic. On paper, it works the same as any other language proficiency, but in practice it comes up so rarely that it effectively doesn't exist. Why is this? Because when adventure designers are making an adventure, they can't know what the party composition would be. As such, including an encounter where knowing druidic would be useful would isolate groups that don't include a druid. Then, even if a DM knows their party composition and makes an adventure that shines a light on the druid player via this mechanic, the result is just that the DM tells the druid what the coded information is, and then the druid repeats that information to the group... in which case, the DM might as well have just told the group and not bothered with the druidic element at all. Druid NPCs are so rare that the chances of a druid PC and NPC interacting is almost nil, and even if they do interact, they likely won't have any reason to speak in code. Likewise, the chances of a party containing more than one druid are fairly low, and again, it is unlikely that two PCs would need to speak in a coded language to each other. Thus, the druidic language is a redundant and non-functional mechanic.

Now, for a better understanding of padding, let's return to my earlier example of the XP system needed to gain levels. In D&D 5th edition, the developers did extensive market research to find out what levels of play were most enjoyable to the most players. When making the XP chart, they reduced the XP threshold for levels people don't like, such as first, and increased the XP threshold on levels people did like such as third and fifth. This allowed people to get out of the lame levels faster, and also forced them to game for longer in the cool levels where most of the fun is available to players. Thus, the XP thresholds are a rule that don't change the game's play at the table, but rather the temporal experience of play. D&D is full of padding, especially in the combat system, that serves only to force people to spend more time in aspects of the game that are understood to be most important or fun.

Bloat, done badly, can be utterly infuriating however. Let's take Star Trek Adventures for example. The core rule book is about twice as thick as it actually needs to be. This is mostly due to large sections of the book being just fluff; mostly flavor text. The problem with that is they mix rules in with the fluff randomly in a way that doesn't clearly distinguish the rules from the fluff. This makes reading the book a chore, and referencing the rules an infuriating pain in the butt. The rulebook also has a lot of its content duplicated in the form of copy-pasta sections in its second half. All of this makes a book that is hefty and user-unfriendly.

Padding, done badly, extends play without actually making that play enjoyable. For example, hit points in D&D 5e. As creatures gain levels or CR, their HP totals increase dramatically, but damage dice output doesn't keep up with this growth. The end result is that as the players gain levels they can fight increasingly powerful monsters which take exponentially longer to kill because of their arbitrarily large hit points. The PCs, too, are padded with an excess of hit points so character death is uncommon enough that even that won't normally speed up combat resolution. Now, on some monsters that are fun to fight, this is a good thing. However, monsters that are just giant HP lumps that walk around and hit stuff are crazy boring and are often padded way more than should be necessary. Ogres are a good example of this. The result is a sizeable number of players and DMs who complain about campaign sessions that last for hours consisting of nothing but a single boring fight that just drags on and on.

So now that we understand what bloat and padding are, let's talk about why they're important, aside from the explanations already given. In a word, money. It's always about money. The main reason games contain bloat and padding is money. See, professional game designers need to convince people to buy and get hooked on playing their games. They also need to turn a profit on sales. I'll let you in on a marketing secret: The better something seems and the lower its price, the more likely we are to assume there's something wrong with it and not buy it. Thus, ironically, in order to make an RPG more accessible to a larger audience, you actually need to sell it for a price that is slightly higher than the product would seem to be worth on the shelf! However, people are unlikely to spend that top dollar if they don't feel like they're getting something tangible that justifies that cost. As such, developers need to find ways to arbitrarily fatten their books with material people will find interesting without overbuilding the game's actual system or content the way BattleTech did. The result is that people who buy the books are less likely to feel buyer's remorse after purchasing, because the book is physically nice enough and heavy enough that the price seems justified. This is where padding comes in; by forcing people to spend more time on the fun parts of the game and less time on the unfun parts of the game, the developers increase the likely hood of a player enjoying themselves and wanting to play more. The more hours, days, weeks, months, years, etc the player gets padded into playing, the more supplemental content can be marketed and sold to that player,  which in turn adds more enjoyable content, and perpetuates the cycle.

