They've played a little Shadowrun style covert ops. They've had a small sampling of starship combat. After last night, they have a taste for some Alien-style space horror. Theyre still in the middle of that, but they're loving it.
I will say you really do need a team of four or five to make this work with minimal adjustments (which is as-advertised, so no surprise there). A healer is nice but so far not an absolute requirement.
Jeff's right about fully crewing your ship. The extra rolls make a difference. We have two NPCs now on the team--one an envoy who provides a small team bonus and is mostly ineffectual in combat. The other they just picked up. A mystic doctor with some healing magic. This one will stay on the ship almost all the time--acting as crew and healer but not participating in the "away team missions".
There's couple issues with Dead Suns book 1. The enemy Jeff references COULD be an issue and I'm glad I'm aware of it, but i think it'll go over fine. Second though, they have a choice to explore two different areas. Their instruction say to do X first and then Y. And it seems the logical choice. But there's nothing stopping them from going the other way, and my team almost did. If that had happened, they would have been in a lot of trouble. Y is geared as a higher challenge than X, and I had no easy way to fix things if they hadn't changed their minds at the last minute. Should have prepped something.Statistics: Posted by Mike — Tue Jan 23, 2018 12:26 pm
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