| GM SuperTumbler |
I'm guessing this is a long shot, but I'm gonna see if there is anyone out there.
I've recently acquired and read the new game from Modiphius. The mechanics are intriguing and the resources look robust enough to run a campaign. Anyone interested in playing?
FAQ
1. Would you run Trek in a different system?
No, I don't want to use a different system. I have several Star Trek systems. I may mine things from them, but I want to run this new one.
2. What era?
Don't know. What I envision is choosing a group of players and then having them choose what kind of Trek. When, where, and who exactly the characters are would be dealt with in recruitment/discussion. I want players who want to play a Star Trek campaign, not necessarily players who only want to play a Klingon medical officer in TOS (or similarly specific).
3. What if I don't have the book?
I'm torn here. I know people have different financial situations. The PDF is $17, and it is gorgeous and amazing. But I understand people don't want to buy a book just to maybe get into a game. Most of the mechanics are available in the Quickstart, and if you are interested and don't have the book that would be a great place to start. The Quickstart does a great job of condensing the rules, which are spread out across the Core Book.
4. Why do you want to run Star Trek?
I love the science fiction bits, the space opera bits, and the potential for character development. I'm just finishing rewatching DS9 and loving the deep dives into characters over the course of the show. I also love space battles and moral dilemmas.
5. Why this system?
It is clever and well done for games that feel like Star Trek. There are rules for players directing the narrative. There are rewards for having personal beliefs and sticking with them. There are even rules to deal with what happens when part of the group of player characters are on a mission and the other part isn't. (Basically, the player involved gets to make up a quick extra character and become a red shirt or a nurse or a science dude or whatever the scene needs.)
| GM SuperTumbler |
Here is a blog that demonstrates character creation, also explaining a lot of concepts.
| Kevin O'Rourke 440 |
Hello again GM Super Tumbler, I'd be very interested. I have the book but haven't had a good read of it yet and this would be a good excuse.
I'm flexible on the role so to speak. Definitely up for linking in character backgrounds. It'd be great to see the system in play and even if not picked I'd like to dot the campaign so I can observe.
| GM SuperTumbler |
The book is huge and rich. I'm not sure if dense is the right word. It is more like reading a chocolate mousse. Playing it would be a voyage of discovery in itself. I obviously haven't mastered the system. I've never even played it with other people.
But PbP gives lots of time to look up rules, so that would be good. I think I'll keep the play group tight, probably only 4 players.
| Kevin O'Rourke 440 |
The book gives rules for TOS and to a much greater extent late TNG (/early DS9). STD is set a few years before 'TOS', the second half of the first season is working out as more enjoyable. So any of the periods from the shows can be done with a little work... Enterprise would require more work. I'd be up for any period but have preferences of course.
Having considered more my top interests would be a character in medical, science, operations or engineering but I could probably come up with a character in almost any department.
| hustonj |
As I've been seeking information, I've seen quite a bit of discussion that the list of example character values is actually pretty small. In other words, we'll need to know quite a bit about who we want our characters to be so we can create our own values for them . . ..
Some thoughts running loose in my head, not attached to a concept.
"That which does not kill me is prey" seems appropriate as a shared cultural value for a certain group from the Delta quadrant, for example.
"Automation is marvelous, but nothing beats the result of doing it yourself, by hand, the old-fashioned way." Kind of long, but applicable across a whole bunch of character types and personalities, and could be applied against a specific skill set instead of universally.
"Everyone can be redeemed, if you can learn to understand them."
"All alliances are temporary."
etc.
| GM SuperTumbler |
I'm going to craft a recruitment thread later today, probably tonight.
Eric Swanson: I have everything FASA did for Star Trek, and all of the Decipher stuff, plus some other odds and ends, so I may pull some adventures from those. I'll probably start with some of the living campaign adventures from Modiphius because they are really thorough about explaining how the rules are interacting with the plot and they will help me navigate the rules.
Inxspitter: I'm not worried about setting knowledge too much.
| Kevin O'Rourke 440 |
@Inxspitter if it appeals to you your character could be from a remote colony perhaps and take the starting option to be effectively fresh from the academy. So they've gone through training but it'd help explain gaps of knowledge others might take for granted. Or they could always have been posted somewhere with limited contact with the conventional races, a deep space mission or in a dockyard etc.
| Fobok |
I just had another game end today (unexpectedly, since I thought it would last longer, but successfully), so I have room for another game and I am most definitely interested in this.
I'm checking out the Quick Start rules now. If I get into the game, I will pick up the full rules. (Heck, possibly I will anyway.)
The TNG/DS9/Voyager era is my favourite, but I love all the eras.
| Souls At War |
As I've been seeking information, I've seen quite a bit of discussion that the list of example character values is actually pretty small. In other words, we'll need to know quite a bit about who we want our characters to be so we can create our own values for them . . ..
Some thoughts running loose in my head, not attached to a concept.
"That which does not kill me is prey" seems appropriate as a shared cultural value for a certain group from the Delta quadrant, for example.
"Automation is marvelous, but nothing beats the result of doing it yourself, by hand, the old-fashioned way." Kind of long, but applicable across a whole bunch of character types and personalities, and could be applied against a specific skill set instead of universally.
"Everyone can be redeemed, if you can learn to understand them."
"All alliances are temporary."
etc.
"Resistance is futile."