Modiphius 2d20 Advice

The Core Rules were republished for Star Trek Adventures, as the Star Trek Adventures Rules Digest and The Klingon Empire Core Rulebook. Both of those are apparently reorganized for ease of use. I couldn't say what content has changed, but can say that I originally just owned the original STA Core Rules PDF and found it to be a confusing read and a challenge to build a PC. Whereas I own the soft cover of the Rules Digest, and my players and I haven't had issues with understanding and using it. Both of the new rules books feature black text on white, as opposed to the 1st books white on black.

The bigger issue of using STA 1st Ed, is finding Challenge Dice. It might not be a problem in scome countries, but in mine I had to order the online from a store on the other side of the country. You can instead quite easily substitue a standard d6 for them. They're only used for some aspects of combat and extended tasks, so it's not like you'd be too challenged often to use regular D6s. That said, my players and I find the CD with their Starfleet academy icons on some faces to nicely bring home the theme. It should probably be mentioned that the newer, 2nd Ed of the rules no longer uses Challenge Dice. So if you're just starting now, the newer rulebook is worth considering.

I have to say, the 1e sourcebooks, supplements and companions for STA are very good. I've spent hours pouring through the 4 different quadrant sourcebooks and enjoyed the time spent. I've even enjoyed reading the 3 division (Command, Operations & Science) supplemental books. I was fortunate to get every PDF Modiphius has published for STA 1e for about $25 USD in a Humble Bundle sale. So lots to read and GM with.

As to the other 2d20 games, there seems to be a consensus among 2d20 fans, that Fallout and Dune have benefited the most from what has come before. Were I not to have a group of friends that play TTRPGs and are also Star Trek fans, Dune would definitely be my choice. Read most of Herberts Dune verse novels in my youth, have watched the 2 movies and yes, I even enjoyed the TV series. :giggle:

What I tell my players to simply a CRB 1st read, is to read the "Reporting for Duty" chapter 1st, the "Operations" chapter next, followed by the "Conflict" chapter. The reason being, that STA PC creation uses a Life Path system, so they're going to get some of the Starfleet background by going through that alone. I typically take them through the "Gear and Equipment" chapter in a zero session. The ordering of those above mentnioned chapters in the CRB are actually 5th, 4th and 7th. Just focusing on those brings 240 pages of player readable content down to less than 100.

I've found that once my players have built a PC and have some understanding of the rules, reading all of that wordy backgound in other chapters is easier. If the player has never watched a single episode of any Star Trek series, I usually suggest reading the 1st 5-1/2 pages of the "United Federation of Planets" chapter, as that briefly outlines the most known planets.

From a rules perspective the core game is quite easy, with the 42 pages in the Operations and Confict chapters comprising the majority of what a player needs to know. There's also 30 page of starship rules and combat in the "A Home in the Stars" chapter. But I always send my players out on away mission 1st, so they can read those once they're into the game.
Star Trek would be my first choice as I am a casual Trekkie (Trekker) and grew up on NG and DS9. Never watched TOS save the movies. Initially skipped Voyager, but when I was in my late 20s it was broadcast late on TV and they repeated it in a loop so I watched it through twice over and it was decent. Enjoyed to Reboot Movies, though the feel is different. Never watched Enterprise, kinda liked the first two seasons of Discovery but they lost me after the time jump. I did really enjoy the first season of SNW. I will take your "restricted reading" advice and start there. Thank you!
 

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To the best of my knowledge, only Savage Worlds features bennies, but there's ceratinly other TTRPGs out there that have a similar metacurrency. Bennies are core to Savage Worlds, as among other things, they allow a player or GM to remove the Shakened condition or to soak a wound. Soaking wounds in particular is important as a sort of safeguard against damage dice that can ace (multiply.) As both of those occur in combat, they impact combat encounters and in a round about way have an equivalent effect to the sort of things you suggested/described.
Haha, sorry, I should have said meta currency. I forget that bennies isn't a universal term. I have never actually played Savage Worlds, but my first exposure to meta currency was hearing people talk about bennies so I tend to refer to all meta currency as bennies. Like how lots of people refer to facial tissue as Kleenex, despite Kleenex being the brand name of a particular facial tissue. Sorry for any confusion. 😊
 

I have to say, the 1e sourcebooks, supplements and companions for STA are very good. I've spent hours pouring through the 4 different quadrant sourcebooks and enjoyed the time spent. I've even enjoyed reading the 3 division (Command, Operations & Science) supplemental books. I was fortunate to get every PDF Modiphius has published for STA 1e for about $25 USD in a Humble Bundle sale. So lots to read and GM with.
That's absolutely fair. The line is amazing for Star Trek fans. Lots of great books and resources. I just really, really dislike the 2d20 system.
What I tell my players to simply a CRB 1st read, is to read the "Reporting for Duty" chapter 1st, the "Operations" chapter next, followed by the "Conflict" chapter. The reason being, that STA PC creation uses a Life Path system, so they're going to get some of the Starfleet background by going through that alone. I typically take them through the "Gear and Equipment" chapter in a zero session. The ordering of those above mentnioned chapters in the CRB are actually 5th, 4th and 7th. Just focusing on those brings 240 pages of player readable content down to less than 100.

