Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*TTRPGs General
Expand Your Star Trek Adventures With New Guides For Players And Gamemasters
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="robowieland" data-source="post: 8603550" data-attributes="member: 7026452"><p style="text-align: center">[ATTACH=full]156562[/ATTACH]</p><p></p><p></p><p>Good RPG advice can be hard to find. There are often some nuggets in the GM section of the core book, but those are usually too busy running through the rules for broader topics like theme and feel. <em>Star Trek</em> stories play out in a certain way, usually with a moral quandary in the center, with characters we know and love debating the pros and cons of the issue. Modiphius recently released the <a href="https://www.modiphius.net/en-us/products/star-trek-adventures-players-guide" target="_blank"><em>Star Trek Adventures Player’s Guide</em></a> and the <a href="https://www.modiphius.net/en-us/products/star-trek-adventures-gamemasters-guide#:~:text=The%20Gamemaster%27s%20Guide%20for%20the,is%20ready%20to%20be%20explored." target="_blank"><em>Star Trek Adventures Gamemaster’s Guide</em></a> to help tables expand the options available to tell stories in this universe. Modiphius sent me a pair of review copies and I’m tackling both books here. Are these books worth your hard-earned gold-pressed latinum? Let’s play together to find out.</p><p></p><p>Each guide is digest sized. The physical editions come in a faux leather cover that looks handsome and feels good. The internal layout also differs from previous products with a crisp cleanliness that’s easy to read. While I’ve enjoyed the line’s adherence to the LCARS aesthetic of <em>Next Generation</em> and the brief dip into a grungier look for the <em>Klingon Empire</em> book, I wouldn't mind seeing future books using this style. Some pieces of art have been pulled from other books, but these are also the first books able to feature cast members from <em>Star Trek: Discovery</em> and <em>Star Trek: Picard</em>.</p><p></p><p><em>The Player’s Guide</em> features a lot of advice on making a good character. There’s discussion about specific roles and archetypes in Star Trek and how to build characters for them. There’s also good general advice on how to work together as a team and how to support each other as players. These sorts of books often feature tons and tons of character options and mechanical toys. There is some of that here, but it’s also nice to see a discussion of play styles and techniques to make sure players don’t hog the spotlight.</p><p></p><p>The <em>Gamemaster’s Guide</em> has plenty of advice along a similar vein for the other side of the screen. There’s a discussion about safety tools and session zero that goes into a bit more detail about deciding what sort of Star Trek story everyone wants to tell. There’s also a segment on essential viewing to get up to speed as well as discussions of campaigns beyond the standard default Starfleet game. That’s followed up with some alternate character creation rules and even different sets of skills and attributes to support non-Starfleet adventures in the setting.</p><p></p><p>There’s also an excellent discussion of technology in <em>Star Trek</em>. This seems like stuff anyone playing the game should know already or could find on a wiki, but the text focuses on important, gameable elements. It breaks down different moments in time when the tech is upgraded across the different time periods which helps players grasp whether or not they need to push to get their results and solutions. These tech discussions also can inspire Gamemasters by showing them what these wondrous devices can’t do and constructing plots around their limitations.</p><p></p><p>Themes of the franchise also take up some word count. These discussions are great because they help Gamemasters get the feel of an episode right. It’s okay to have funny episodes. It’s okay to show the wonder of the universe. These discussions feel a little like agendas from indie games and go a great distance to illustrate how the franchise stands on its own besides other big name science fiction.</p><p></p><p>The main caveat I have about these books is that this discussion is so nice, they printed it twice. There’s duplicated content in these books and that can rub people the wrong way if they feel they are buying the same thing twice. If the table shares book purchases, this would be a good one to split, but completists will likely want to get both volumes just to compliment each other.</p><p></p><p>If you’re looking for some great advice on how to run a <em>Star Trek</em> game, these books offer a lot of fascinating discussion.</p></blockquote><p></p>
[QUOTE="robowieland, post: 8603550, member: 7026452"] [CENTER][ATTACH type="full" alt="star-trek-adventures-players-guide-star-trek-adventures-modiphius-entertainment-468883_1000x.jpg"]156562[/ATTACH][/CENTER] Good RPG advice can be hard to find. There are often some nuggets in the GM section of the core book, but those are usually too busy running through the rules for broader topics like theme and feel. [I]Star Trek[/I] stories play out in a certain way, usually with a moral quandary in the center, with characters we know and love debating the pros and cons of the issue. Modiphius recently released the [URL='https://www.modiphius.net/en-us/products/star-trek-adventures-players-guide'][I]Star Trek Adventures Player’s Guide[/I][/URL] and the [URL='https://www.modiphius.net/en-us/products/star-trek-adventures-gamemasters-guide#:~:text=The%20Gamemaster%27s%20Guide%20for%20the,is%20ready%20to%20be%20explored.'][I]Star Trek Adventures Gamemaster’s Guide[/I][/URL] to help tables expand the options available to tell stories in this universe. Modiphius sent me a pair of review copies and I’m tackling both books here. Are these books worth your hard-earned gold-pressed latinum? Let’s play together to find out. Each guide is digest sized. The physical editions come in a faux leather cover that looks handsome and feels good. The internal layout also differs from previous products with a crisp cleanliness that’s easy to read. While I’ve enjoyed the line’s adherence to the LCARS aesthetic of [I]Next Generation[/I] and the brief dip into a grungier look for the [I]Klingon Empire[/I] book, I wouldn't mind seeing future books using this style. Some pieces of art have been pulled from other books, but these are also the first books able to feature cast members from [I]Star Trek: Discovery[/I] and [I]Star Trek: Picard[/I]. [I]The Player’s Guide[/I] features a lot of advice on making a good character. There’s discussion about specific roles and archetypes in Star Trek and how to build characters for them. There’s also good general advice on how to work together as a team and how to support each other as players. These sorts of books often feature tons and tons of character options and mechanical toys. There is some of that here, but it’s also nice to see a discussion of play styles and techniques to make sure players don’t hog the spotlight. The [I]Gamemaster’s Guide[/I] has plenty of advice along a similar vein for the other side of the screen. There’s a discussion about safety tools and session zero that goes into a bit more detail about deciding what sort of Star Trek story everyone wants to tell. There’s also a segment on essential viewing to get up to speed as well as discussions of campaigns beyond the standard default Starfleet game. That’s followed up with some alternate character creation rules and even different sets of skills and attributes to support non-Starfleet adventures in the setting. There’s also an excellent discussion of technology in [I]Star Trek[/I]. This seems like stuff anyone playing the game should know already or could find on a wiki, but the text focuses on important, gameable elements. It breaks down different moments in time when the tech is upgraded across the different time periods which helps players grasp whether or not they need to push to get their results and solutions. These tech discussions also can inspire Gamemasters by showing them what these wondrous devices can’t do and constructing plots around their limitations. Themes of the franchise also take up some word count. These discussions are great because they help Gamemasters get the feel of an episode right. It’s okay to have funny episodes. It’s okay to show the wonder of the universe. These discussions feel a little like agendas from indie games and go a great distance to illustrate how the franchise stands on its own besides other big name science fiction. The main caveat I have about these books is that this discussion is so nice, they printed it twice. There’s duplicated content in these books and that can rub people the wrong way if they feel they are buying the same thing twice. If the table shares book purchases, this would be a good one to split, but completists will likely want to get both volumes just to compliment each other. If you’re looking for some great advice on how to run a [I]Star Trek[/I] game, these books offer a lot of fascinating discussion. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Expand Your Star Trek Adventures With New Guides For Players And Gamemasters
Top