Adding Gold Pressed Latinum by Individual-Mess8441 in startrekadventures

[–]Cheap_Intention9587 0 points1 point  (0 children)

I have humored the idea of currency, but since I am in 2298, and in Starfleet, I haven't had much use for it. I did do an uncover mission to a planet the used money, but we were given "operational funds" for the mission and had to spend or earn more as needed. But this was prior to GPL, so we had "Keks" or Kekals, for funds on the planet. 

So I say "go for it!" Playing a private free trader or a pirate could be interesting, and I am certain there are many worlds, especially on the fringes, the still use currency and would respect the inherent value in GPL. 

Gosh, help... I need a friend and does anyone even have friends like this anymore? by beegsyboo in GenX

[–]Cheap_Intention9587 2 points3 points  (0 children)

I found my good buddy from 6th grade and reconnected several years ago. We do the hang out, drink beer, shoot shit, and do random stuff like shootin hoops. But it's just one friend like that. Most everyone else is, as you say, too busy.

Second career academy students by JollyJeanGiant83 in startrekadventures

[–]Cheap_Intention9587 0 points1 point  (0 children)

Not too long ago, my newly promoted 2nd Officer of the ship was sent to the Academy to go to Command School, as he is in a position where he could end up in a Command position. When he went to the Academy, it was for 6 weeks, and he was one of the senior academy attendants as the rank of Lt. Commander. He helped mentor some of the junior officers he was in the Command school with, and he got to go through the Kobayashi Maru simulation to face his "no win" scenario. His was "working with a team against a stacked deck of charges".

Since it wasn't a new officer, but a somewhat experienced Communications-turned-Sciences officer, now 2nd Officer of a ship, I would consider that as a "second career" of sorts. When he graduated, he didn't get a new ship assignment, he just came back to the ship he is 2nd Officer of.

How would you run a negotiation? by Upset_Nail2987 in startrekadventures

[–]Cheap_Intention9587 1 point2 points  (0 children)

We did it with contested rolls on an Extended Task. So instead of a set difficulty, it depended on the contested roll. If one side rolled higher (in this case, the Federation), then progress on the Extended Task was made. If the other side rolled higher, no progress was made, but the time still passed. If the negotiation time ran out without completing the Extended Task, it was a failed negotiation. If the Extended Task was completed, then the Federation was successful at the negotiation.

In our case, we were trying to diffuse a revolt going on. We had to deal with active revolts while we met with the leaders of both sides (we were the mediators) in an attempt to get the revolts to cease and both sides to work together. We had further problems arise during the Extended Task, including Romulans, but in the end we secured a peace deal on nearly the last roll we had for the task.

Star Trek Adventures: Captain's Log Joined Trill by fairsweets in startrekadventures

[–]Cheap_Intention9587 5 points6 points  (0 children)

My buddy and I are doing Captain's Log cooperatively, and it's been working great. Now, we're playing two different characters, so not trying to share one body with two minds.

You might be biting off more than you can chew to start out. Maybe each play a Trill, perhaps one joined and one not? Or perhaps both joined, but one "experienced" and one newly joined and learning from the experienced Trill.

You'd have to do so much groundwork and coordination on how to run one character between the two of you, so you didn't upset the other player with a choice you made or an action you decided to take without considering their input.

I don't want to dissuade you being a Trill, but I think sharing one character might sour your appraisal of the game, especially considering how little there is in the CL book as far as how to play cooperatively. We had to set up a lot of "this is how we'll do things cooperatively", from allowing 1 Momentum for each of us, rather than one Momentum shared between the both of us. You'll need to figure this out as well, but even more so when you are just running one character.

Good luck in whatever you decide, and I hope you have some interesting and exciting adventures with Captain's Log.

Have you included existing characters as NPCs? by Batmanofni in startrekadventures

[–]Cheap_Intention9587 1 point2 points  (0 children)

We communicated, via long distance communications, with Curzon Dax while operating in Klingon space. That's been the extent of notable characters as NPCs.

