A Starfinder Society Scenario designed for levels 1-4.
A Starfinder expedition's dusty data from an orbital scan shows signs of active technology on a distant, war-ravaged planet. Following up on this old lead, the Society dispatches a team of Starfinder to investigate the far-off world. Between making first contact and exploring the ruins of a dead civilization, long-buried secrets of the past are ripe for discovery.
Content in Yesteryear's Truth also contributes to the ongoing goals of the Wayfinders faction.
Written by Jason Keeley.
Scenario Tags: Faction (Wayfinders), Starship
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Overall I really enjoyed the focus on diplomatic role-play. There is a lot of nuance in guiding how to portray the Ghibrani and can be a lot of fun when you take the time to improv the interactions.
Our group decided to skip the Starship combat altogether as it did shape up to look like a tedious grind like everyone else is saying, and I'm sure my opinion of the scenario would have suffered if we bothered to slog through it.
My one major frustration is that the summary at the beginning of the scenario is referenced multiple times by what the Ghibrani know (or not know) about their planet's past, but the information isn't organized in a clear way so it requires the GM to reread the lore over and over to know who knows what. I felt that this could have been organized better, and that I would've been able to integrate the multiple aspects of the lore into the RP if it was.
This scenario had a perfect premise for the Wayfinders, first contact with a new species. Unfortunately, it is marred by a couple plot points and combat issues.
Played and ran this one in the 1-2 tier.
Combat issues:
Spoiler:
The starship combat was clunky/tedious in this one.
As a player, we took the Pegasus a d despite focusing fire on the drone platform, we spent over 4 hours in this encounter. Part of this was bad rolls and new player familiarity with starship combat.
When I GM'd this, I stressed the orbital defenses in the briefing and they took the Drake. Despite their limited actions, I found it extra laborious to drone the 4 drones and the platform. I managed to get the combat down to 1.5 hours, but that was with only doing helm and gunnery checks. No pilot maneuvers or stunts.
Neither as a player not as a GM did we have to use the Husks to save the party versus the Sand Brute.
Plot points
Spoiler:
Neither group of aliens was phased at all about a group of aliens showing up on their doorstep with no prior knowledge of other sentient races. The aliens had multiple castings of share language available to make communication easy, negating the benefit of the Wayfinder's translator unit.
Lastly, discovering the secret about the Ghibrani history is discovered, even if the PCs manage to offend both sects. They're allowed to just waltz into the taboo zone, regardless of their actions to that point. It felt a little contrived.
Very solid and you get a taste of all things Starfinder should be about. Space combat was good, very good RP elements, combat was fine, and loved the dilemma at the end. Very nice boon as well.
Great story brought down a bit by puzzling combats
Based only on story, this scenario is my favorite SFS scenario that I've ran or played so far (everything up through 1-04). However, some confusing, time-consuming combats make the overall rating suffer a bit (particularly the starship combat).
Starship combat
Spoiler:
The PCs spent the better part of two hours trying to engage the drones rather than the mothership (bad tactics, but not immediately obvious because the PCs had no idea the mothership had 12(!) drones) and by the time they changed tactics it was too late. Being saved by an ex machina "malfunctioning" defense system added insult to injury as the ship slowly descended to the planet.
Terrestrial combat
Spoiler:
The first combat with the sand brute seemed unnecessary. And if the PCs are having a really bad day, they can experience the scenario's second ex machina in half an hour. It wasn't compelling and felt more like a random encounter (in a bad way) than something that should be in a published SFS scenario.
The robot battle at the end definitely fit the scenario, but wasn't very compelling.
Story
Spoiler:
Fantastic story. The Husks and Membranes each felt a little bit different, and the PCs talked for several minutes at the end of the scenario about what to do with the information they'd found. It was the opposite of their combats - very compelling and with a planet hanging in the balance!
This evening I had the opportunity to play Yesteryear's Truth for myself, and consider what others had said about it in previous reviews. The title of this review says it all: Yesteryear's Truth has good ideas held back by poor writing and execution and, probably, an under-prepared GM.
Yesteryear's Truth begins with a meeting with a forgettable Venture-Captain who provides pretty minimal information and pushes you on your way. Another VC stops you to give you a tech item which gets invalidated pretty quickly, and honestly seems to be more of a bane than a boon (which is disappointing for an asset).
