The latter has entire cosmologies that vary from edition to edition. It is much more difficult to bend the setting of Star Trek into new shapes than D&D. Those can set up some nice surprises, but can also lead to a lot of frustration. If your group has even one fan of Star Trek there is a good chance that players will have very clear expectations of how technology works and how specific individuals and groups behave. The other big issue I ran into with STA is that Star Trek not only has a massive amount of lore regarding the setting and detailed elements of how things work but that lore also tended to matter more than in a D&D game.ĭ&D also has a ton of lore, but it's often poorly continuous across editions, isn't set into very detailed worldbuilding (how do economies work in the Forgotten Realms, exactly?), and can be viewed (by some) as very meta-gamey to be aware of in advance. Nearly every instinct I had as a player was wrong, and guidance from the GM was necessary and helpful. A short tutorial session might be a good idea- a one-shot adventure that is intended to highlight the core mechanics of the game is something I would have appreciated, as our first couple of sessions ended up being little more than that.Īs GM, I strongly recommend practice with the system in advance of play. We got used to it but there was a lot of confusion early on. My group adapted to it well enough, but we constantly had expectations about how play would mechanically proceed which were based on experiences with other games. The Star Trek Adventures game system is a bit odd. In my experience, the biggest differences involve incorrect expectations among players about mechanics, setting, and PC behavior
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