I, personally, avoid using bloat and padding in my designs unless they add to the actual gameplay experience. I feel like the profit-motivated aspects of game design are cynical and manipulative, and I just don't like that fact. This attitude has resulted in my single-page-engine philosophy. That is to say, if the full rules of your game system can't fit on a single double sided sheet of paper, your game is either too complex or very inefficiently written. I proved my philosophy to myself a long time ago when I made a simplified D&D engine that stripped away the content from the system and focused on crunch alone. I have followed that design philosophy ever since. The upshot of this, is that my games are not particularly marketable. No sane person would spend 60$ on a single sheet of paper containing the full rules to a game system, no matter how expansive the play experience may be. So I can't really sell my designs. Since I give my content away for free, people are likely to assume it's bad (like a free couch that smells like cat piss) so it's hard to promote to new players. I am OK with this, because I mostly just do this as a hobby, and I feel like the only reason people can do this professionally is the symptom of frankly unethical marketing ploys.

Sunday, October 10, 2021

Slash Hack: Homebrew RPG

 HERE'S A FREE PDF!

So some time ago, I was revisiting the Basic line of D&D, by rereading the Rules Cyclopedia cover-to-cover. In it, I was reminded that the original check system, before WotC took over, was roll-under. In that system, every point in your ability score mattered because the ability score was the target number! This meanth that instead of the DM deciding the DC, your character sheet decided that and the DM coul merely modify your stat to make it harder or easier. THAC0 similarly set a target number, but this one to roll over. I liked this player-facing interpretation of D&D, where the numbers are sourced directly from the game piece rather than the administrator's whims. So I decided to make a whole game based around it!

This game is slash hack. A pun on Black Hack (another basic line homebrew game by other people) and Hack & Slash which is a genre of game. It is a player-facing fantasy RPG. It is strongly influenced by my work on Simple D&D shortly before 5e was released, and the lessons I learned in developing Hearthbreaker.

Slash Hack has no content currently, but it would be pretty easy to invent material for it, as everything just breaks down into hit count and difficulty modifiers. The hardest things to build would be classes, requiring the GM to invent at least 20 features for the players to choose from each time their character levels.

Enjoy!

THE BEAST OF EAVES HOLLOW Homebrew Adventure

 FREE PDF HERE!!

I was once inspired by Curse of Strahd, I thought the idea of horror D&D sounded cool. Honestly though, I'm not very impressed with that module. The fact is, D&D 5e characters are straight up super heroes, even at first level, and horror comes from feeling powerless. Instead of scary, CoS just feels overall gloomy and depressing. Now, this was shortly before halloween that day, and I decided to revisit the idea of horror D&D. At the same time, I was gushing over a game called One Night Werewolf, which I still adore.

Match, meet heaven.

In The Beast of Eaves Hollow, players play pregenerated characters. These characters are classless NPCs built using a set of top secret level-0 rules I invented just for this game. As such, nobody is a super hero. One of the players winds up being a werewolf, and nobody gets to know who it is. The timeline follows day after day as more and more NPCs are found dead, and each night one of the PCs will encounter the werewolf. The players must work together to find a way to put an end to this threat!

Enjoy.

PUZZLE MANSION Homebrew Adventure

 FREE PDF!!

So years ago, I played the snot out of and eventually beat a game called The Last Guardian. It's one of the games spiritually related to Ico, along with Shadow of the Colossus. Anyways, like those games, the whole game is a giant puzzle, and it got me thinking: I don't often include puzzles in my adventures do I? That's weird, because I really love puzzles! So of course I had to make a whole campaign that is a puzzle!

Puzzle Mansion starts out as a fairly typical D&D adventure, but eventually the players find themselves inside an environment full of interactable elements and hidden secrets.

I've ran the adventure 3 times and it has never gone the same way twice. In one of the runs, the players accidentally blew up the entire mansion.

So, yeah, it's fun! Enjoy

Hearthbreaker RPG

 FREE PDFS FOLDER

Hearthbreaker is a professionally designed ultra light RPG I made shortly after the Modular Campaign project (Titanspawn) didn't pan out. It ran for a while until I realized that my base engine was not sustainable if I wanted all content to be equally compatible with all other content. Still, I put work into it. I only ever had one customer and apparently they forgot they even paid for it. The project is over and has been done for over a year now, so I'm making that content free. Enjoy.

TITAN SPAWN Free Homebrew Adventure

 HERE'S A FREE PDF!

A long time ago, at least three years ago now, I was trying to make content for the Dungeon Master's Guild. Unfortunately, I couldn't convince anyone to join my team in a reasonable span of time. 6 months after I gave up, one of the people I'd approached finally said they were interested in helping, but I'd already moved on to other projects.

But I did a lot of work in the time leading up to giving up and, since this will never be sold as it's very rough and incomplete, I might as well share it for other people to enjoy!