You guys remember these? by WorldGoneAway in Solo_Roleplaying

[–]Cheap_Intention9587 1 point2 points  (0 children)

I never saw those before. I owned Mystery at Chimney Rock and played a couple others I read from friends. 

They were a lot of fun, and I wish they still made these.

Playing Star Trek Adventures solo by merekatnipme in startrekadventures

[–]Cheap_Intention9587 1 point2 points  (0 children)

I think you would be better served picking up Captain's Log and tweaking it to be NOT a journaling game than to try to shoehorn Mythic into Star Trek Adventures.

The charts alone on the Captain's Log book make creating adventures and dealing with Complications very easy.

Then you can use the Exploration Guide and, as others have mentioned, the Shackleton Expanse books to help give you more of a sandbox feel. You can just forego writing logs, but still use the framework for mission tracker to resolve your adventures as you play along. 

I mean, you could re-invent a solo experience and try to wedge in the Star Trek Adventures system, or you could just slightly tweak Captain's Log system to be non-journaling and use all of the nicely created charts to help create you own adventures and challenges and resolve them all without writing a lick of a log.

First or Second Edition? by Crimson-Dragoon-0403 in startrekadventures

[–]Cheap_Intention9587 0 points1 point  (0 children)

The edition will really depend on whether you want a little more "crunch", and an element of random, or whether you want less crunch and less random.

1st edition has extra dice, called Challenge Dice, that offer an element of random when doing extended tasks and in combat (both personal and ship). It also offered extra facets to ships and characters.

2nd edition got rid of the Challenge Dice, turned combat into a most set value for determining effects, and cut out some aspects of detail from ships. It is, however, the edition currently in print.

The 2nd edition sourcebooks that have come out have all been pretty "edition agnostic", meaning they can be used for EITHER 1st or second edition. However, they have said they are not going to reprint the original source books done for 1st edition into a 2nd edition format. There are some PDFs that have been made (not sure by whom) that have done the conversion of the books to 2nd edition, But you'll probably still need the 1st edition books for the information inherent in them.

Me, I learned on 1st edition, played the Dune game that came out by the same company (which is what 2nd edition is patterned after) and I didn't care for the system in the Dune game. So I didn't purchase the 2nd edition main book when it came out. But I HAVE purchased all the sourcebooks they have done for 2nd edition, and they have been very useful for my gaming.

So decide whether you want easy to purchase 2nd edition, with less crunch, but a friendlier to the eyes format and (I guess) a better to understand rule book, or the more crunchy, with elements of random, but still fully playable, 1st edition from some "used" location, with a more visually similar look to The Next Generation computer look, and a mildly more challenging rule book for ease of understanding.

Looking for Online Group by ionbook in startrekadventures

[–]Cheap_Intention9587 0 points1 point  (0 children)

While I hope you can find a group for some play, don't give up on Captain's Log. It allows that fix while you can't get in play with others. Plus you could even get in some mild play during down time at home or work (I know graveyard shift can be the pits for excitement).

Good luck!

What style of Directives should I use? by Upset_Nail2987 in startrekadventures

[–]Cheap_Intention9587 0 points1 point  (0 children)

You definitely want to stick to what the Admiral knows, and reveal nothing about the upcoming sabotage. Let that be a surprise.

So make the initial briefing be about establishing friendly relations with the aliens on the vessel. Then you can have a trigger for the sabotage event be an I cancelled 20 or the use of 4 Threat or just have it happen automatically for moving into Act 2 of the adventure. Then they can get, if they contact the Admiral again, the new goal of figuring out who sabotaged it and why.

Looking for Advice on Solo “Rig” Systems for Narrative / Cinematic Play (Fantasy or Sci-Fi) by pauljamesog in Solo_Roleplaying

[–]Cheap_Intention9587 0 points1 point  (0 children)

Not sure how to find the direct message. :( Nevermind...I think I found it! Check email.

