I would love to see something like campaign missions. Maybe a handful of missions around the Borg. Oh and some missions concerning the dominion war (not only background and sourcebooks. I know that the dominion war will be in the gamma quadrant sourcebook).
Huh, the piece I most specifically wanted isn’t mentioned yet.
I want a short supplement that serves as a “player’s handbook”, specifically containing a shortened, errata-included summary of the rules needed to play the game, as well as more suggestions on how to roleplay the various attribute/discipline combos (i.e. what’s the difference in style between Control + Engineering vs Daring + Engineering? How do I sneak? What actions can be taken during combat?). The Core rulebook’s organization is somewhat lacking, and my players never know where to turn for rules clarifications, so I always have to do it for them… Having a shortened player reference would be very helpful!
Cards that showed possible advantages might help with tracking things too.
Also, a dice product with just the d6s (because I have enough d20s in my life) would be really great!
Aside from the attribute/discipline advice on pages 95-99, what sort of guidance are you looking for?
Pack of d6s by themselves available on the store: https://www.modiphius.net/collections/star-trek-adventures/products/star-trek-adventures-challenge-dice-set
The quickstart guide, the physical starter set, and the starter set PDF print and play product all have condensed versions of the rules, too. The starter set also comes with reference sheets on the back of the enclosed character sheets that detail actions you can take, momentum spends, etc.
I suppose that what I’m looking for, beyond what’s on pages 95-99, is more about how would you roleplay a character with the selections you’ve made. For example, one might highlight how a high-daring and high-control character might conflict in their approach, like the exchange between Miles O’Brien and Ro Laren in S5:E5 (I think; just watched it last night). How could a medicine character contribute on a mission that doesn’t have people bleeding? I dunno; it’ skind of vague and ambiguous, I admit, but I feel that I often have players who don’t know how their character sare supposed to be different form one another, since there isn’t a clear “character class” structure (although, that may just be because I taught the game to D&D players).
And by golly, I’m so happy to hear that there’s a condensed explanation of player actions in the quick start guide and starter set! Does that contain starship-based actions as well? I’ve always been afraid to try out starship combat because there’s so many actions to learn, and I worry that my players wouldn’t know how each character could contribute!
I suppose that what I’m looking for, beyond what’s on pages 95-99, is more about how would you roleplay a character with the selections you’ve made. For example, one might highlight how a high-daring and high-control character might conflict in their approach, like the exchange between Miles O’Brien and Ro Laren in S5:E5 (I think; just watched it last night). How could a medicine character contribute on a mission that doesn’t have people bleeding?
The Command, Operations, and Sciences sourcebooks go into more detail on this. Chapter 3 of each book, specifically. (Command and Ops are available now; Sciences coming soon.)
Does that contain starship-based actions as well?
Yes. Sensors and internal systems reference, helm and navigation reference, personal combat reference, security and tactical reference, commanding officer reference, and conflict momentum spends.
It’s up to the captain or the first officer to assemble an appropriate away team. In many cases, a medic or a doctor might still be useful. And even if not, such a character has other Disciplines that may be useful. But if it is clear that such a character won’t be needed, you could use the Supporting Character mechanic to let the player control another character instead.
I’d also suggest there is likely to be suggestions on this in the sciences book, just like there is for conn, engineering and security in the other two books.
I mentioned it before, but I would quite like to see a split players rules and GM’s rules books. You need all the detail that the core book goes in to, but the players in particular dont need all the details on running the game, NPCs, etc which makes up half the book. The core book is also relatively expensive, so a players supplement in line with the other supplement prices would present much less of a barrier to people picking it up. (I have 3 groups- they own 1 core book between them because the price is too much for them each to pick it up)
I guess since this is a wishlist… I wish the rulebook wasn’t as pretty. I just find the black pages and white/orange ink, however well themed for trek, very unusual for a book and makes it difficult to read along sometimes.
