The game itself was a homebrew/frankengame thing I'm calling Blurbs. It's basically using the class system from Risus (called "cliches," but I'm calling them "blurbs"), and the task resolution system of Fudge with proverbial bailing wire and chewing gum to hold the pieces together.
BEWARE: GAMING STORY
It was set in the Star Trek universe, in 2371 (around Stardate 48300.0, for you Trek geeks). The characters started out on the USS Thunderchild, but were ordered to deliver a China-class runabout to Deep Space 9. Just as they were about the leave, Captain Sulok asked them to deliver a large duranium chest covered with Vulcan glyphs to Commander Sisko.
After they left the ship in the runabout, they detect some anomalous readings, and investigated. Concerned with what they detected, they try to transmit a warning, but were unable to do so for some reason. Shortly thereafter they received a distress signal from the Thunderchild. The characters immediately set course back to the Thunderchild, but while trying to boost the engines for more speed, they accidentally triggered a cascading malfunction in the warp system that took hours to repair. When they were finally underway, figuring that it was too late to help, they resumed course for DS9.
END GAMING STORY ALERT
I found myself frustrated with the slow pacing that happens with online games. Maybe I should consider shifting the game to Skype or something in the future. The rules seemed to work ok, though the dice were very harsh on the engineer. I think that might actually be a feature, though, as the engineering character has a low engineering skill.
Still, I left the game with the sense that it's a good beginning, and I'm looking forward to the next session.
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