This is Titanspawn, a homebrew adventure where the players fight a lot of stuff and hopefully kill a dragon. The adventure can be completed without any combat at all if the players are crafty. If the players are aggressive and stupid, they will almost certainly die.

Enjoy!

Seas of Blood & Bounty

 HERE IS A LINK

That link opens the full campaign plan PDF for a setting I ran called Seas of Blood and Bounty. Inspired by Ghosts of Saltmarsh, I built an actual seafaring campaign set in a world of tiny islands. The adventure starts out by allowing players to choose a faction to work for, and then decks them out with a ship and crew, then sends them off into the wild world of professional naval adventuring.

So far, content was only made for 1st level play. Real life, as always, interfered with the campaign advancing. (I like to do 10 adventures at each character level before the party gains a level.)

I give you this freely.

General Curiosity D&D Survey

 As a DM, I am always looking for more information regarding how to improve myself for as many different types of players as possible. To that end, I have revamped my player survey and am posting it to a public platform where just any random person could find it. If you'd like to fill it out and see what the results were from other people, follow this link:

https://docs.google.com/forms/d/e/1FAIpQLSdhglGU3skg0M9Ya-mjlK0SpLGvqp92g_vYkLvyoTz9vM5bXQ/viewform?usp=sf_link

The survey uses Google Forms and does not request any identifiable information from contributors.

Menu to Adventure: Saltmarsh

HERE'S A FREE PDF

So, a menu to adventure is essentially a player handout that I make to help players get an idea of what's going on without having to ask me to remind them of every little thing over and over again. It includes a listing of the pantheon for clerics and paladins, basic map of the region, a guide to the local town, and other such useful basic information.

The example above is my menu to adventure that I used when I ran Ghosts of Saltmarsh in the past. I could have sword I shared it through this blog already, but apparently I didn't.

Star Wars Galactic Standard Calendar


Thanks to the Fantasy-Calendar website, (And a lot of conflicting sources) I was able to construct a standard galactic calendar for Star Wars. Here's the link to that. https://app.fantasy-calendar.com/calendars/aee91caf0ce6bd14c5d4aea524aa7644

The current date is based on the campaign I'm planning to run, not the final date of the Star Wars canon timeline.

Mystaran Calendar

 


Thanks to the Fantasy-Calendar website, i was able to make a semi-interactive calendar fo the Mystara setting of D&D. Here's the link: https://app.fantasy-calendar.com/calendars/45754d1d6f2d66380c640fa57f0c9e3a

Tuesday, February 9, 2021

Mongoose Traveller 2nd Edition Resource: Starship VTT Tokens!

 

Here's a LINK to a zip folder of 229 Traveller 2e starship tokens. This zip is current as of Feb 9th 2021.

The only ship not accounted for thus far is the LSP Modular Cutter. The art chosen for it broke the style too severely, and looked identical to a normal modular cutter. I also did not make tokens for partial ship components, like starbase structures or ship modules, since they can't function in isolation from their base system.

Sunday, January 17, 2021

Understanding Battletech

Disclaimer: 

This article is written to be up-to-date, as of January of 2020. Its information may eventually become out of date. In particular, there are currently rumors that older books will be made available in print-on-demand format, which will make previously expensive collectors items much more available to future gamers. New eras and expansions are likely to be published in the coming decade. The books may undergo another formal restructuring, as the current corebook setup is nearly a decade old at this point. The entry point box sets will also likely be replaced by new products in the future. Some of the linked resources may become dead links as the online presence of the brand continues to decay. Etc. Etc. 

This was written while I was in the process of getting into the hobby. It is, essentially, my notes to myself to try and sort it all out in a way that makes sense to me, shared in the hopes that it may assist others. It may contain some errors. I'm fine with that. 

I'd also like to mention that nobody pays me to write these things, not even advertisers, which I think should be clear considering how I speak pretty negatively of products even in my positive articles, but it should probably be said.

How Lovely

You probably know the franchise as "Mech Warrior" from the extremely popular and extremely niche video game series derived from the Battletech franchise. However, the video games are not the heart of the brand, even if they wound up being its face. 

So let's imagine that, like many nerdy kids who grew up in the 90s, you've occasionally seen glimpses of the giant stompy death machines of Battletech, and now you want to poke your head into this corner of the hobby. To you, I say Welcome! And good luck! See, Battletech as a franchise has gone through a number of mutations as the IP has passed hands over the decades, and now it is extremely difficult for people entering the hobby to decipher what products are current, what products are collectors items, and what products are just obsolete junk. It's also hard to tell what products are supposed to be compatible with each other. Cease your mourning however, for I have guidance! I, a hardcore game nerd have navigated the paper jungle of Battletech, and have compiled this guide for you to use! So, proceed and be enlightened! And once you have a lance of your own, shoot me a message and we can roll dice!

