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5 of 5 people found the following review helpful:
5.0 out of 5 stars
A Long Awaited RPG, January 5, 1999
By A Customer
This review is from: Star Trek: The Next Generation Role Playing Game (Star Trek Next Generation (Unnumbered)) (Hardcover)
I have been waiting the arrivial of a Star Trek TNG rpg for a long time. This game was worth the wait! The core rule book is very complete and is really all a trekkie needs to get started roleplaying in the star trek universe. The character generation system allows for easily to make yet highly detailed characters. The game mechanics are decent and easy to learn. The systems for hand to hand combat is excellant and phaser combat is as lethal as it should be. Solid rules for starship combat are contained within the core rule book as well. The only real flaw with the product is the lack of statistics for the Borg.
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3 of 3 people found the following review helpful:
4.0 out of 5 stars
Well Worth the Wait, May 10, 2000
This review is from: Star Trek: The Next Generation Role Playing Game (Star Trek Next Generation (Unnumbered)) (Hardcover)
I'm very pleased with this. For a long time, I had to make do with the old Star Trek Roleplaying Game from FASA Corporation, scrounging what source material I could to kluge together a campaign. Fortunately, Last Unicorn Games has produced a beautiful product which does an excellent job of capturing the feel of the Next Generation. The book uses primarily color photo stills from the television series, though there are some illustrations which are generally very good. I've been running a Next Generation campaign with a group of six players for the past few months, and generally the system has worked smoothly. The game uses a number of six-sided dice, one of which serves as a "Drama Die", a generator for Dramatic Successes or Failures. There was some confusion as to how attributes and skills worked (roll the attribute number of dice, add the level of the skill to the high roll), and the book is a little scattered in relating some of this information. The skills themselves tend to be very open fields, in order to reflect the ST:TNG tendency of characters who seem to know at least a little about a whole lot of things. The system is simple, but even more importantly, the writers seem to really understand what makes ST:TNG different from the other Star Trek settings (in terms of themes, mood, and so on). Last Unicorn has been producing a large line of products for this game which are generally of high quality, and they have been working with Paramount to make sure everything is accurate (or as accurate as you can get with a weekly television show). The main drawback that comes to mind is that LUGTrek takes the position that players should play lower-ranking characters instead of the command crew of a starship. This is reflected in the rulebook's included adventure, "Shakedown Cruise", but I found it simple enough to adapt to an all-PC command crew. LUG's other published adventures for this game allow for the possibility of PC captains and such, and thus far, there are no printed adventures which force your players to play the characters from the show (thus putting LUG one step ahead of FASA). In summary, I would highly recommend this book to anyone interested in running a Next Generation campaign. Last Unicorn is doing some excellent work here!
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3 of 3 people found the following review helpful:
4.0 out of 5 stars
Here we go again..., April 25, 1999
By A Customer
This review is from: Star Trek: The Next Generation Role Playing Game (Star Trek Next Generation (Unnumbered)) (Hardcover)
Despite all the hype, this RPG is still basically a rehash of the old FASA Star Trek RPG. The rules are *technically* different, but the basic format of character development during creation is very reminiscent of the FASA rules (which I consider easier to learn and more intuitive) and much of the data not explained in "official" Paramount lore is practically lifted from the FASA sources. Despite this, the book is beautiful, the presentation is wonderful and it does bring many interesting points to light (the organization of the Federation, for example), but the actual organization leaves something to be desired: the PC creation tables are mish-mashed together when they could have been better organized along the text, causing a lot of page-turning during PC creation, archetypes that are so stereotypical as to be painful (andorian security? give me a break!). Still, the effort is exponentially better than Task Force Game's Prime Directive, so for us trekkie (yes, trekkie, not trekker... we NEED our weekly trek fix...) gamers: Here we go again!
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