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The problems started to come for us when we wanted the characters to interact with the ship. It’s a fairly straightforward pool based system which isn’t bad in and of itself and actually allows you to be flexible in your approach to situations which is always a nice touch. The core of the game is Modiphius’ 2d20 system that runs across many of their games: Conan, the upcoming Infinity RPG, and Mutant Chronicles.
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All these steps give you a reasonably well fleshed out character with a bunch of stats showing what they are good at (Departments), how they do it (Attributes), if they have any specialisations (Focus) as well as enough background information to jump into action. I was surprised at the lack of a Klingon choice since the game is set round the time of TNG and DS9, with Worf being one of the most recognisable characters. As you would expect their are a good few races to choose from as your starting point, from which you flesh out your career in Starfleet and your eventual assignment to a ship. Your characters are all assumed to be members of a Starship crew and we found this to be fairly flexible, enabling you to be anyone from the Ship’s Captain to an Engineer. This is a terrible first impression for a product to give, especially one from such an established publishing house as Modiphius.
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The layout of the book in general feels as if there was no one with an overview role: there are so many boxouts for various snippets of information that they feel almost intrusive, art that is almost full page but not quite with a snippet of text at the bottom and various other bits of layout that just feel jarring. The chapter previous to this is about recent events and is much more of the style I would have preferred and once more giving an inconsistent tone and structure to the book. Whilst I get that these are meant to evoke something of the setting I would have really preferred something a little more straight forward with some of these thrown into flavour the text. For instance Chapter 2.2, which details the ‘Early History of the Federation’, is just loads of little snippets of communication logs, reports etc. However, it is weirdly inconsistent in how it gives you that information. The book follows a fairly trad construction: it has a load of setting information, then gets into character creation, how you play, and then into how you run the game. I just don’t get how the latter one got through an art director to the final product and the better pieces really make the weaker ones stand out.
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Now obviously this is a purely subjective opinion, as is this entire review, but the inconsistency in the quality and style really struck me. I’m not usually one to criticise art in a game, I think how it plays is more important than the looks, but this is so bad that I couldn’t skip over it. To pictures of people like Captain Doofus:
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This inconsistency throughout the book extends to the art direction which goes from pictures of beautiful starships like this:Ĭouldn't find a bigger version of this, sorry. When looking up various rules things were frequently not where I expected them. Some chapters feature perfectly good writing but others are badly laid out, and feel ill thought through. The first thing that struck me about Star Trek Adventures was that the whole thing feels very rushed. A hiatus to continue a Shadowrun campaign meant we only started playing it againrecently, and I think I am ready to deliver a verdict having come back to it with fresh eyes. I had spoken to their head honcho Chris Birch at Expo and what he pitched sounded really interesting, so I eagerly picked up the PDF on release and started running it round October.
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Star Trek: Adventures was a big release in 2017 from Modiphius and I, like a lot of people, was really excited for a new RPG in one of my favourite TV universes. His continuing mission to explore strange new games, to seek out new designers and new publishers, to boldly write down what he thinks about tabletop game related matters and hope that you like reading them.