Thursday, July 2, 2020

Star Trek Adventures Probability Analysis


This has to be the prettiest output I've ever seen.

Well. I've done it. It took a solid 12 hours of hard work. I had to learn things about probability and excel I never knew before. I have seriously grown as a human being. I present to you a PDF document that can tell you exactly, given the number of dice being rolled, the target number, and the DC your are rolling against, what your chances of success are. In decimal format. Ignoring crits.

With this document, a savvy GM can plot the challenge of the tasks presented to the players and intentionally drain metacurrency resources, or demand threat feed, as they see fit.

Friday, June 26, 2020

Star Trek Adventures Ship Stat Analysis


Well, I got down to doing some technical investigation of how starships are designed for STA. I broke them down by category, era, and scale, and found the average for each group's systems and departments.

But why? What use is this?


Homebrew. This information is used as a guideline to create new content that is in-line with that provided by the game. Using this as a basis, I could make a Curry-Type, a Saladin Class, a Chimera Class,
or one of those origami nightmares from the FASA game. For example...

Departments always get 3 points, with the following exceptions:
  1. Pre-TNG scale 1 shuttles get 2 points.
  2. Scale 2 Shuttles get 4.
Anyways, yeah, give it a look!

A Reply.

Go read this. Then come back.

  1. All beings deserve equal liberty. That has not happened and it is a tragedy. We must make the vision of true philosophical equality a reality.
  2. You do. I have spread your message.
  3. No. I will speak out against it, I shall fight against it, I shall point it out, deride it, and attack it. But I shall never silence a fellow human, now matter what they have to say.
  4. A dude thought he could get away with kneeling on a fellow human's neck for almost 9 minutes while people filmed him. He believed that because for a long time, that's the way it was. Not any more. It must change. It is changing. If you don't understand that, you are an idiot.
  5. People are only truly accountable to themselves. I do not put any other person above myself for any reason. I do not put myself above any other people for any reason. I expect the same from everyone else.
  6. In many ways, much of what is being done is not my place to be involved. My philosophy is too individualist to fully support every part of the movement without being a hypocrite. I do what is appropriate, but no more than that. I am anarchic, not communist, and this movement incorporates many communistic beliefs that I, frankly, oppose.

Wednesday, June 24, 2020

Star Trek Adventures Roll20 Tokens Pack!



The above is a zipo file containing hundreds of tokens fro playing Star Trek Adventures over Roll20. They were created using Token Stamp 2 but I went and did all the work for you. The only thing that's really missing is tokens for the Gamma quadrant Dominion ships, because I couldn't find pictures for any of them, really. Enjoy!

Tuesday, June 23, 2020

Star Trek Operations Notes


Well, the third part of my notes series is done. This one contains significantly more personal commentary than the last two, mainly because I had more room for it. There was a lot of fluff in this book and very little crunch. What game material that was added consisted primarily of content, not rules. Even so, the Red Alert rules for miniature PvP and wargame combat gave me a lot to think about regarding my earlier notes. I may need to do a reread and put out revised versions of those notes documents to reflect my expanded understanding.

Wednesday, June 17, 2020

Kiss and a Slap: Star Trek Adventures Review


For those new to the blog, which is almost certainly almost everyone who comes to my blog, I rarely do reviews. When I do, I do them in a format called "Kiss and a Slap". That's where I list 10 things I hate about the product, and then 10 things I love about it. The idea is to give an honest review that admits the shortcomings of a product in the format of constructive criticism. Normally, I just review adventures, but today I'm tackling a bigger beast. I'm going to review a whole goddamn game system. Because I CANNOT stay silent about this game! Now, before I get to it, I'm going to head off some of the flack I might get for my criticism of someone's favorite game. I believe the following:
  1. Nothing is perfect.
  2. Nothing is sacred.
  3. All things are deserving of criticism.
  4. Anything that can be improved should be improved.
  5. your feelings are meaningless.
OK! Let's dig in!
 

