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Star Trek Adventures: Core Rulebook

Star Trek Adventures Core Rulebook

Visually, the entire book is laid out as if you were viewing an LCARS (Library Computer Access and Retrieval System) screen in the ST-NG era... quite beautiful and distinctive to look at but I always find white text on a dark backround a bit tiring on the eyes for any length of time. It's worth persevering though, the content has been put together by people who clearly love the Star Trek universe and want to bring it to life in the shared alternate reality that is your game.

After a beautiful star chart Chapter 1: Introduction welcomes you to the Star Trek universe and explains what the game involves. It explains that the default setting is 2371 (or perhaps we should say Stardates 48000-48999), but that it's quite possible to run games in other eras, be your favourite captain Kirk or Archer: all you need do is adjust technology and surroundings to suit. Advice is to be found in the Gamemaster material and in promised future supplements. There's mention of the dice and other materials that you will need, and an example of play that should get the idea across for anyone new to roleplaying.

Chapter 2: The United Federation of Planets serves as a detailed introduction to the universe, with particular attention paid to its history. The default is that the Dominion has just been discovered in the Gamma Quadrant, the Maquis are getting frisky in the Cardassian Demilitarised Zone and it's thought likely that the Borg will come back for a second attempt at assmiliating, well, everybody, but of course you can call a pause in the timeline whenever you want to adventure. We read of the major power blocs, complete with atmospheric 'intelligence reports' and other snippets such as diary entries, history lessons from Starfleet Academy professors and more which make it all come to life - and everything's written in a style that makes it suitable for in-character use. It's a neat way to tell the history of the universe.

Next, Chapter 3: Your Continuing Mission provides extensive details about Starfleet itself - organisation, the Prime Directive, the Academy, the sort of duties members undertake and what away teams do. Sidebars include a neat rationale about why uniform colours changed from command wearing gold and operations red in the time of Captain Kirk to the other way around in later years... it was actually due to the implied stigma of a 'red shirt' being most likely to die on an away misson or other dangerous circumstance! The explanation of the different sorts of duties and missions is fascinating and should help inform character creation and indeed adventure design.

Chapter 4: Operations follows. This explains the rules and game mechanics which govern play. As well as d20s and d6s, the system involves a special 'Challenge Die' which bears a special symbol (a sort of 'Starfleet arrow' based on the original series badge). There's an explanation of how to use an ordinary d6 instead - or you can buy Challenge Dice from the publisher Modiphius. We learn about the different things that can occur during play and about a system of Traits - short phrases or single words that describe a thing, a place or a person - which serve to convey what is and is not possible. Traits can be advantages or complications. A Task is a roll to determine the success (or otherwise) of an attempt to do something, and the character brings their innate Attributes and learned Disciplines to bear on the task, with their scores being used to determine the target number for the task (it might have made more sense if characters had been covered first rather than in the next chapter, but it's quite straightforward really). The GM then sets the Difficulty of the task, which tells you how many successes you need to roll to do whatever you are trying to do. A success occurs when you roll equal to or less than the target number. Then you get the dice out - at least 2d20 but you can roll more by use of various additional rules. It may sound a bit complex written out but it's slick in play once you have tried it a couple of times. The chapter goes on to explain various details like having appropriate equipment and other factors that can help or hinder you, how to deal with opposed tasks and so on. If you do exceptionally well in the die roll, you gain Momentum, a mechanic that gives you advantages at the time and/or later on, depending on how you choose to use the points. The GM has a complementary system called Threats. Things called Values and Directives may also come into play. Described properly in the next chapter, Values are statements about a person's attitude and drives, Directives apply to the mission - and hence to the entire party engaged in it.

On then to Chapter 5: Reporting for Duty. This covers a whole lot more than character creation, although that's the main gist of it, using as examples characters from the TV show - hopefully most readers will be familiar with them! Each character has six Attributes (Control, Daring, Fitness, Insight, Presence, and Reason), innate abilities that define them, and then get training in six Disciplines. While a character will specialise in one or more (and so have more points in it), Starfleet expects its officers to know at least something about everything. The Disciplines are Command, Conn, Engineering, Security, Science, and Medicine. Then it gets fun with a Lifepath Creation system that builds the character and his backstory at the same time, showing how, when and where he acquired his knowledge and skills. It does help if you have some idea of where you want to end up before you start, though! There's loads of detail to help you make all the choices required, starting with race and going through environment (the one you grew up in), upbringing, attending Starfleet Academy and subsequent career in Starfleet. All this results in a rounded character who has lived a full life even before play begins. The main focus is on Starfleet officers, but there are notes on created an enlisted character if that's what you prefer. There is also a novel alternate method of creating a character during play, where you part-create a few simple details and add the rest as the game proceeds. Different, but I think I prefer the Lifepath method.