Then I shall seek out this mysterious supplement right away! Thank you, good sir.
(Now I just wish that it was an appendix to the original core rulebook :P)
Drive Thru RPG has that option.
I guess since this is a wishlist… I wish the rulebook wasn’t as pretty. I just find the black pages and white/orange ink, however well themed for trek, very unusual for a book and makes it difficult to read along sometimes.
It may not be ideal, but if you have a print copy of the core book, you can email Modiphius and have them email you the printer friendly PDF, which is formatted with a white background and dark text. DTRPG sells a print on demand version of the white background file. Just an option. Modiphius is cool that they offer PDFs for free with print purchases on their products.
There are are a lot of good examples in the Operations and Command books of what you are talking about (I think at least what you’re getting at?)
Like for a high security rating character who is medical: “Example: Dr. Julian Bashir served as the chief medical officer aboard Deep Space 9 but would eventually become involved with the secretive organization, Section 31, during the Dominion War. While he never became a full operative, his skills in covert operations were advanced enough to be offered a position within the group.”
In the command book, "
The character is an accomplished healer — a doctor, counselor or expert in some field of medical practice — and leader. Commonly found in authority at medical institutions such as large hospitals or medical ships, they may have been a starship chief medical officer, with a staff of several doctors, nurses and orderlies. Practical skills plus administrative and organizational talent are vital, often resulting in crisis relief missions.
Example: Beverly Crusher, chief medical officer of the Enterprise-D, Enterprise-E, and former head of Starfleet Medical, is a character with high Command and high Medicine."
In our game, our Doctor is actually our strongest hand to hand combat character. I don’t find this particularly unrealistic – I used to do judo with an MD
In our game, our Doctor is actually our strongest hand to hand combat character. I don’t find this particularly unrealistic – I used to do judo with an MD
That’s an important reminder that Starfleet officers are so thoroughly cross-trained that a doctor could easily be added to away teams that have nothing to do with medical issues. Medical officers are also scientists and could fill any number of roles. A medical PC could even be looking to switch tracks into command, and be looking for field experience, leading a team or the like. Lots of options.
As ex-soldier I can tell you, it never hurts to have paramedic with you! And even if the medic doesn’t has to patch one of the team, modern medics are trained as any other soldier. For your US guys: think of him as a Specialist. But otherwise then the normal Specialist (Comm, Heavy Weapons or Demolition), he keeps you alive.
And the role of a medic doesn’t need to reduce to standard sentence “Jim, he is dead!”. As already said, he could be Section 31, or depending on your timeline MACO, or maybe he could be your ‘hacker’.
My group’s science officer has a pretty good security score, and managed a lucky enough attack a couple weeks ago to punch out a Sehlat (one of those moments in a session to remember for its sheer oddity!). He also serves as a backup for engineering tasks. No reason a medic shouldn’t be similarly cross-trained.
Just a note, most of my group’s characters were generated by random rolls through the life path chapter in the book, so that science officer was not made as he is entirely by design. His security score was boosted by a milestone, at the expense of conn, but he is largely a result of random die rolls.
I’m gonna second a random episode generator. I think a good way to include that into the game supplements would be to make series specific sourcebooks. that way the random generator could be tailored to give you the feel of that particular series.
Hey, so I looked through the quickstart stuff, and I didn’t find these references there, and I’m hesitant to spend money on the starter kit if they’re not there either. Can you confirm that these references are there?
I bought the Starter Set from a local store a few weeks ago. I can confirm that the reference sheets are there. They are on the back side of the pre-generated character sheets and ship sheet that come with the set.
Also, once you buy the starter set (if you buy it elsewhere and in a physical copy) take an image of it and a copy of the receipt and email Modiphius support and they can give you a pdf copy of everything that they have available in it. I still need to do this myself just for simplicity, but it shouldn’t be too much of a hassle.
Those summary sheets can also be found packaged with the GM Screen.