The Slaps

  1. It's so fluffy I'm gonna DIE! Look, I get it, Star Trek is massively overwhelming to people new to the fandom. It's hard to get people onboard with Trek content. The lore is intimidating. And I can understand dedicating a section of the book to conveying the fundamental basics of the setting to new audiences. That's fine. What is definitely NOT fine, is that it is jumbled up and mixed in with the rules text of the game throughout the goddamned book!!! At first, it starts out reading like an admiral addressing you as a captain who is going to be in charge of a new ship. That's OK, a framing device works. But they don't stick to it. It's like they repeatedly forgot they even had a framing device in the first place. They dedicate multiple pages of setting explanation just to follow it with one paragraph of rules with no visual distinction between the two or even a heading to mark the actual rule. To confuse matters more, they have 2 types of sidebars in the book; purple and pink. Pink ones are USUALLY fluff, and purple ones are USUALLY rules... except some rules are in pink sidebars and some purple sidebars contain no crunch whatsoever. The end result is that you have to read everything- EVERY-FUCKING-THING, just to make sure you didn't miss something, and I guarantee you, you will miss something. Now, don't get me wrong, this isn't the worst I've ever seen. That award goes to Polaris. (Not the french one.) But this is a close second place.
  2. Disorganization in the extreme. Here's how it reads: Here's some fluff! Here's a rule! By the way, before we finish explaining that rule, here's a note about another rule that sometimes applies to this rule. Here's some fluff! Oh by the way, here's the rest of a rule we started explaining a few pages ago. And here's a list of all those side rules that keep interrupting the main rules explanations! More fluff. Here's the end of that other rule we didn't finish explaining earlier. Oh, by the way, in another 100 pages there's a stray sentence that clarifies something on this page. It is a god damn outrageous mess. It makes the game nearly incomprehensible to new players. Watching Modiphius play their own game, it's clear that even they don't fully understand it, since they forget something different in every episode. (Like, for example, resistance being rolled in challenge dice, not a flat penalty) A perfect example of their disorganization is that multiple playable alien species, some of the MOST ICONIC species, including Klingon and Romulan, are in the back of the goddamn book, rather than in line with the playable species section at the start of the book!
  3. Muddled language. Throughout the book, they make it clear that their task resolution system is called a Task. Fine, good, that's easy to understand. (Except that 25% of the time they accidentally call it a check!) Later, in combat, it is revealed that each player can make a minor action and a task on their turn. OK, so that means they can do a thing that requires no roll and a thing that requires a roll, right? NOPE! Not all combat tasks require a roll! That means combat tasks and normal tasks are two separate mechanics that share the same word! So you can take a task that makes you make a task! Fucking brilliant! Genius! And if you only have minor actions and no other type of action, why include the adjective "minor"? That's fucking idiotic! There's a reason I changed the terminology to major and minor actions in my notes. Another example of poor language is regarding terrain effects. Throughout the book, they imply that terrain effects are applicable specifically to zones, and are separate from scene traits. One sentence hidden amongst the copypasta jungle that is the GM section bluntly states that terrain effects are just traits. HOLY FUCKING SHIT WHY DIDN'T YOU JUST SAY SO INSTEAD OF BENDING OVER BACKWARDS TO AVOID YOUR OWN DAMN TERMINOLOGY?! And this slap isn't done yet, either! Yet another example of poor language is the word "Spend". They never define the meaning of this word in mechanical terms or the conditions under which a spend may be invoked, but they use the term throughout the book as if it should be plainly fucking obvious! And you know what? It probably would be for fans of other 2d20 games, who are familiar with the system, but this game is appealing to people who don't game and have never heard of 2d20 in their fucking lives! Acknowledge the reality of your damn audience, you pretentious pricks! Yet more terminology that gets confusing; traits can apply to a character, a situation, the environment, and equipment. That sounds good, right? Here's the wonky thing: Equipment are traits. That means equipment are traits that can have traits. It gets weirder. Groups of NPCs can be traits, who have equipment in the form of traits, which might have traits of it's own. I'm not a fan of babushka doll mechanics.
