Star Trek Adventures takes you to the Final Frontier of the Galaxy, where new discoveries await keen explorers of Starfleet. 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. 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.
I almost feel like I should split this review in half. One half would be for the game itself, which I think is a five-star experience that does a really credible job of balancing storytelling, the various Trek series, characterization, playability, and crunch-vs-fluff in a way that really, really works. The focus on character, story resolution, the give-and-take of the narrator working with the players even when things are going against the players? It all makes for a great experience, and a very Trek one. It becomes even more rewarding if you also have the Tricorder Rules Digest, which transforms the Character progression into something far, far more intuitive, focused on role-playing, (and doing away with the "nominate" someone mechanic which I loathe on behalf of gaming introverts). It's great. We're loving it. My two groups continue to challenge me as a narrator on an ongoing basis, and we're having a great time.
The other half of the review, however, is for the book itself, which would be—alas—a three-star experience. I get the desire to make the book look Trek-ish, but if you've got even a slight visual impairment, this book is a nightmare to peruse (dark amber or purple italic font on black, really?), and even if you do have 20/20 vision, good luck using the index to find, well, almost anything. At one point, I was trying to remember what Escalation cost meant for equipment—I was pretty sure it was adding to threat—so I checked the index and it sent me to page 312, where it talks about about NPCs with Escalation abilities, which is similar, but not what I was looking for. So I re-read the entire sub-chapter on Weapons, Gear, and Other Items, where the table lists "Escalation" and/or "Opportunity" under the cost heading, but nowhere in the chapter explains what they mean, even though it breaks down all the other qualities listed on the chart. Eventually I went back two sub-chapters to the introduction on stuff and found it, but why in the world would that version of Escalation not be in the index? Thats just one example, but the entire process of learning the game was like this, with much flipping back-and-forth, post-its, and making notes to myself. Worse, the Index wastes space on the fluff. Did you want to find the spot where there's a log-entry from a character? That's listed in the index—but the part where the explains how base energy weapon damage is calculated... isn't in the index.
If I can go back to the physical design choice, the black pages are also glossy, not matte, so even when you're reading the white font, you have to angle the damn book out of the way of a light source. (I get they wanted it to look like LCARS, but remember the Last Unicorn Games Trek game? You so didn't need to go this far to give the Trek feel. Readability is better, I promise.)
Ultimately, I obviously think this game is worthwhile and we are loving playing it, but the shortfalls of the layout of the rulebook are a huge (and ableist) frustration. Originally, I ended up watching play-through videos on the Modiphious Youtube channel, and many times had "a-ha!" moments, so I'd suggest that as a first step, and then read (and prepare to re-read). I backed this when it was first made, but only got the core book physically, the rest digitally, and think the narrator's screen would be worth picking up just for access to all the various "here's what you can do on your turn" panels for the stations on the Bridge and having the information not-scattered in the book for the narrator.
Since my campaigns both picked up speed, I also eventually purchased the Tricorder boxed set and the Rules Digest has everything you need to play, in legible dark-on-white font, and while it's all through a TOS lens, the update to character progression and the presentation and a much more useful index would honestly lead me to suggest any players pick up the Rules Digest rather than the Core Rulebook.
That said? My two groups have been playing this for a year now, and loving it, which is ultimately the point, and why I ended up deciding on four stars.
(preface: this review is from reading the pre-order edition and having played 2 sessions with the alpha rules)
Weighing in at almost 400 pages, this book might as well be Starfleet General Orders and Regulations. Thankfully, you probably don't need to read it cover-to-cover: the best captains ignore regulations, and you probably should, too.
The first section of the book is a surprisingly good overview of the Star Trek universe. Fans will recognize references to specific episodes, and minor asides and a history textbook-like style make it a fun read.
Afterwards, you get into the rules. There are a lot of rules (even compared to most other RPG systems). It turns out that flying a starship, conducting scientific experiments, and operating on aliens is hard, and the rules for doing that in a balanced and systematic way end up being somewhat bulky. An interesting twist with the rules is that combat accounts for only a small part of it: in true Star Trek spirit, most of the game is intended to focus on exploration with combat as a last resort.
However, I hope Modiphius and the STA creators will agree that you can probably ignore most of the rules and still have a great time. Use the basic rules for combining attributes and disciplines for checking tasks and just play out your own episode of Star Trek. Regulations are mostly for when things go wrong anyways, and you can incorporate those into your game later.
If you want to play a Star Trek RPG, this is the system that allows you to do that. Get the PDF first to give it a short (it's much cheaper), and if you like it, you can splurge on a very fancy physical volume later
This is a big improvement over the previous Star Trek RPG. First, the character creation is quite interesting. It uses a life path system. This system allows you to create your character by following the different stages of his or her life. I think this kind of character creation system makes it easier to visualize your character and could perhaps improve the role playing of players. Another thing that I liked is the layout and design of the book. Every page looks like a computer screen from the Next Generation. Finally, I really like the art in this. There are a lot of dynamic action scenes, and a variety of alien races are used, which makes it more diverse than the TV shows.
On the downside, the book could be better organized. I found it a little difficult to find information. Perhaps some charts of actions, abilities, and so on would make it easier to find things.
This is the first ever RPG rulebook I've ever read so I have no comparison to other RPGs. I'm a huge fan of both Star Trek and board gaming, but I had never tried a tabletop RPG before. Looking for something to play during the COVID19 self-quarantine, my friends and I decided to try out Star Trek Adventures.