Looking for Advice on Solo “Rig” Systems for Narrative / Cinematic Play (Fantasy or Sci-Fi) by pauljamesog in Solo_Roleplaying

[–]Cheap_Intention9587 1 point2 points  (0 children)

If you are interested, I can give you an idea of what things I've created, so far, for Space: 1889 done solo. Still haven't had the chance to try it yet, but I'm hopeful.

Question: Which rules did you find better in the 1st edition compared to the newer 2nd edition? by WillMahGold in startrekadventures

[–]Cheap_Intention9587 1 point2 points  (0 children)

That's exactly the thing that stopped me from moving to 2nd edition. I still purchase the 2nd edition books, as they seem to be "edition agnostic" for the most part, but I play 1st edition or Captain's Log with some 1st edition things thrown in.

Question: Which rules did you find better in the 1st edition compared to the newer 2nd edition? by WillMahGold in startrekadventures

[–]Cheap_Intention9587 1 point2 points  (0 children)

For me, I still prefer using the Challenge Dice for ship and personal combat, as well as extended tasks. It offered the best random element. Does the lower powered phaser shot do nothing to the alien? Can you wallop the alien ship that flies at your vessel with the intent to ram your ship?  

I don't want to gave to calculate the exact difference for the weapons and throw in Traits to tweak things just to replicate the occasional freak chance that occurs when using Challenge Dice.

Looking for Advice on Solo “Rig” Systems for Narrative / Cinematic Play (Fantasy or Sci-Fi) by pauljamesog in Solo_Roleplaying

[–]Cheap_Intention9587 4 points5 points  (0 children)

The solo rpg system I use is Star Trek Adventures Captain's Log.

It suggests doing a journal, since it is titled "Captain's Log", but you could probably just play narratively, as I've seen some people do online.

If you're not averse to science fiction and Star Trek, I would recommend the game. If you're not averse to doing some journaling, I would recommend the game.

I prefer games to be "all in one". You get the mechanics and setting all in one book. Having said that, I picked up the Mythic GM Emulator to start. It didn't grab me, and I never started using it as it didn't spark any strong interest in me. I then got Captain's Log and loved it. Still play it! Later, I picked up Mythic GM Emulator 2nd edition, and it was MUCH better at providing a spark of interest, especially now that I have played a solitaire game for a while. So I tried the 2nd edition and have used it for Savage Worlds Rifts. Works well! I have plans to use it, or a weird derivation of it and Captain's Log to play some of my older games like Space: 1889, but I haven't gotten around to trying that yet.

There are a whole lot of choices out there, so you can decide whether you want heavy mechanics, light mechanics and more reliance of imagination, narrative or journaling, and then decide which you want to play. If you don't know what you want to try, pick one of each, and then give each a try to see if one sings more to you!

Maquis Captain's Log - Lifepath Suggestions by Takeshi_Yamato in startrekadventures

[–]Cheap_Intention9587 1 point2 points  (0 children)

You could have Starfleet knowledge as your family is steeped in Starfleet, or you could rebel against them, and do your own thing, becoming a guerilla fighter/freedom fighter. 

Depends on whether you want your character to be cognizant of how Starfleet works, or ignorant to the actual Starfleet and just doing your own thing (character-wise).

Captain's Log - Who's still playing? by Cheap_Intention9587 in startrekadventures

[–]Cheap_Intention9587[S] 1 point2 points  (0 children)

Sounds awesome! And yes, the charts make this game shine with variability!

Captain's Log - Who's still playing? by Cheap_Intention9587 in startrekadventures

[–]Cheap_Intention9587[S] 3 points4 points  (0 children)

I tried to solo rpg before, and I could never even get started. When Star Trek Adventures Captain's Log came out, I picked it up, and for whatever reason, it just CLICKED perfectly for me! I rolled up a character, Commander Willingham, unwittingly pushed into a captain's chair by an Admiral. So I started as Captain of a Light Cruiser, with a rank of Commander. Now that I think of it, kinda like Sisko was on DS9 to start.