  4. Never, EVER give one player authority over the other players! This game violates a fundamental game design theory principal: If you give a player authority over the other players, they will invariably abuse it. This game practically demands that a player be given the position of captain of the ship. This is a one-way trip to a fucking disaster show. It gives absolutely no warning or alternative options. Even worse, the designers are clearly aware of this fact, because not once in any of their live plays do they show a player captain, the GM always makes them an NPC! Always! If you know it's a fucking bad idea, why do you promote it to people who have no experience that would tell them so?!
  5. Copypasta! Copypasta everywhere! One obnoxious thing about this book is that, later on, beginning about halfway through, any time it references a previously explained rule, it copies the text from earlier in full, followed by explanations, expansions, or addenda. This makes it really hard to read because I don't want to waste my time rereading shit I already know, but I also don't want to miss out on the book finally explaining a rule in full. I get the impression this happens to a lot of people, and they wind up skipping the copied sections completely, as the most forgotten rules are the ones that are hidden at the end of a copypasta chunk. This is why you don't redundantly copypasta your own rules. If you have to reference back to a rule, give a page number or a heading title and let the reader go find it if they need a refresher. My god what inefficient writing.
  6. The task resolution system fucking sucks. OK, let's get down to brass tacks and talk crunch. The D&D task resolution system is simple: Roll 1d20, add ability modifier, check if proficiency applies, add proficiency mod if necessary, compare result to DC. 5 steps. Quick and easy. Most of those steps are done simultaneously if the player knows what all of their stat mods and proficiencies are off the top of their head. STA's task resolution system is 17 fucking steps long. Don't believe me? Go download my notes, I break it down in there for you. This is obnoxious, and it doesn't actually achieve anything of relevance. The individual dice still have a flat distribution, so play is still arbitrarily swingy, it just doesn't have easily predictable success percentages because it's a dice pool system. It doesn't even do what dice pool systems are supposed to do either, since the cap is 5d20!! The whole idea of a dice pool system is that you roll handfulls of dice to feel obnoxiously powerful! Way to go on completely missing the point of your own resolution system!
  7. Combat is a drag. I hate single turn combat. I think it takes for fucking ever and achieves very little. At the end of the day, all that matters in combat is: Did we win and how much did that win cost us? That's it. And I don't feel like spending an hour or two obsessing over the minutiae of how the players got to that result. Especially in Star Trek. I don't know if you've ever seen the show, but combat was always a last resort. Almost no episodes had the characters pulling phasers, and when they did it was usually just an exchange or two and then the fight was over. The characters were, above all, peace focused, genuinely concerned with achieving positive social relationships! They aren't soldiers, they're paramilitary explorers, scientists and politicians! Sure, they defend the Federation from interstellar threats when necessary, but their main tools in combating said threats are their minds and their words, with weapons only being drawn in response to violence. This isn't fucking D&D, guys, there's no loot to be collected from the corpses, no XP to be earned from slaying foul beasts, and no treasure chest behind the guardian! The game kind of acknowledges this, as a character's reputation can be easily dragged down by resorting to violence needlessly.
