Hello and welcome to another of our system roundtables! We’re going to be talking today about Civilization: Beyond Earth, the latest science-fiction installment in the Civilization series. I played Sid Meier’s Alpha Centauri as a kid and loved it so I’ve been enjoying this as a stress reliever recently. It got me thinking that this setting is really interesting and would be a fun place to set an RPG. But what system to use?
I was watching Star Trek with Dr. James the other day, and the episode happened to be one of those centering on the holodeck technology. Specifically, it was the Voyager episode “Heroes and Demons” which involves holonovel characters, a photonic alien, and the ship’s EMH venturing out of sickbay for the first time. It’s not the most dramatic episode but it led me to explain to Dr. James (she’s just getting into the series) all about holodecks and how they’ve been explored in Star Trek in the past. After the conversation my mind naturally drifted to holodecks in Star Trek Adventures where there’s a lot of awesome potential.
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!
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.
Last time I posted about the player characters of Star Trek Adventures, the main focus of the story, but there’s one character present in every Star Trek series that we haven’t talked about: the ship. Fans of Star Trek know that the bridge crew are people you come to love (or love to hate) but whenever there’s a battle or emergency that threatens to destroy the ship, that is when you’re on the edge of your seat. Star Trek Adventures understands that and makes sure that the ship is a fully-fledged character both narratively and mechanically.
In my first post about Star Trek Adventures, I went over just the basics of the game: the orbital view of what you can expect from a campaign with this game line. This already gave some people a good idea of whether they were interested in buying the game (now available on Drive Thru RPG!) but others will be looking for a little more detail. If you want a real blow-by-blow you should check out the Philippine gamer‘s in-depth Let’s Study series but today I’m going to talk generally about one of the most important aspects of this game. The focus of every story, whether on the screen or in the mind’s eye, is always the same: the characters.
A few weeks back, I posted some thoughts about Star Trek: Adventures by Modiphius and then the other day I got a semi-final copy of the pdf from them. If you’ve read through that post you know I had some concerns about the direction things might be headed and now I get to see if those were justified or not. Let’s lay in a course!
About a year ago, I started thinking about a new Star Trek RPG. First I made my own version (based on the Cypher System) but I’ve since taken that down. I still really want to play in the Star Trek universe, however, and I’m hoping for an RPG whose design is a little more recent than the Decipher version which is why I’m eagerly watching the updates of the new Star Trek: Adventures RPG from Modiphius.