The scenario has about three combats in it, all of which are flavorless and droll. The starship combat, which I've found to be more a tedious chore than a white-knuckled dogfight, was made interesting by the introduction of multiple enemies, but bad luck and an understaffed ship (we were running with a barely legal table) dragged it out into a tedious grind.
The second and third combats don't pick-up. Enemies have no character, and the second fight even has the gall to take place in a completely empty map. Given how critical cover and elevation is to not getting hit in this game, it seems like an oversight to throw the players into a 24-by-36 space with nothing else to work with.
The story is where this path gets most of its stars from, although even this seemed more interesting in theory. The author did a good job of making the new alien race that inhabited the planet seem, well, alien, complete with missing concepts like "curiosity" and "peace." This actually led to some great moments in conversation where we roleplayed our struggle to communicate our alien concepts to them.
However, as fun as this was, it was all a bit superficial. None of what we did counted for squat, and in the end we would up just walking straight into the one place we were told was taboo to go, with no resistance or threat of punishment.
In reviews I've read of various Starfinder scenarios, authors compare the themes in the scenario to popular TV shows. "Fugitive of the Red Planet" was compared to Firefly. This one was compared to "Star Trek." Heck, that conversation happened at our table, too.
The reason I bring this up is because it seems to me as if Starfinder Scenarios are too preoccupied with evoking the particular media that inspired them, and not demonstrating enough ownership over the in-game universe and it's lore. In some regards, I understand that. This is a very new product, and authors are still finding their voice within the setting without wanting to rock the boat too hard. But that trepidation is holding back what could be some great stories.
Hopefully moving forward, scenario authors can be more comfortable crafting stories with actual consequences. Stories that are more than toothless evocations of particular shows, and more narratives that present the questions and themes that have defined the Sci-Fi genre.
One last gripe about the scenario, since I must get it off my chest. The scenario is too reliant on its own unspoken internal logic when passing out rewards. We wound-up missing a reward, simply because the idea of doing what we needed to get it never occurred to us. Heck, there weren't even any context clues to tell us about the valuables.
Can't wait to see a Starfinder version of the Shadows or Klicks from Alternity, or for that matter the Arachnids from Starship Troopers. And then just when the players think they're the bad guys, pull the rug out from under them and make the good guys in the scenario! And have the cute fuzzy "ewoks" be he evil race...bwahahaha!!!
Possibility that this whole mission is going to go FUBAR and we're gonna need an extraction as we fire machine guns at space monsters while running through the wilderness? Check, double check, and check mate.
Possibility that this whole mission is going to go FUBAR and we're gonna need an extraction as we fire machine guns at space monsters while running through the wilderness? Check, double check, and check mate.
Possibility that this whole mission is going to go FUBAR and we're gonna need an extraction as we fire machine guns at space monsters while running through the wilderness? Check, double check, and check mate.
Turns out that this mission is actually mostly peaceful first contact with new species and mostly roleplaying :P With possibility of pcs causing great cultural shift for new species.
But yeah, this is awesome scenario if you ask me, but if you don't warn players that "gung ho, let's kill aliens" characters have boring time with this one, well let's just say mission will be kind of horrifying failure :D
There's at least one editing issue in this scenario.
Spoiler:
In the combat with the sand monster thing, the setup tells the GM to have the players place themselves in a dotted area, and then put the monster on the indicated space, but the map in the scenario features neither a dotted area nor an indicated space.
I just have to give mad props to Eleanor Jenner, the GM who ran this for us at DundraCon this past weekend. There's a part of the scenario where you read a bunch of information off a data terminal, and it reveals some key plot points. Rather than just reading us the info, or giving us handouts, Eleanor programmed a mock terminal. At the relevant moment in the scenario, she handed over her laptop and a tablet, and we were able to navigate through the menus to read the log entries and gradually come to an understanding of what happened - and she made it look like a screen from Fallout, which just added to the coolness.
It was easily the best interactive visual aids, as well as one of the coolest moments, I've had in five years of PFS.
This is a very "Star Trek" style story, with some combat encounters but mostly consisting of roleplay & diplomacy with various people. It also explores the impact on the native planetary society of an ancient cataclysm, and of their first contact with aliens (i.e. the PCs). In other words, it's much more *science fiction* in feel, rather than the *science fantasy/space opera* tone of most Starfinder scenarios.
The above is probably why "Yesteryear's Truth" is my favorite SFS scenario so far, but it gets lower reviews from some.