  8. Internally inconsistent rules. OK, this is primarily a complaint from my simulationist and minimalist tendencies. Not all people will agree with me on this, but I think it is a huge mistake to have NPCs and PCs follow different rules. Plain and simple, it's a goddamn mistake. First off, it results in rules bloat- a problem this game already suffers from severely- as you need to explain one set of rules for player characters, and then a whole different set of rules for NPCs. Secondly, it means NPCs can do things players cannot, or vice versa, even if that NPC is technically identical to the PC. Eventually, someone at the table will make tactical decisions regarding an NPC based on the assumption that they are just as capable as the PCs, and that strategy will be wrong. Nothing is more blatant than the rules regarding NPC starships. When NPCs target PC ships, they always hit a system on a breach, even if they weren't aiming at a specific system. If the players target a ship without aiming at a system and score a breach, that ship goes through a completely different track of damage effects. Another example is that PC starships get turns equal to the number of PCs on the bridge. NPC starships get a number of turns equal to the scale of their ship. That means a scale 3 ship with 6 PCs aboard will always annihilate an identical twin NPC of their own ship! Or how minor NPCs can't take the Avoid an Injury spend, while major NPCs can do it limitlessly! (Notable NPCs can use the spend once, but there's no clarification if they can use the Recover action to regain that use) Most of this is an easy fix. Either run NPCs equally to PCs, or apply NPC rules to the PCs. (For example, allow NPCs to use the nonspecific targeting breach track for PC ships, and limit PC ship turns to ship scale so the captain has to decide which crew should act and when.) But that shouldn't be necessary!
  9. Warp factor schmorp schmactor. The game does not give a damn about travel times or distances. The game is designed with the assumption that play opens with a ship arriving in a system, doing stuff in that system, and then ends with the ship warping out of that system. Nevermind episodes that happened while on the move at warp, or in multiple systems! Maybe I'm just being a simulationist again, but I kinda want to see more than just the missions! I kinda want to give my players a taste of what starfleet life would feel like, off the clock! What kinds of times we're looking at, how people keep themselves occupied aboard a giant negative pressure submarine! That kind of stuff! This game doesn't care. The closest it gets to caring is that it states a sector is 20 lightyears across, gives a listing of how fast each warp factor is, and gives you a sector map of the alpha and beta quadrants. The only thing that's missing is the MAXIMUM WARP OF EACH SPACEFRAME. Which leaves the GM in the homebrewing lurch. So much for supporting different styles of play. It also states that warping out of a system costs power equal to the warp factor chosen, which puts unusual limits on certain spaceframes that should be faster, and enables certain ships to go faster than they should be able to. Stated along with that rule is that you can pursue a ship at warp by spending 1 more power than they did, but it gives no explanation of what happens when you catch up to them!
  10. False promise regarding alternate playstyles. The book repeatedly makes a point of saying it supports alternate playstyles, such as lower decks, or different eras of play. The problem? There's little to no content support for that! For example, let's say I wanted to play an ENT era game. There's no NX-01 spaceframe! Or spaceframes for any other vessels from that era! Let's say I wanted to play a lower decks game, what would the characters do other than just get bossed around by the bridge crew NPCs? Even with the expansion books, this idea that "any kind of Star Trek game can be played with these rules" is patently false, unless the GM puts up some serious work to make relevant content for such play. Frankly, I think the developers have an absurdly narrow vision of the potential for the setting.
  11. Challenge Dice are retarded. Somehow I ALWAYS wind up with an 11th complaint! The game calls d6s "challenge dice". No, they are never used to determine how challenging something is, or to resolve a challenge. Rather, they are invariably used to determine the effectiveness of a player's actions. Weird ass name aside, (should really be chaos dice or something) the way they roll is also idiotic. See, instead of rolling for their face value, each face has a value stored on a table somewhere in the CRB. 1=1, 2=2, 3=0, 4=0, 5=1+effect, 6=1+effect. The effects are neat, but it is not necessary to completely rewrite the way the dice roll just to justify that. The real reason they reduce the die roll values, is because player character HP er... Stress... can be between 8 and 17 points. With such low survivability values, the damage output had to be reduced, but they seriously could have come up with a better system. (For example, you could just say that the result gets divided in half, rounded down, and 6s generate an effect. Super simple. 1=0, 2=1, 3=1, 4=2, 5=2, 6=3+E.)

