Note: This article originally appeared on the private blog of Admiral Carl Stark on September 8th for Star Trek Day. He graciously allowed us to re-post this here.
I can’t think of a better way to celebrate Star Trek Day than reviewing the latest Star Trek Adventures 2nd Edition Core Rulebook that I just received. My daughter bought it as a gift for both Father’s Day (when she ordered it) and for my birthday (when she hoped it would arrive, which was a few weeks late). While I did have the PDF the moment the book was first released at GenCon, I only looked through it briefly in prepping for the 2nd edition game that I was going to run at SaltCON End-of-Summer. As I mentioned before, when I do a deep dive into RPG rules, I really prefer the dead-tree version of the book over the PDF.
Due to finances, my daughter ordered the standard edition of the STA2e core rulebook. There were three special editions that were also released with bookmark ribbons and special uniform colors. I don’t know how many other differences the special editions have.
For the standard edition, there are 377 color pages inside. Both the front inside cover and the back inside cover contain information for the game. A galactic map on the front and several timelines on the back. The ISBN number (for those of you looking for the dead-tree version) is 978-1-80281-223-7 with an internal product code of MUH0142401 (I just notice that it says “Phase II Core Rulebook Standard Edition” next to the ISBN number. Star Trek Phase II was the original name of the revived TV series that was planned for the late 70’s that got turned into Star Trek: The Motion Picture after the success of Star Wars.) The 2d20 system designer is Nathan Dowell with the Project Manager being Jim Johnson. There are a lot of names next to the writers and artists credits as it takes a lot of people to put a book like this together. I hope they know their efforts are appreciated. There is one thing missing from my book that I noticed while I was using it this past week. The Klingon core book and a few others had ribbon bookmarks that made it easy to use. This standard edition did not have one and I could have used it.
There is a forward, ten chapters broken up into three sections, a character sheet (personnel file), starship character sheet (starship registry entry), a personal log and an index. An interesting tidbit is that the three sections mentioned above have color coded text in the footer with blue (for background information), red (for character creation, the RPG system explanation and social/persona/starship conflicts) and gold (for the game master).
The three blue chapters are a Star Trek primer (in universe, not real-world), information on Starfleet and details/dangers about space (this is a space exploration game). This consisted of about eighty pages and I took two evenings to sit down after work and dive through the bulk of this. If you know Star Trek, most of this will be pretty cut and dry. With my Melllvar level of knowledge there was one item that made me raise an eyebrow when page 25 noted that “the Romulans taught the Vulcans how controlling emotions might lead to a more fulfilling existence.” on Ni’Var. I don’t recall that from the Star Trek Discovery episode Unification III, but I didn’t have time to dig in deeper on this. I enjoyed the section about the Nyberrite Alliance and the various side nuggets that were pieces of a story about a subspace transmission. As I was reading through this section, I remember getting to the topic of lifecycle about stars and I wondered why I was learning about this instead of the actual rules themselves, so I skipped a few pages ahead. When I was running STA2e at the last SaltCON, I had one player who didn’t have a lot of knowledge of the show, but he knew enough to play the game. As the GM, I felt confident enough to drop tidbits to the players of in-universe knowledge that their characters would know and the players took it from there. As a GM, I’d recommend reading these sections, but you don’t have to memorize them. Most players will have a common knowledge of wormholes, warp drive, Klingons and Starfleet to get the gist of the game. Those that don’t can easily be coached by the GM and other players. Who knows, perhaps it would interest them into watching more of the show to help them with future game sessions. I will say I liked how it was organized (a massive improvement from the 1st edition, I went back and re-looked at it while reading the 2nd edition book and I started having bad flashbacks). I also appreciated how the different eras had suggestions like “Run this era if the group would like…” since the GM would know their players better than the writers would.
Page 85 is where the red section starts and we get into the meat and potatoes of the Star Trek Adventures 2nd edition system. These chapters consist of Reporting for Duty (character creation) which includes a lifepath summary on page 98. Your Home Among the Stars (starship creation), Technology and Weapons (equipment). Operations (game mechanics) and Conflicts (which covers social, combat and starship combat). As someone who loves Star Trek quotes (and uses them for the values in past STA characters) I did notice that the sample values on page 96 were pulled from various Star Trek episodes. This is where GMs and players are going to live when opening this book. Like the first three chapters, the presentation and organization has been vastly improved. A good example is the Attempting a Task step-by-step guide (with pages numbers for more details) on page 257. I’ve also posted another photo of a guide for starship creation below. Two really good changes from 1st edition is the addition of a Species Ability (freeing up one of the ability slots during character creation) and the addition of Pastimes. I think this took a strength from the FASA Star Trek RPG. In that game there was a skill called “Trivia” where the player could place skill points in something trivial that made the character unique. I recall one player selecting “Kurosawa Films”. While it may never come up in a gaming session, it did make the character unique. It also challenged me as a GM to try to include something that the skill could be used in. Another new item added to 2nd edition is that the character creation gives more options than just Starfleet. Now your character can be a civilian scientist, a diplomat, or even part of another space navy for the Klingons, Romulans or other races.
A very good example of a process that I hope other publishers will follow.
On page 315 we enter the gold section for the game master. Chapter 9 itself is called “Gamemastering” and talks about managing the rules and extended tasks and challenges. There is a narrative flowchart on page 316. Chapter 10 has an introductory adventure called “The Gorgon’s Gaze” and the last chapter gives various stats for NPCs, creatures and starships that the GM may find useful.
I didn’t really cover all of the rules in this blog post, but I will say that one rule change that I did like was the dropping of the challenge dice. When I ran the 2nd edition quickstart a few times, when there was a rare combat encounter, we didn’t even miss the challenge dice.
Another item that caught my attention. The description box for “Enlisting in Other Organizations” on page 13 was the exact same description box with the same title on page 42. I was wondering if this was intentional or a mistake?
Conclusion:
When I got the book, my daughter with the art degree immediately opened up the plastic and started looking at the art credits (she wants to work on something like this). She LOVED the fact that the artist name was next to every illustration (she was hunting for the art by Steve Stark for some reason). When she finished her flip-through I handed the book to my geek wife (and Captain of a local Star Trek fan club) who flipped to page 266 and 267 which contains the Treknobable and Medical-Babble and was immediately impressed.
As for myself, I wish I could have had the book a few days earlier as several attendees at SaltCON came up to me to ask about STA2e. I wished that I could have pulled the book out then to show them some of the kewl items contained within. I loved seeing the references to FASA and the other past Star Trek RPG publishers. But as I was reading the book throughout the week in preparation for this review, I suddenly had a good flashback. In my early D&D days, I never went anywhere without one of my game books. I wanted to study it, I wanted to understand it, I wanted to prepare, I wanted to write my own homebrews for the game. I realized that when I packed the STA2e core rulebook to take to work, to take to the park to read while my youngest roller-skated, etc. I noticed that I was keeping the book near me, like those older D&D books, because I wanted to absorb this system for use. I wasn’t really doing that with the first edition game, but I was now. I’m glad that my daughter got this for me as a gift. After the very-successful one-shot at SaltCON, I may have to start a campaign for my local Star Trek fan club. Thank you to Jim and all of the people who poured a lot of time into putting this book together. I think that you guys succeed in putting together a Star Trek episode simulator RPG. I think this will give fans a chance to “play” their own episodes, and perhaps make a few new Star Trek fans as well.
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