I’ve written other “Ten Things to Know…” posts, and they’re always pretty fun. I see them as short lists you can send to a group to pitch them on a game you want to try or just prep them for a game you’ve already decided on. They’re short and sweet and today I want to give that treatment to Star Trek Adventures, a game that I’ve grown to love and appreciate.Continue reading “Ten Things to Know About Star Trek Adventures”
One thing I really like about Star Trek Adventures is the structure of the party. Roleplaying games use a lot of different frameworks for linking players together (something I’ve written about a little) but having a crew in Star Trek is a powerful tool, especially as it gives everyone something that they excel at.Continue reading “More Roles for Star Trek Adventures”
I’m back with more for my City of Mist campaign skeleton! Having described Alexis, Anna, Heather, and Ophelia (as well as a villain for good measure) I’m here to take the next step and and make a Crew playbook for these gals. I really love social mechanics like this so let’s see how it goes!
It’s been a while since I first posted some crews and ships updated from the Serenity RPG to the Firefly RPG. That original article, though, is something that people have seemed to like and I’m back with some new editions for your enjoyment: the Haphazard and the Huntingdon’s Bolt.
I love the Firefly RPG by Margaret Weis Productions. It’s got all the great parts of the Cortex System, all the great parts of the TV series, and is a great lesson in crafting a game to evoke a specific atmosphere. An earlier licensed RPG by MWP (the Serenity RPG) was also pretty great but the newer, narrative-focused Firefly game is a better design in my opinion. Still, I look through the Serenity stuff for inspiration and background materials and one of the things it has the Firefly lacks is a boatload of pregens.