The Kisses

  1. It FEELS like Trek! Oh my god do they get the feeling right! The whole book is in LCARS style, and the art has a unified aesthetic! The content matches the attitude of Star Trek, and everything about it just feels right! Moreso than any other RPG incarnation of Star Trek, they nail the mood like it's nobody's business! If you love Trek, this book will enchant you so hard the system's failings will seem mild by comparison.
  2. Highest quality production I've ever seen. A woven spine separate from the hardback spine, full bleed white-on-black pages, a unified aesthetic, this book is a god damn masterpiece. It is beautiful, it is durable, it is easily one of the highest quality gaming products I've ever bought! Truly magnificent.
  3. Chargen and ship creation are fun! It's an absolute blast to make up characters in this game system! The lifepath system actually produces characters who are relevant to play, unlike other Sci-Fi games that produce mostly hodgepodge nobodies. (I'm looking at you, Traveller) The addition of mission profiles significantly expands the statistical variety of ships available to the players! (And, I'm not sure, but I think you're supposed to apply them to NPC spaceframes as well maybe?) Despite the complexity of the rest of the game to understand and play, getting started is super easy and enjoyable. Gold star for that.
  4. Modiphius is actually really cool. You know how WotC is only nice when they're engaging in a marketing ploy? Yeah. Modiphius is actually just nice. Bought the Core Rule Book? Contact them with proof of purchase, and they'll send you the PDF for free! Bought the PDF? They'll set you up with a discount on the CRB! They offer an extensive free-to-play and publicly accessible living campaign! Their website offers a variety of free products, including an introduction PDF that can get people playing ASAP with far less fluff! Their staff are personally active, not only on their official communities, but also on the major fan communities as well, and the company divests itself of responsibility for their actions, so they can unofficially say whatever they want and not worry about losing their jobs just because it wasn't vetted first. (Within reason. I'm sure if one of them started posting swastikas all over the place, he'd be short on employment rather swiftly.) The staff who make the game are also the people who play the game, and part of their marketing is to show their in-house games to the public via their youtube channel, which gives a great insight into what they intend this thing to play like! Just, in every way shape and form, Modiphius is simply cool.
  5. Supporting characters are a genius mechanic. In Star Trek, there are often many more characters than there are in the average gaming group. Often, characters must be split up in different simultaneous situations. STA handles this by giving each ship a crew support score, which is a resource players can spend to create slightly less advanced characters to fill in the gaps, or to participate in scenes where they would otherwise be unavailable. For example, let's say an away team gets sent down to investigate some spooky ruins. The Chief of Security's player says that given the risk of a Romulan attack, he should remain aboard, and so he spends 1 crew support to create a supporting character, a security officer under his department, whom he sends down on the away mission. Now, whenever the scene switches back and forth between the ship and the away team, that player still gets to be involved, if even at a slightly reduced competency in one instance. Another example is to use crew support to fill roles the players don't want to do. For example, if nobody is interested in medicine, they could make the Chief Medical Officer a supporting character. Then, whenever someone needs healing they just spend a crew support and transport that character on to the scene! I also have an idea for the command role issue. I've been thinking about making the CO an NPC, and then making the XO a supporting character. Because supporting characters are shared by all players, the XO stands as an option for anyone who wants to take a turn in the big chair for a scene or two, without forcing everyone to serve just one player all the time, and still having a superior officer available that the GM can use to keep things in check.
  6. Metacurrencies are fun. The game features 3 metacurrencies. Determination, Momentum, and Threat. Players gain determination whenever the GM takes a value from their character sheet and makes it into a complication, or when they refuse the complication and question that value, forcing it to be changed at the end of the adventure. They can spend determination to do a small range of very powerful effects only by invoking and roleplaying out how their values motivate them to greatness in the current situation. Determination is an excellent system for encouraging and rewarding real roleplay, and also for developing characters over time. Momentum, (poorly named) is a currency generated whenever the player rolls more successes than the required difficulty on a task. They can spend these points on an insanely long list of fancy effects that can alter the game. Most momentum spends can only be done as part of a task, but some can just be done willy-nilly. The players share a group momentum pool, which means everyone gets a say in who spends it and when, keeping off-turn players engaged, as nobody wants to see their hard-earned momentum wasted frivolously. Finally, pretty much anything the players can spend momentum on can be paid for by giving the GM threat points, in addition to the 2 per PC the GM gets at the start of every adventure. The GM can spend these threat points to dramatically alter the situation. This game strongly opposes the illusionist method of DMing where the GM can call blue bolts of lightning from the sky on a whim. Instead, the GM's ultimate power ends the moment play begins. From that point forward, the only way they can alter the scenario is by spending threat or through the actions of their own NPCs. The goal of the GM is to spend all that threat by the end of the adventure, but ideally in a manner that challenges the players rather than annihilating them.
  7. Traits are brilliant. The game is really easy to prep for, because a scene is just a description of a situation and environment, followed by a list of words or short phrases that describe the traits that affect gameplay in the scene. For example, if the players are surviving on a desert world, the scene might just have the trait, "Overwhelming heat" as a complication. A player could make a task to find shelter and, on a success, spend momentum to remove that complication, indicating that he found suitable cover for the party. But if he rolled a 20 as well in the process, the GM might add a new complication, stating that as it grows dark, the planet begins to become "unbearably cold". Gameplay proceeds like that, with players and GM modifying the traits of the scene and characters in the scene to resolve the central problem that scene represents. My only nitpick here is that the GMing section gives 0 support to a first time GM how to prep a game at all. Sad, but not unexpected.
  8. Zone based combat is brilliant. I switched to zone combat a long time ago when I started abandoning gridded combat. Zones are a super easy way to manage an environment without having to draw anything, which makes it perfect for voice-only theater of the mind roleplay, sucha s the kinds of games I've been playing online during this pandemic. I also love how zones are just subdivisions of the environment, and the terrain effects in those zones are just environment traits attached to those zones! Very easy to remember what is where, and why, and how it all connects and interacts. I would have preferred a little more guidance on the maximum and minimum sizes for zones in personal combat, given that they have an actual mechanical impact on throw range and non-electronic communication range, but I think they wanted to inspire GMs to experiment through play.
  9. It's an excellent product line. The expansion books actually expand the game, both mechanically and thematically, for both players and GMs. That means every book you buy in this line contains something genuinely useful for everyone at your table. (Yes, even content from the adventure books could be cannibalized by a creative homebrewer to make cool new stuff.)
  10. Uh... huh... well this has never happened to me before, but I really cannot think of a 10th item. I know that makes it look like this game sucks, or like I hate it, but... I'm actually a huge fan! The positives I've listed are infinitely more important than the complaints- most of my complaints aren't even about the game anyways, but rather the editing of the book. So uh... yeah. Go buy it.