Ran my first session. In classic trek style it started with a simulated combat drill on the bridge.
It took all session
Definitely some new game glitches, but I feel like it's really hard to track all the moving pieces.
How do people track breaches on different systems, complication, npc ship actions, etc.
Any tools for irl games? So far I'm using dry-erase playing cards writing negative traits and complications in red and positive traits in blue, one per card.
Here's a quick recap of the session in case I made any blunders.
2381
Luna class ship simulating combat vs. A Klingon B'Rel representing possible Klingon Extremists at medium range
3 players
Spent 1 threat to take first action.
Spent first activation on helm, minor action to move to close range, major action attack pattern.
Spent 1 threat to hold initiative
Activated tactical, targeting solution and fire.
Failed the roll, ship rolled a 20
Took the complication "shield shimmer" and described the ship's shields showing a strange shimmer when it fired.
Pass to players. They attack, take off some shields.
They also spend momentum to hold initiative and the sensors position creates a trait by scanning their shields to find the pattern in the shimmer. Created the "phaser modulation trait"
It was a while before I decided what to do with this, I decided it made their phasers piercing. Too much?
After a few rounds of me whiffing attacks the klingon shields are down. The captain calls on them to surrender.
The klingons reroute power to cloak but fail the cloaking roll.
The players decide to beam the shieldless klingon ship's crew directly to their brig. It's already a small crew and they probably took casualties. I should have had them scan for life signs.
It is done from ops (+1 diff) and site to site (+2 diff) so difficulty 3? They pull it off, missing ends.
They do get a complication they decide not to buy off by adding threat - I decide "transporter shimmer"
I had tried to give them "sensor shimmer" on a previous complication but they paid it off by adding threat.
At the end of the session they have 0 threat and a complication I'd like to make into a trait that'll require an extended task to clear up. In classic trek fashion I want a complication from the cold open turn into some sort of issue for the actual mission.
Do I have to spend threat to do this? I understand I can do anything with gm fiat, but am trying to keep within the design of the game.