Star Trek Adventures is designed for starships warping around the galaxy, chasing down adventure on strange new worlds and contacting new life and new civilizations. One of the challenges in creating a campaign centered on a space station is a feeling of being stuck. What do your players do when you can’t head off into the final frontier? Well, here are a few ideas to consider.
Well, I’ve already published some guidelines for expanding Star Trek Adventures to cover Klingon and Romulan crews. Today, I’m going to push the space-horizon a little further with the perennial adversaries of Deep Space Nine, the Cardassians.
In case you haven’t been following the updates on Continuing Mission, you might have missed some of the great updates for Star Trek Adventures. Here’s a quick roundup in case something catches your eye!
Along with the Federation and the Romulans, the Klingon Empire is likely to be one of the factions your players might like to try out in Star Trek Adventures. What might that look like at your table? Well, it’s a tall order to cover in a single post but these resources should get you started!
One of the items I’ve been considering this week for Star Trek Adventures is the lowly runabout. Introduced in Star Trek: Deep Space Nine, the runabout is large for a small personnel-carrier but its adaptability make it a real asset to a ship. Here are some more options for even more adaptability!
I’ve been enjoying Star Trek Adventures a lot and think it’s well-poised to become the sort of sweeping Star Trek RPG that Last Unicorn Game’s Star Trek RPG was. To do this, though, it needs to expand beyond Federation starships and into territory that Star Trek fans are interested in and don’t necessarily have an on-screen model for. To help with that process, I’m starting with a short guide on how to play STA as everyone’s favorite xenophobes: the Romulans.
In the new Star Trek Adventures game from Modiphius Entertainment, your crew will probably be spending as much time on away missions as they will onboard their starship. Previously, I went through the process of making your very own spaceframe and last week I laid out guidelines for making new adversaries. Today those two missions come together with guidelines for making new NPC ships to challenge your players.
The Star Trek Adventures rulebook comes with a good host of adversaries, but there’s always room for more. There are guidelines for making supporting characters in STA but none so far about making more adversaries. I tried to reverse engineer Modiphius’s strategies for making NPCs, and today I’m going to outline my guidelines for writing them.
Star Trek Adventures has a lot of great material in it but no game is beyond homebrew expansion. In fact, for me the better the game the more I want to write new material for it as well. Certainly, Modiphius has plenty of supplements planned so we’ll definitely see more but if you want to make more in the meantime where do you start? Allow me to offer some suggestions…
So, I definitely have plans for Star Trek Adventures and to that end I started making up my own quick cheat sheets for the game. As is my philosophy, any resource that’s handy for one GM would be handy for others as well! Check out these two documents and let me know if they help you in your STA game. If you have improvements that you’d like to see, I’m open to those as well!
Quick Reference Guide: A cheat sheet for players and GMs to help them get a handle on the system and jumpstart their campaigns.
Attribute-Discipline Guide: Charts for players and starships that show how the core book recommends combining Attributes and Disciplines (or Systems and Departments for ships).