As a fan of Star Trek, I loved reading the book and learning the system. I do feel that having a basic knowledge of Trek lore is required to help you understand the system. If you are a Trekspert, you will love all the nods, winks and references to events from the series. The system does seem complicated at times. I've read this book from cover to cover and I've re-read some section multiple times but still it's hard to get my head around all of it. But if you are willing to take the time to learn all these rules, you are rewarded with a great way to faithfully reproduce the best Star Trek Adventures with you and your friends.
Solid engine for running tabletop adventures in the Star Trek universe. The core could benefit from more examples and less fluff in the margins, but packs the right amount of mechanical punch to run a game - which I did, the weekend after finishing my first read through.
Generally, I think the level is about right in terms of complexity; more solid reference material would make the learning to running curve more manageable.
I like the lifepath character generation, but would appreciate a lot more options and more tables for random stuff. Random goes a long way when trying to ignite the creative engines.
Would recommend the Quickstart as a source of quick reference and a solid set of pre-generated characters.
Visually this book is pretty impressive. I love the LCARS design. The white-on-black text perhaps isn't the most readable, but I didn't have too much of a problem with it and I think it made it fun. The setting reference material is probably my favorite part of the book. It reminded me of flipping through the old Star Trek Encyclopedia I had as a child.
The game itself seems well designed and well suited to Star Trek stories. I don't think I fully grasped it from the book by itself because of the way the rules are kind of strewn throughout the book, mixing in with setting material. Some of the rules don't make sense to me yet, like extended tasks. The GM has to set four different numbers to represent the difficulty or complexity of the extended task, and it's not super clear what those numbers would correlate to in real life, so how would you know what to set them to on the fly? I suppose that's something that you figure out with experience. But I'm grateful for other reference material (like the official GM screen) that would help keep the rules straight.
It would be my dream to run a campaign of Star Trek Adventures. I haven't done it yet, but hopefully I will some day.
This is an okay system. I have my likes and dislikes, just like any system.
For instance, I love character creation. It really puts you in the mind of the character as you walk them through their history and what brought them to be on a Star Fleet vessel. I am not a fan of how the system promotes GM vs PC game play. Wanna do x? Then you have to let the GM screw you over later. I'm not a fan.
And the system overall is a little cumbersome. A simple task that is just hard enough to require a roll will take you 30 seconds instead of 2. Get into combat and each roll can begin a discussion between the players. None of this is world ending, just small things that can't really be streamlined without talking to your players (or fellow players) before game time and making sure EVERYONE understands.
It's a good game system, well suited to Star Trek. The book itself is nicely designed to look like the computer screens on the Next Generation shows, but the white-on-black text can be hard to read. Like most roleplaying game core books, this one faces the challenge of presenting a large amount of complex information, and it is occasionally difficult to find that one little rule you are looking for.
Rulebooks are dense and hard to read - they get to be slogs of rules, by their very nature - this one does a good job of breaking up the flow of "if this then this then this then this" of rules with anecdotes, side-stories, and the like. Good game system, the Modiphus 2d20 system is pretty rock solid, won't lie. Good information on Star Trek as well, which I know basically nothing about.
Despite a risible attempt to conceal Gareth Michel-Skarka's involvement in the book, this is still probably the best attempt at a Star Trek RPG yet. Further thoughts on the difficulties of adapting Trek: https://refereeingandreflection.wordp...
Very well crafted RPG book. The rules are illustrated with examples from episodes and fiction is prominently placed throughout making for an interesting and entertaining read. Looking forward to playing this game!
Well written, and very intricate. It would take dedicated individuals to play campaigns in this game system. Having said that, it is very well done, but requires that you actually read and study the rules.
Award the contract for writing this to another group! This “manual” smothers any interest with incomprehensible everything and 40% chaff short stories with no inspirational, contextual, or educational value. Pure drivel.
I've been pouring over this book for months, so it seems only fair to count it toward my yearly goal. The designers of this game really did understand the assignment - it's Star Trek through and through. The systems for solving crises of diplomacy, science, and engineering are just as complex as the rules for combat, and the character creation really encourages players to consider their character's whole life and ongoing moral arcs. The layout of the book itself is a little busy and jam-packed with flavor text, but the aesthetic is spot-on.
A solid game with lots of fun fluff. Art is excellent. Index isn't as thorough as it could have been. Several typos throughout which are often confusing but not unusual in this typo of product.
This version of the Star Trek RPG is almost certainly the best one. I’ve played the original FASA version, two different core books from Last Unicorn Games, and even the short-lived Decipher series. The writers over at Modiphius really get Star Trek and have really accomplished something great here. So why only 3 stars?
Essentially, I question as to whether the TTRPG medium is really workable for Star Trek. At it’s foundation, Star Trek is basically a stage play about morality and ethics set on a starship. Yeah, a lot of Star Trek fans talk about space battles, the tech, etc. But that’s not really the key story element of Star Trek. If you ignore the morality play aspect of it, it’s not really Star Trek anymore.
I mean, are you really running a game where the central aspect of the adventure is a trial to convince a starfleet judge about whether or not androids deserve basic human rights? I suspect not. Your game is probably about shooting stuff with phasers and destroying Romulon warbirds.
Overall, I just don’t think Star Trek really works in this medium. Great attempt by Modiphius though. Ultimately, it isn’t the game that is 3 stars - it’s the players.
Trying to learn a new game system gets more difficult with age. This isn't the best set of rules so far in but persevering. The writing is average at best and not as polished as hoped. Let's see how it goes.