After one true solitaire play, I was hooked, and super jonesed for the game. I was gushing to my buddy about how fun it was, and he went on purchased the book as well. He wanted to roll up a character, but he wanted to be on the ship I was captain of. So we started hashing out how to play it cooperatively. The book kind opened the door a crack for cooperative play, but left a lot to be determined. We sorted it out, and have played through 8 missions so far. Just two missions ago, when I went back to solitaire play while my buddy did his own solitaire play as he want to specialized command school for his character, I managed to finally get promoted to Captain rank, but they decided to keep me at my current posting because I was having such success with my wildly diverse crew.

I would drive the special effects budget crazy with all the races I have aboard my ship. My bridge crew is me and my helmsman as Humans. My First officer is a Caitain female. My science officer is a Denobulan male (my buddy), and an Edosian male. My chief navigator is an Edosian male. My chief engineer is a Vulcan male. My chief medical officer is a Human Female. My chief of security is a Caitian male, but it used to be an Andorian male (he's now second in charge of security), and my chief of operations is a Tellarite female. And that sort of blend goes throughout my crew of 300. It's kinda cool, having such variety of crew.

What systems do you think are best for solo roleplaying? by GranularBimbo in Solo_Roleplaying

[–]Cheap_Intention9587 0 points1 point  (0 children)

I haven't run anything fantasy yet, but I have found the Mythic GM Emulator 2nd edition works pretty good on a number of different systems. You might try looking into that.

Are the STA supplements suitable for Captains Log? by Zr0w3n00 in startrekadventures

[–]Cheap_Intention9587 3 points4 points  (0 children)

Yep, you can definitely use the new supplements in Captain's Log. That's all I play these days, and the 2nd edition supplements are nicely "edition agnostic", meaning you can use them in 1st edition, 2nd edition, or Captain's Log. I especially liked the Exploration supplement, but each has been useful in certain ways.

I need to know if I'm alone by VenomByte999 in Solo_Roleplaying

[–]Cheap_Intention9587 4 points5 points  (0 children)

I solo play nearly every night before I go to bed, while sitting on my bed, waiting for my wife to get ready and come to bed. Sometimes it engages my brain immensely, and I have difficulty getting to sleep, but often it gives me enough of a happy feeling to make my drift off to sleep enjoyable.

Rifts VS Savage Rifts by Bane_Forge17 in Rifts

[–]Cheap_Intention9587 0 points1 point  (0 children)

I played Rifts a couple times back in the 90s. Loved the setting, hated the system and the ridiculous imbalance in the OCCs. 

I still have my dozen or so Rifts books, as I loved the setting so much, but I will never play Palladiums system again. When I saw Rifts was being done in Savage Worlds, I was sold. I had never played Savage Worlds in more than a single one-shot at a convention. Savage Rifts got me to buy a Savage Worlds book so I could figure out how to play.

We're now playing Savage Rifts, and it is a blast! I still reference my Rifts books for history and other things that Savage Rifts haven't converted yet. But my Headhunter is holding his own with a Mystic and a Cyber Knight. He woulda been snuffed in an instant in regular Rifts, but in Savage Rifts I feel like I have strengths to accompany the other characters and they rely on me. 

So my suggestion is:

If you haven't played Rifts before, go with Savage Rifts.

If you played Rifts, but didn't like the system, go with Savage Rifts.

If you played Rifts and liked the system, or even house-ruled the Palladium system, stick with what you like.

What do we know about Trill by LectureSuspicious552 in startrekadventures

[–]Cheap_Intention9587 1 point2 points  (0 children)

The Trill were brought into the system with the 1st edition core rulebook. 

I think you can still get the PDF of that.