Well, you tell me...
dami0
u/dami0
I'm looking for advice on what's a good setup for a first time GM'ing ST:A. I've done a few sessions of 5e DnD, so I have at least a little experience on both sides of the DM screen and since I'm a Star Trek fan I wanted to try out Adventures.
What's the minimum amount of "equipment" I'd need for a game and the minimum amount of technobabble I'd need to stock up on to make an engaging game? Is the free starter pack enough to get an alright feel for it? Other than any recommendations for a table of newbies right down to the GM and the fact the success is lower instead of higher than difficulty, what are some major differences that might trip up people coming from DnD?
be me, Bird Person the Crow, bird is the word
be not me, Big Guy DM who's usually Big Guy Bard with a side of funny
be not me, rest of party including but not limited to:
Cat Person the Ninja, surprisingly little furry business
Human Person the Pirate, dimwitted son of a whore with a friend
Fallen Aasimar Rogue/Wizard, not sure what he fell off of but first impressions suggest a high horse
Aasimar Sorcerer, brains of the operation keeping us from getting into too much trouble
be us, Affordable Adventurer Time crew beginning story in a drunk tank shortly before we get hung for the crimes of "being a pleb who does magic" (nobles doing it are fine), petty