Then Chapter 6: The Final Frontier talks about the universe itself, covering planets, alien encounters, stellar phenomena and scientific discoveries and developments. This is an overview, talking about characteristics and dangers, rather than detailing specific planets or aliens that can be encountered. It includes a delightful article entitled 'Zen and the Art of Warp Core Maintenance' which discusses how the science of Star Trek is either real or has been at least considered to be theoretically possible, and also shows how in-character research can be conducted.

This fascinating chapter is followed by Chapter 7: Conflict. This deals with a lot more than brawling (although combat is in there), covering any occasion in which two parties have different ideas about, well, anything and how the matter may be resolved. It provides a nuanced way to navigate through social conflict using a mix of role-play and die rolls. Naturally, there is extensive coverage of how to deal with situations in which combat breaks out, concentrating on melee (individual against individual). This is followed by Chapter 8: Technology and Equipment, which talks about what is available and how to use it. Should you wish to venture outside the mid-24the century default, this is the area in which the greatest changes will occur. It also covers details like how much people can carry as well as how to develop new items of equipment as and when they are required.

Star Trek is all about travelling the stars, exploration accompanies nearly all missions even if they have another goal, and so Chapter 9: A Home in the Stars looks at where the party might find themselves - primarily starships of course, but starbases and colonies are also examined. There's plenty of detail on starship operation and day-to-day life to help create a believable background. A note on planet-based games helps show how you can make life on a colony just as much an adventure as one based on a starship or starbase. This chapter also includes rules for starship combat and presents an array of Starfleet ships as well as some alien vessels. Combat between ships, as well as the more obvious concepts of manoeuvering and shooting at each other, also includes the management of power aboard ship, an added dimension... and of course there are the perils of warp core breaches and even abandoning ship.

We then move on to material of most use to the GM, beginning with Chapter 10: Gamemastering. Herein is a wealth of advice about running the game, staying on top of the rules and ensuring that the players' characters develop and grow over time. Some is general advice, useful whatever you're planning to run, but much of course is aimed specifically at Star Trek Adventures. There are ideas for adventure, guidance in managing character creation and notes on how to make the rules work to best effect. There's an interesting discussion on how Star Trek Adventures has a slightly different approach from many games, in this universe cooperation rather than conquest is the aim and while fights do break out, Starfleet prefers to obtain its objectives by more peaceful means. Belonging to a large - and hierarchical - organisation is also covered: the characters cannot become pawns following orders... but then, no-one would accuse Kirk or Picard of being a pawn! There's lots on the mix of creativity and mechanics that go into creating scenes, encounters, sub-plots and everything else that's going on, on pacing, and on creating missions, NPCs and the locations in which the action will take place (including a system for designing planets). A thoroughly useful chapter!

Then Chapter 11: Aliens and Adversaries takes you through the various opposing entities - the Klingon Empire, Romulan Star Empire, Borg Collective, Ferengi Alliance, Cadassian Union and the Dominion - as well as alien artefacts and all manner of beasties. There are example NPCs for each group (and for the United Federation of Planets), and there are nots on how to handle a player desperate to play a Klingon or a Ferengi... as well as details of what happens to those unlucky enough to be assimilated by the Borg!

Finally, Chapter 12: The Rescue at Xerxes IV provides a ready-made adventure to get you started. It's actually the first adventure from the massive 'living playtest' that was part of the game development process, and would make a good campaign starter or a one-off to introduce players to the game. It all starts with the characters in a runabout travelling to their new assignments...

Overall, this is a magnificent beginning to what has the potential to be a fine re-telling of the Star Trek story in game form. Your mission is, of course, to boldly go where no-one has gone before, and these rules will aid you in not only getting there but coming back to tell the tale!

Return to Star Trek Adventures Core Rulebook page.

Reviewed: 8 July 2017