The people at Modiphius, makers of the latest Star Trek role-playing game, could be forgiven a slight case of nervousness at the moment. Licenses for these big-name properties don’t come cheap, and they have clearly put a lot of time and effort into the new game. One suspects they may not have been anticipating the underwhelming response to Star Trek Beyond and the general lack of buzz around the golden anniversary of Trek. In terms of the franchise’s future, a lot may be riding on the success of Discovery (perhaps a bit worryingly). There are already plenty of reasons to wish for a renaissance in Star Trek‘s fortunes and quality – the fact this would help the chances of a game which has clearly been something of a labour of love is just one more.
I’ve been playing Trek RPGs since the late 1980s – mainly in the form of the original FASA game and its associated starship combat system. Fond of them though I am, the FASA rules were, to the modern eye, very clunky and war-gamey, and failed to address some of the inherent problems in trying to simulate the Trek experience in an RPG: namely, everyone wanted to play a Vulcan, as the racial component of character creation was rather unbalanced, and the issue of the guy playing the captain turning into a despot (or junior characters being wildly insubordinate) was basically left for the GM to deal with.
Star Trek Adventures is a much slicker and more modern game that makes a decent attempt at addressing these kinds of issues. There is much to like about it, a little that I am slightly dubious about, and a few things that I think are just a bit odd. First amongst the oddities is the way that the game is clearly being marketed as a (for want of a better word) universal Star Trek RPG, with the option for games set in the 22nd, 23rd, or 24th centuries (or, to put it another way, the Archer, Kirk, and Picard eras).
Well, to some extent this is true, but the rulebook makes it clear quite early on that the default setting for the game is the year 2371 (the Enterprise-D is about to go on its final mission, the crew of Deep Space Nine are engaged in their cold war with the Dominion, and the Voyager is preparing for its ill-fated mission to the Badlands). The rationale for this is that there are plenty of options for adventure here, with other ships being called upon to fill in for the lost Enterprise, etc, but it’s hard to shake the impression that this decision was largely made for licensing reasons.
The Trek rights situation is rather complex, but basically this game was licensed by the holders of the rights to the TV shows rather than the movies, and so the game’s ability to include material from big-screen Trek seems to be very limited. The art primarily features Picard-era characters (judging by the uniforms), with a few pictures of people in Kirk-era gear, but there’s no sign of the red tunics from the Harve Bennett/Nick Meyer films or the dark uniforms introduced in First Contact. Events from some of the movies are touched upon, but only very occasionally; there’s no mention of the Abrams timeline at all (so it’s not all bad news).
The people writing this game really seem to know their lore and be dedicated to providing a proper Star Trek experience for players, so it’s very unlikely that this was an entirely voluntary choice – and, to be fair, I get the sense that Picard-era Trek is still the most popular with the fanbase, and so many people will be looking to play in this era, in which case the late-24th century default setting shouldn’t be too much of a problem.
On the other hand, if your game’s setting moves away from about 2370, there’s a sense in which the options the game presents you start to become limited. Several of the PC racial options are designated ‘Next Generation era only’, while there are no ‘original series era only’ choices. It’s most noticeable when it comes to the Federation ship classes presented as player options. Of the nine ships in the book, the Akira, Constellation, Defiant, Galaxy, Intrepid and Nova classes are obviously Next Gen only, while the Miranda and Excelsior classes bridge the original cast movies and the Next Gen era. The only original series ship offered is the Constitution class (to be fair, there aren’t any other canon ship classes from this period). There are no stats for the NX-class starship at all, despite Archer-era play still supposedly being an option. Also absent are stats for the refitted Enterprise, and the Sovereign-class – both of which are essentially movie-only designs.
This feels odd and perhaps a little irritating more than anything else, because the basic rules lend themselves equally well to recreating all periods of Trek. Any differences will most likely be ones of emphasis and style, and this is touched on to about the degree you’d expect in a core book – there’s a brief section on how the final frontier was a bit wilder in Kirk’s time (the late 2260s) and how ships operated more independently of Starfleet, but not much when it comes to creating period-authentic scenarios, for instance.
(I’m not sure this isn’t a big misjudgement, given the 2260s are arguably the most iconic Trek setting, especially for gamers who aren’t Trekkies. The idea of being off in unexplored space encountering strange new worlds (etc) may well be rather more appealing to some game groups than (say) getting heavily involved in pre-Dominion War faction politics, especially if they’re not familiar with DS9. Plus, you get to fight it out with the Klingons with a totally clear conscience, seeing as they’re definitely all bad guys at that point in history.)
The rules themselves are admirably simple, to start with at least, with a roll-some-d20s-and-beat-this-number mechanic. Target numbers vary from 8 to 16, depending on a characters competence (they are based on Attribute + Discipline) with extra successes being generated if you roll well or have an applicable focus (basically, a skill specialisation). The six disciplines each relate to one of the branches of Starfleet and are left admirably vague – the ‘security’ discipline covers everything from interrogating a prisoner to getting into a phaser battle. Characters also have a bunch of talents which can help them in various ways, too.
There’s also the seemingly-obligatory narrative system, which in this game deals with Momentum and Threat: characters can convert extra successes into something called Momentum, which is a group resource characters can spend to buy extra d20s, do more damage, get more information from the GM, and so on. Threat is basically the same but is a GM resource to make life harder for the players; it does require the GM to be on the honour system and not sneakily introduce complications (etc) if they don’t have any Threat to spend. (PCs generate Threat in a number of ways – by avoiding lethal injuries, or by using certain pieces of equipment, for instance phaser rifles or photon torpedoes.)
