The idea being that the plot hooks and encounter seeds presented in various STA books being helpful or not, and in comparison with adventure modules such as D&D modules. Spinning off from a comment in the Alpha Quadrant sourcebook thread:
Among my thoughts on this matter drive down to the fact that your average Star Trek adventure (in whatever system) is going to be fundamentally different than your average D&D adventure (in whatever edition). Even most fantasy RPGs, I’d imagine, not just D&D in particular, but D&D being the 800 lb behemoth, let’s stick with that as the comparison.
Most D&D modules assume you have some mix of fighter, rogue, wizard, cleric or some alternative combination of classes that’ll go into the module and hack and slash their way to victory or death. Whatever their alignment, whatever the class spread, the adventure is written to a baseline assumption that some adventuring group is going to adventure within the parameters of the module.
It’d be up to the DM to take that module and modify it for use with their specific game group, adding in subplots, NPCs, setting elements, and other details to drop it into their campaign and make it relevant to their group of characters. Though I’ve also seen DMs take their group of PCs and just drop them into a published adventure with little to no pre-prep or work ahead of time, just running the PCs through the published module and seeing what happens. All valid forms of gaming.
We do this with STA as well, in our published adventures available in PDF and/or in the mission compendium books. We set up a story and present scenarios and NPCs and things for the PCs to do, with the assumption that a GM will tailor the presented adventure for their specific group of PCs. No publisher can hope to make every published adventure work for every game group without some form of modification–the number of variables are too high.
Star Trek Adventures is somewhat more complicated too in that, at its best, Star Trek stories are about characters and relationships. It’s one thing to pit a random crew against the monster of the week at the planet of the week, but it’s another thing to pit a crew against the monster of the week that just so happened to have wiped out the colony one of the PCs hails from and which remembers the event and is penitent about it but can’t communicate that to the PCs without some effort but really wants to before the PCs inadvertently harm it.
The plot hooks in the division books and the encounter seeds in the quadrant books are designed to be tools to spark imagination and ideas, and ways to get the GM and players thinking about how to adapt specific situations and campaign ideas (a Maquis campaign, a front-line war campaign, a Borg-focused campaign, etc.) to their specific set of PCs. We also provide full-length adventures, and I’m working on some additional materials that are something between an encounter seed and a longer adventure for future products.
Anyway, just some thoughts. Would love to hear comments about pros and cons of using full length adventures written for a baseline, or plot hooks, encounter seeds, and the like, or whatever else related to the topic.