I've found that once my players have built a PC and have some understanding of the rules, reading all of that wordy backgound in other chapters is easier. If the player has never watched a single episode of any Star Trek series, I usually suggest reading the 1st 5-1/2 pages of the "United Federation of Planets" chapter, as that briefly outlines the most known planets.
I would suggest a 1-2 page cheat sheet of the system rather than reading the book itself. It's just so poorly written. If someone's familiar with Star Trek almost all of the non-mechanical stuff is general info they'll already have. A quick internet search or a few minutes on Memory Alpha or Memory Beta and they're set.
From a rules perspective the core game is quite easy, with the 42 pages in the Operations and Confict chapters comprising the majority of what a player needs to know. There's also 30 page of starship rules and combat in the "A Home in the Stars" chapter. But I always send my players out on away mission 1st, so they can read those once they're into the game.
I'd say once you're familiar with it you can see it as easy, like most games. I wouldn't call Star Trek Adventures a particularly easy game in general. The 2E cleaned up a lot. The Captain's Log solo game cleaned up a lot. But it's still on the heavier side with a lot of mechanics to wrap your head around as a new player or referee.
 

That's absolutely fair. The line is amazing for Star Trek fans. Lots of great books and resources. I just really, really dislike the 2d20 system.

I would suggest a 1-2 page cheat sheet of the system rather than reading the book itself. It's just so poorly written. If someone's familiar with Star Trek almost all of the non-mechanical stuff is general info they'll already have. A quick internet search or a few minutes on Memory Alpha or Memory Beta and they're set.

I'd say once you're familiar with it you can see it as easy, like most games. I wouldn't call Star Trek Adventures a particularly easy game in general. The 2E cleaned up a lot. The Captain's Log solo game cleaned up a lot. But it's still on the heavier side with a lot of mechanics to wrap your head around as a new player or referee.
How would you compare it crunch wise using Mythras, Pendragon, or Burning Wheel as a metric, if you are familiar with any of them?
 

I would totally love to Dune if I could find some Dune familiar players. However, I am very hung up on what to actually do in a Dune game. I've obviously watched the two movies (got chills when Paul asks "what's in the box" and the Witch say "pain" cause that scene got seared into my brain when I was a kid, and the movie showed it perfectly). Outside of the whole Quiznos Hatrack thing I am at a loss as to what to with a Dune game.
I by chance you and some of your players are also boardgame fan, I'd highly recommend the Dune Imperium boardgame and its Rise of Ix expansion. That game is a sort of high level outline of the Dune verse and intros players to the Dune factions, most known Houses & leaders, important locations and other Dune verse aspects like militaries, trade & tech. The best thing about it, is its relatively easy to play. Of all the boardgames I own, it's definitely one of the best for capturing the theme of the underpinning setting.

I'd say with a degree of confidence, that if you play that game with players that enjoy both BGs and TTRPG, it'll pique their curiosity and interest for RPing in the Dune verse. And as a GM. it'll no doubt give you some background and maybe even ideas for encouters and adventures.
 
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How would you compare it crunch wise using Mythras, Pendragon, or Burning Wheel as a metric, if you are familiar with any of them?
I have played and run Mythras and own the new Pendragon 6e CRB and GM's Handbook - have never read Burning Wheel. I'd say STA is much less crunchy than both Mythras and Pendragon. More than those 2, STA just seems to be a TTRPG that players get once the dice are rolling on the table.
 


I have played and run Mythras and own the new Pendragon 6e CRB and GM's Handbook - have never read Burning Wheel. I'd say STA is much less crunchy than both Mythras and Pendragon. More than those 2, STA just seems to be a TTRPG that players get once the dice are rolling on the table.
It 100% plays better than it reads. Whether you like how it plays or not is another question entirely.
 

I you're by chance you and some of your players are also boardgame fan, I'd highly recommend the Dune Imperium boardgame and its Rise of Ix expansion. That game is a sort of high level outline of the Dune verse and intros players to the Dune factions, most known Houses & leaders, important locations and other Dune verse aspects like militaries, trade & tech. The best thing about it, is its relatively easy to play. Of all the boardgames I own, it's definitely one of the best for capturing the theme of the underpinning setting.

I'd say with a degree of confidence, that if you play that game with players that enjoy both BGs and TTRPG, it'll pique their curiosity and interest for RPing in the Dune verse. And as a GM. it'll no doubt give you some background and maybe even ideas for encouters and adventures.
Cool, I will look into it! I don't have a regular group of players, instead recruiting players on a "per campaign" basis from the pool of TTRPG players active in the local gaming community. I do however play at a "boardgame cafe" so that will be a leg up to try to find potential players. I will have to check the cafe's stock of "rental games" and see if they have it to play. Thanks for the tip!
 
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I couldn't say. The closest to any of those I've been is Call of Cthulhu.
What about Delta Green? I have that and read it but not played it. Or OpenQuest, which I have run on a couple of occasions when people considered Mythras a little too crunchy. I am familiar with several iterations of various Runequest derivative games including some Legend series and Age Of Shadow.
 

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