Modiphius Plays... Star Trek Adventures - Signals - Part One
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- Опубліковано 19 вер 2024
- Join the crew of the USS T'Vrol as they investigate a peculiar alien signal, and follow it to an uncharted planet deep in the Shackleton Expanse.
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This Star Trek Adventures actual play is a session run by Sam - Line Manager for Star Trek Adventures.
He's joined by Javier, Katya, Lloyd and Stefano who are playing the crew of the USS T'Vrol - currently on a mission to investigate the Carina Nebula.
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"Should have bought the dice!" needs to be Llyod's catchphrase in this.
This is helping a lot. I want to run a game once I'm finished with a DnD campaign, and reading the core rule book is making me cross eyed.
What an interesting and intriguing adventure. Much more fun than go there and pew pew.
Fantastic to see this live play! Sam is one of my favourite DMs I've ever had the pleasure to play with ❤️
Really appreciate these. Much needed. I can’t get over the GM requiring Momentum for the pattern enhancers! That seems a bit much.
Yeh, first thing I really took issue with in the video. The idea that you might not have enough resource purely in terms of game mechanics to do something both easy and obvious to a Starfleet officer really risks breaking up the roleplay...
... and then to say "they went out the window" when they didn't succeed in landing the shuttle. Seemed like they were being punished twice - their engines are shot AND the momentum they spent is gone.
I think one of the ideas behind threat and momentum is to keep players from using the VAST resources of a starship and the almost magical science of equipment to just wait out/spam/nuke their way out of a lot of situations. My group and I ran into that problem 30 years ago playing FASA Star Trek. It's really not a "game problem" because the focus of the various TV series and movies were to tell a story. Writers willingly ignore a lot of "in-universe logic" to make a good story, but not gamers! Threat and momentum would seem to help temper a lot of that and "force" pacing and story.
However, in execution threat and momentum are SO meta and also very arbitrary - a primary example being the traits (?) of the various player races/species. Unfortunately the mechanical differences between each race are only what effects the races have on threat and momentum.
Useful as an example of the rules in action. The presentation in the rulebook sort of jumps around from topic to topic in a way that makes it difficult to parse how the rules work in practice.
Fun to watch these. Thanks.
I loved the FASA Star Trek RPG. I will have to look into this.
More like these videos for your other games, too, please!
Which other games do you think would be best?
I’m super excited for Forbidden Lands, but would love to see anything for the Year Zero System! I just need something to help sell others on the system. I really want to champion these games.
Nice I really like this so far can't wait for part 2.
Would be nice to get the players to introduce the characters first off.
Thats something we might consider next time. We did think about it this time, but thought we'd just get into the story and see how that went... ;) Thanks for the feedback!
@@Modiphius While a character introduction is a very valid 'wish' for a pen&paper rpg playthrough I'd like to offer my viewpoint on this matter: I'm a player who's about to join the first session of a campaign. After reading the rules I wanted to watch a short video to see ... well, "how the game rolls" I guess you might say. For that purpose the way this video was produced was just right. So thanks for uploading this! :)
@@user-js7ht4kz2x Thanks for that feedback too! It's always interesting trying to work out what to do for these sort of videos!
A short PC info in description would be enough. And some text in video that you can find it under video. Another good way would be linking to filled character sheets, with all the background.
Why could he not use his focus of staying calm, during the crash. Daring task or not it makes sense.
This is one of those foci that appears to be too general.... technically he could try to "remain calm" no matter what task he is attempting.
@14:00....."YELLOW ALERT!"
Late to the party. I still like the Decipher more.
After somr Years, did you guys enjoyed it?
Nice video and full of insight for gming the game
Hey, do you still remember the name of the Musik in the beginning (on purple-planet)?
I like Enterprise Era. No GM Going uh and ah. There's an X Files idea i'm running of an outpost who's inhabitants disappeared a la the Mary Celeste. The storms preclude contact to the ship and transport, but also just basic provisions. You're on your own. Entirely. Enterprise Era, adds a layer. No pattern enhancers. No commbadges. Just raw fear and intuition.
In a sense it is like a low magic game of DND. You find a better appreciation and more interesting ways of doing things without easy fixes
Seems like railroading to force the party to lose the pattern enhancers. It's almost like the GM wanted to make it hard on the party to leave the planet ...
Hey what is that little display thing with an arm above it in the middle of the tablet?
That is our lovely dice cam!
13:50 I hope this isn't a Romulan thing, I hate the neutral zone.
Way too shy about accruing threat. Buy those dice.
so the starship only has equipment if the players spend momentum, which they only get by rolling well?
How is that remotely Trekkish?
I dunno, I haven't seen it (that mechanic) in play yet. Star Trek has the bad habit of introducing a piece of technology in one episode that somehow isn't available in future episodes where they could desperately use it. Even to the point of "why couldn't they have just beamed up to the ship?" Future writers now have to adjust their plots to get around such "machinas" and that can be really tough.
There are many techniques used in various games to maintain some semblance of balance. This adds an economy based on Momentum/Threat that gives players something else to spend Momentum on rather than just buying dice.
It is to re write the narrative. The players don't simply play Star trek characters, they also act as writers and directors alongside the GM.
They get the standard issue kit for free. To get anything beyond that is an opportunity cost. It can be paid with momentum, or with Threat.
Any episode where they brought transport enhancers, and then Romulans were there, it was paid with Threat. Any episode where it went more smoothly, it was momentum.
Is the DM using threat to introduce complications and make tasks harder etc?
Yes, he is. Take a look at these videos for more detail on. . .
Threat - ua-cam.com/video/75u6oCewi88/v-deo.html
and Momentum - ua-cam.com/video/-wTUyaUPFAo/v-deo.html
@@Modiphius I thought that was probably the case but he didn't say he was so i wasn't 100% certain
Any time the players gained momentum they should have had to eat a cookie and there should have been an awkward close-up, Tim and Eric style, on their mouths with a big fakey chewing sound.
I would've loved this - however, the moment the cameras started rolling, everyone got very self conscious about being the person to eat the first biscuit. ;)
@@Modiphius haha production woes! Great video though!
I'm not sure I understand the roll made at 12:05.
You rolled a 1 a 4 and a 16.
That should be three successes, shouldn't it? Yet you state 4.
Then sensors brought the difficulty down to 1, but as you stated, there are 4 successes, yet only 2 momentum are rewarded?
I feel I'm missing something for both of these details.
Argh, you have spotted a bit of an error there!
The four successes come from the 1 and the 4 - both generate two success.
However, yes our GM, Sam, does appear to have gotten caught up in the moment and forgotten that the difficulty was reduced. Good spot!
they must have an applicable focus, allowing the 4 to be 2 successes
If only there was a scale for planets...
The GM is great and the game looks fun. But I feel sorry for the three sat along the side as the ponytail guy is incredibly hard work and is trying to impose his will too much.
Tsk. . . Starfleet Captains, right? ;)
But please stop saying "dice" when you mean "die." Please. PLEASE!
Sorry but as a massive Star Trek fan this game is complete trash
Wow I thought it looked pretty cool. Any reason why you felt this way? Do you play a different version or you just didn't like this one?
It's difficult to run 'Star Trek' style games.
The Star Trek TV show is often personality and character driven, most RPGs can't replicate this.
The take you have to have is that this is set in the Star Trek universe independent to any of the TV Series.
Critical Role, with Mercer's usual team, would eat this up. That type of narrative play is their jam.