So far so good, but I’m a little dubious about some of the advanced rules the book presents, in which some situations are handled using ‘extended tasks’ with a new set of terminology – the book starts going on about ‘Work Tracks’, ‘Breakthroughs’, and ‘Magnitude’, and even if all this is strictly necessary for a good game experience, I’m not sure the more abstruse elements of the rules are explained sufficiently. At least the book makes it clear they are only advanced options.
The core rules encourage the GM to ensure there are a number of routes to solving any crisis the characters end up in – ‘Red, Blue, and Gold solutions’ – and there are some nice rules for using the scientific method in true Trek-style. Inevitably, though, there’s a combat system, and it’s, well, okay. One of the striking things about the FASA game was how spectacularly deadly ranged weapons were – this is a very modern game, in that PCs will have to be quite determined or very unlucky to die. It’s theoretically possible to take a bat’leth in the face from an enraged Klingon and walk away without a scratch – the same is true of a shot from a disruptor rifle, or indeed anything else. (Here the game theoretically requires the use of proprietary dice, but it’s much easier to work around this than it is with, for example, Fantasy Flight’s Star Wars game.)
The system seems likely to work much better when it comes to starship combat (although, as with many of the rules systems, the wise GM will spend time preparing cheat sheets first detailing just what the various options are for the different bridge positions), mainly because many Trek ship battles are basically slugging matches that take a long time to resolve. I anticipate that major battles will feature a lot of battering away at the opposition’s shields, desperate redistribution of the power network, captains yelling orders at their crew, systems being knocked offline, and so on. Although there is also a somewhat streamlined system for when you just want to blow up a Klingon bird-of-prey without a lot of messing about.
Hmm, you may be wondering, but what’s the ship’s counsellor doing during these epic starship battles? Just sitting there yelling ‘Captain, I sense hostility’? (If your game group even contains someone interested in playing the counsellor, your players are better adjusted than any I’ve ever met.) And, for that matter, what’s the tactical officer doing while everyone’s trying to cure the Valargian plague and tend to its victims?
Well, one fairly bold idea Star Trek Adventures really runs with is the idea of troupe-style play, where everyone runs one main character and has access to a group of minor characters who can be activated as the situation demands it. So, if you really want to be faithful to the TNG vibe and leave the captain on the ship all the time, you can: the guy who runs the captain can play a redshirt or an away team specialist for a while, and if something kicks off on the ship while the away team is, um, away, everyone else can play the bridge crew understudies. These supporting characters can even develop and advance if they recur from one scenario to the next. Given this is basically what happened to Worf and O’Brien on the TV show, this feels ‘right’, and hopefully players will embrace it (it also helps ameliorate the psycho captain problem, as most people will get to be senior officer at least part of the time).
Character generation is rather pleasing, though purists will probably object that Vulcans have been left underpowered in the name of game balance – they have the same attribute limits as Humans, which is hardly what the canon suggests. There isn’t the greatest selection of races, but there are guidelines for creating your own, along with unique characters. (Starship creation is similar to PC creation, and it’s quite easy to homebrew your own stats for the NX, or the Sovereign class, or the Ambassador class, or any of the wacky old FASA ships.) You can even randomly create your character for the most part, which is a lovely retro touch – though this does create the possibility of a PC group consisting of four science officers and a helmsman, which could lead to some curious game experiences.
The core book does not include stats for any named canon characters, which is perhaps a little regrettable as they would at least provide examples of Values (a narrative-based character element). The closest we get, weirdly enough, is a stat block for the planet-killing robot vessel from The Doomsday Machine. (There are generic stat blocks for the major adversarial races – no Gorn, alas – and their ships. They don’t quite come out and say Borg cubes can only be destroyed by a plot device, but it’s a near thing.)
Time and again, looking through this book, I was struck by the writers’ obvious and genuine love of Star Trek, both in terms of the lore – details as obscure as the registration numbers of mentioned vessels are correct – and the look and feel of the game. There’s even a roll-your-own-alien-race-of-the-week table, along with a similar one for randomly creating strange new worlds and new civilisations.
I suppose the downside of this, when coupled to the fact the game is clearly aimed at existing Trekkies, is that some of the background material assumes familiarity with the universe. A few fewer knowing in-universe documents would have made room for, say, an actual timeline of the Trek universe, detailing what went on and when. But this is a minor quibble – even Wikipedia has one of those these days.
I only have the PDF of Star Trek Adventures, but I am sufficiently impressed with it to be seriously considering acquiring the physical book and pitching it to my current group as something to consider when our current Star Wars game reaches a natural break point. The art is great, the look of the thing is very authentic (although nearly 400 pages of white-on-black LCARS text may lead to eyestrain), and really the only other negative I can think of to say about it is that the starter adventure looks a bit weak. Whether we ever get the ambitious range of quadrant- and section-specific sourcebooks Modiphius have announced, let alone era- or race-specific ones (you just know the Klingon lobby will be demanding this), is still up in the air, but I hope this game does well, because the world could always use more classic Star Trek, and classic Star Trek seems to be baked into the essence of this game. An impressive take on a tough property to get right.