Star Treck RPG

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Lurker
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Star Treck RPG

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So I just checked my e-mail and saw a 'Bundle of Holding' for Star Trek from Modiphius Entertainment

It is one of the more costly bundle I've seen. Not sure I'll get it, but wanted to see if anyone around here knows anything about it, if they like it, or would advice for or against it.
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Bifford
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Re: Star Treck RPG

Post by Bifford »

I love ST:A

It is a 2d20 system. I mostly use the top (main) layer of the mechanics but there are a lot of extra layers if you are a rules lawyer.

I have written two of my own scenarios and they have all gone down well with the group I ran them for, and I also ran some of the "living campaign" they offered during beta.

The game play flows nicely, there is always something for each of the three colour uniforms to do (as long as you GM it right) and it does produce a good team mentality.

There is a Quickstart Guide available if you want to dip your toes in before buying the package. I recommend it.

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Re: Star Treck RPG

Post by anvil242 »

That is a heck of a deal for a system that's a ton of fun (once you get the hang of it). If you are a Trek fan, you should get it. That $41 gets you a LOT of material, and 13 adventures.

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Re: Star Treck RPG

Post by Lurker »

crud, I was hoping you all would say it sucked and wasn't worth it …

I guess the wife is going to give me another one of those looks

Thanks for the info on it. I like the idea of all the color of uniforms having a job and promoting team mentality.

Thanks for pointing me to the quick start rules for it so I can review the rules before I buy them
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Re: Star Treck RPG

Post by Traveller »

The problem with the core rulebook, as has been pointed out in some reviews in the past, is it's a bit overwritten. For an example, spending a point of momentum in the rulebook says you buy 1d20 and the d20 is treated as rolling a 1. It would have been easier for Modiphius to write that spending a point of momentum buys you a success, but they didn't want to run foul of the ruleset's restrictions.

Now, as a Star Trek fan, the thing that stopped me cold in trying to read through the core rulebook was the rank chart on page 59. The fact Modiphius got that one so totally wrong makes me question the quality of the rest of the ruleset. Of course I'm also a bit biased, as I wrote my own Star Trek game before Modiphius released theirs, using the Cepheus Engine.

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Re: Star Treck RPG

Post by anvil242 »

Momentum = Determination in the above example. 1 momentum spent gives 1 extra d20 to roll. Determination is more powerful and harder to get, and that extra dice bought with determination is 2 successes. I will be the first to say that there are things about 2d20 that I don't like (extended work track, spotlight advancement), but the system is easy enough to allow almost anything without breaking your brain in the process. And yeah, that rulebook is a LOT to take in. The rules don't even start until page 73.

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Re: Star Treck RPG

Post by Bifford »

I liked the Beta rules and learnt from that just the "bare bones". So I can GM a game of ST:A and yet have never read more than a few pages of the actual book.

Does me just fine.

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Re: Star Treck RPG

Post by Lurker »

Traveller wrote:
Fri Apr 24, 2020 3:13 pm
The problem with the core rulebook, as has been pointed out in some reviews in the past, is it's a bit overwritten. For an example, spending a point of momentum in the rulebook says you buy 1d20 and the d20 is treated as rolling a 1. It would have been easier for Modiphius to write that spending a point of momentum buys you a success, but they didn't want to run foul of the ruleset's restrictions.

Now, as a Star Trek fan, the thing that stopped me cold in trying to read through the core rulebook was the rank chart on page 59. The fact Modiphius got that one so totally wrong makes me question the quality of the rest of the ruleset. Of course I'm also a bit biased, as I wrote my own Star Trek game before Modiphius released theirs, using the Cepheus Engine.
I can see the argument in it being over written, but if you have read any of my posts etc, you know overwriting doesn't bother me that much.

I can see making your own rules or modifying rules to fit star trek, but I'm to lazy to do that …

As for rank, I can see where it would turn off a fan. However, I watched the original series and the movies when I was young, and Next Generation until I went into the Air Force. After that, I watched what I could, but I missed a lot. So, I wouldn't know anything other than the general color of uniforms etc. With that, I wouldn't know that the rank in the book was messed up if you didn't tell me.
anvil242 wrote:
Mon Apr 27, 2020 11:46 am
Momentum = Determination in the above example. 1 momentum spent gives 1 extra d20 to roll. Determination is more powerful and harder to get, and that extra dice bought with determination is 2 successes. I will be the first to say that there are things about 2d20 that I don't like (extended work track, spotlight advancement), but the system is easy enough to allow almost anything without breaking your brain in the process. And yeah, that rulebook is a LOT to take in. The rules don't even start until page 73.


Rgr on it being A LOT & the rules not starting till in the 70s page count ! Over written is one thing, but good Lord, there is a lot there to bend your mind around before you even start making a character !

Lots of good info, and I do like the log and communication blurbs in the book. Helps give me ideas and a feel to dig into. However, like I said above, I missed a lot, watched Next Gen, some deep space 9, and a little of the prequel - I hated voyager and after a few skipped it entirely. So, there is a lot of cannon covered there that I knew little to nothing about.

With that, if I ran a game, I'd have to put it on the periphery of the big events, or in a slightly earlier time frame than btb - I always like the events around Enterprise-C so that may be a good area for me to look at.

For the rules, I need to reread them a few times to make sure I'm tracking, but I do like the idea of momentum determination etc. I agree with Bifford on it building a team feel. I can see where good successes by one player feed into others having better chances of success and using momentum.
"And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain

Forgive all spelling errors.

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