Tension is already high in the region of Bajor and Deep Space 9, as the Maquis continue to act against the Cardassian-Federation peace treaty, with Captain Janeway and the crew of the U.S.S. Your ship and your crew epitomise the best Starfleet and the United Federation of Planets has to offer, and you are needed more than ever.Ī new threat looms from across the Gamma Quadrant, as it is confirmed by Commander Sisko and his crew that the Dominion, led by the Founders, represent a significant threat to the Alpha Quadrant. Your duties may take you to the edges of known space, or to Federation colonies in need, to the borders of neighbouring galactic powers or into the eye of interstellar phenomena. Star Trek Adventures takes you to the Final Frontier of the Galaxy, where new discoveries await keen explorers of Starfleet. Your continuing mission, to explore strange new worlds, seek out new life and new civilizations, to bodly go where no one has gone before… Via Modiphius Star Trek Adventures Core Book – $61.99 At any rate, if you’re looking for a good crew-based game, this is one I’d highly recommend. And just how much character is present in the game.Īnd that’s not even touching the starship combat. But, once you have the system down, you’ll be surprised at how flexible it is. It takes some getting used to, and when you’re first figuring it out, assigning tasks the right difficulty will be the bane of your existence. As fun as it is, the system can be a little clunky to the uninitiated. It knows exactly what it wants to do and it sets that up. The only thing missing is some form of “get off my bridge.”īut that’s where the game shines. These are great flavor nuggets, things like Mean Right Hook or Doctor’s Orders, which tell you everything y need to know about a character. You’ll get a glimpse at important moments in your character’s life, and get to increase your starting attributes and disciplines (skills) or even pick up a talent.Īnd, let me gush about the flavor of the talents here for a moment. You generate a life path (which is an automatic win in my book) that lets you create a living breathing Starfleet officer, Klingon Warrior, Romulan agent, or what have you. And you never know where you’ll find your next O’Brien.įrom transporter chief to WW2 Flying Ace in two series.Ĭharacter creation, too, is incredible in this game. So, while they’ll never take the spotlight from an actual PC, there’s still a sense of growth and consistency. Plus, support characters are a resource that can get upgraded along with your ship. You’re never really splitting the party, but you’re able to have the characters all working in tandem on different things.
Plus, this mechanic makes it so much easier to run a B-plot as well, just like a classic episode. This way, the person playing the chief engineer, who has no business tagging along to the diplomatic meeting, isn’t just twiddling their thumbs until something goes wrong on the ship. But they introduce the idea of characters playing a support character in the interim, drawing on the fact that there are plenty of people around. And not every character is needed for every scene. You’ll have someone who needs to be the engineer, the captain, the doctor, etc. So they don’t shy away from the fact that starships are big and require a diverse crew of personnel to keep going. Far more interesting is the core character mechanic. You’ll roll them and figure out what success or failure of a given roll means.īut anyway, that’s the core rules mechanic. Things like damage and other specific effects are handled by their “challenge” dice, which are d6s that give you whether a 1, 2, blank, or 1 + effect. Players try and score a number of successes from 0 to 5, with modifiers adjusting the number of successes needed, or adding to the number of d20s you roll. There are six traits and six disciplines, and you’ve basically got the gist of it. Most rolls are 2d20 (+ or – the occasional d20) with the goal belong to roll less than a target number determined by adding a trait and a discipline together. Here’s a real brief rules overview if you aren’t familiar with the core mechanics of a 2d20 game.
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This game feels like Trek, from its character creation to core mechanics, Star Trek Adventures really gets how to make a game feel like you and your friends are playing as part of a crew. Using their 2d20 system, Star Trek Adventures sets out to recreate the feel of good Star Trek, right at your tabletop.Īnd if that was their Prime Directive, they succeeded in spades. Star Trek Adventures is Modiphius’ foray into the Final Frontier. Star Trek Adventures lets you boldly go to the Final Frontier.