Yesteryear’s Truth was my second adventure in the land of Starfinder. I’m writing this from the perspective of a player from actual play experiences. If I had to summarize the scenario I would label it as having an interesting premise and setting, along with fun interactions with NPCs, but hampered by some of its combat set pieces.
In the scenario the player characters are tasked to investigate a newly-discovered world, those who discovered it having been driven off from it by an orbital defense grid. Rather than considering that maybe the planet wants to be left alone and respect their sovereignty, Venture Captain Arvin explains the last ship just didn’t have enough firepower to deal with it, and sends you to investigate. Oh, and you’re told to make “peaceful contact” with them, which seems dubious if you’re destroying their defense systems so you can stop by and say hello. But I digress.
After reaching the planet and dealing with the problem waiting in its orbit, you head on down to the planet. There is some unpleasantness, but then you make contact with some of the natives of the planet. What follows is some great interactions with the inhabitants, and an investigation into their past, and a decision on the part of the PCs that will affect the planet’s inhabitants one way or another.
The non-combat parts of this adventure are great. The player characters get to interact with an all-new culture, and their can be a great deal of ethical dilemmas within the party based on people picking different sides on what should be done. If I were rating this scenario on the RP aspect alone it would get a four from me. As it is, however, the combats drag it down to a three.
Yesteryear’s Truth has three combats, two land-based and one spaceship battle. I have to commend the author for how good the final battle is, as it felt like an even battle that neither side had an advantage on due to base power level, and that smart thinking was just as important as the luck of the dice. It’s not often that I find such in scenarios in recent times, and it was a very welcome change.
The other two battles, however, were very problematic. In the case of the space battle, we went before our opponent on the first round, and I managed to score a critical hit for near-maximum damage, disabling the main schtick of our opponent. Two rounds later I scored another critical, and did a respectable amount of damage. With two criticals so early on it would seem like the battle would have gone fairly quickly. Instead the battle dragged on for around an hour, with our foe seemingly refusing to go down, and our success coming after we sustained significant damage. I was honestly left wondering how we would have ever managed to defeat our opponent without those two crits, given how we barely got by with them. I noted earlier Venture Captain Arvin comments the last ship didn’t have enough firepower to get by the orbital defenses, and I really don’t think the ship they send you in does, either.
As for the other land-based battle, I was in a party consisting of a second-level envoy, technomancer and mechanic, and I was playing a first-level soldier. Our envoy went down in the first round of combat from our foe’s first attack, and I could plainly put the blame on that player’s decision to go in for meele. However, our opponent had such a high attack bonus that the only time he failed to hit us was on the sole occasion he rolled a “one” to hit. Aside from that he hit every time. Our mechanic quickly went down and I only managed to stay up because Constitution is my highest stat. I ended up having to flee, our foe chasing behind me like a reenactment of a Benny Hill chase scene, until our technomancer was able to take it down with shots and spells from a long distance. When our GM later told us he was attacking with penalities as part of the adventure’s adjustment for Tier 1-2, we were all looking at one another with disbelief that it had been penalized at all while we fought.
If these two combats weren’t such a death zone, I would gladly give this adventure a 4. As it is I’m giving it a 3, and suggesting that GMs refrain from running the scenario for characters who are first level or not combat focused.