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.
There is a tried and true improv method called “Yes, and…” that can make it really easy to make a roleplaying situation more dynamic and fun. The Mythcreants have a good article about it’s use in RPGs and Geek & Sundry has a good article about games that make it really easy to use this option. Chris Perkins uses this all the time in the Acquisitions Incorporated series and it’s one of the reasons those are so much fun to watch. This is just the tip of the iceberg, so read on to up your GM game.
I watched Netflix’s new movie Bright with a mixed bag of expectations. On the one hand it kinda looks like a generic brand Shadowrun and that could be awesome or unwatchable. On the other hand, it could be something else entirely and then it’s a big question mark that might be awesome or unwatchable? Well, other people have written film reviews (some calling it good, some bad) and you should check out the professionals to see their takes. For the record, I thought it was great. What I want to write about instead is using the ideas in Bright for your RPGs.
Happy 2018! Hopefully this year is a little better than last year and at the moment it is full of possibility… Full disclosure, I’m writing this in 2017 so I’m a little nervous that something is going to happen between now and then but in the mean time I’m focusing on ways that we can all improve our gaming experience in the new year.
Thinking through the various stories of gods in the modern world for my Godlings Fiasco scenario, I started to wonder why all these tales seem to be snapshots of the past. If the gods are real and they’ve been around since the beginning of civilization then what have they been up to for two thousand years?
I love starting off campaigns with things already in motion but sometimes you’re starting something new and you need to take it slow. My preferred compromise is the Active Session Zero, a “pre-campaign” session where your gaming group can build characters together but also actually play the game. Today, we look at an Active Session Zero for Red Markets, the game of roaming zombies and cutthroat capitalism.
Being a Dungeon Master is hard work, especially if you want to create a deep and engaging setting for your players. There’s no need to do it all yourself, though, you can get your players to help you with the worldbuilding. Not only does this help you with your workload for the game, but it builds buy-in from the players. Win-win!
As I write this, the baseball World Series is going on here in the States and people are looking forward to the World Cup for soccer next summer as the last countries qualify. I’ve never been that into professional sports (and I imagine that I’m not alone in that among RPG enthusiasts) but they’re a great way to add some depth and color to a campaign world. In this post, I go over a few ways to do that.
I love Mutants & Masterminds, particularly the deep setting that Green Ronin has created for the game. Without a single comic book printed, they’ve managed to create a world that feels alive and has the weight of history to it. Likewise, the various product lines by Xion Studios are impressively imaginative and perfect resources for a campaign. Wanting to keep all this stuff straight, I made a spreadsheet that you might appreciate too!
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.