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Characters can also "purchase" extra dice to improve their odds with a resource called "momentum," which they’ll gain and spend constantly throughout an adventure. These stats, combined with rolling two twenty-sided dice, determine whether an action succeeds or fails. These represent a character's Starfleet training. In addition, each character has six disciplines: Command, Security, Science, Conn (computers and piloting), Engineering and Medicine. These represent a character's physical and mental traits. To help determine success or failure, each character has six attributes: Control, Fitness, Presence, Daring, Insight and Reason. As in most RPGs, any time you take an action whose outcome is uncertain (whacking a Gorn warrior over the head, flying a shuttlecraft through a stellar flare, persuading a hostile Romulan ship to stand down - standard Starfleet stuff), you'll roll dice to determine whether you succeed or fail. All you need to play, as either a player or a GM, is the core rule book ($59). "Star Trek Adventures" runs on Modiphius' signature 2d20 system. Without going into exhaustive detail about either one, I can say that "Star Trek Adventures" is - for the most part - a cleaner, simpler and more balanced experience than the games that preceded it. I can't speak to the entire history of "Star Trek" RPGs, but I did play two of them back in high school: the 1998 Next Generation ruleset from Last Unicorn Games, and the 2002 "Star Trek" Roleplaying Game from Decipher. Companies have been giving players the opportunity to sit in the captain's chair ever since 1978, with everyone from Heritage Models to the RPG publisher FASA trying their hand at game design. While "Star Trek Adventures" is the newest "Star Trek" RPG, it's not the first by any means. (Image credit: Marshall Honorof/) The basics Typically, players roll two dice and combine with their stats to determine whether an action succeeds, but a "momentum" mechanism lets players buy extra dice to improve their odds. RPGs are a form of collaborative storytelling, with game systems in place to keep things fun, unpredictable and fair. The rules dictate the general actions you can take, like firing a phaser or piloting a starship, but how you tackle challenges and interact with your fellow crewmembers is up to you. In short, tabletop RPGs are half board game, half improvisational theater. In other words, the players are like the star actors, while the GM is like the writer, producer, director and supporting cast, all in one. It's his or her responsibility to narrate the story, adjudicate actions, act out nonplayer characters and structure the overall adventure. The final player is called the Game Master. Perhaps one of them is an inquisitive Vulcan science officer, or a hardened Bajoran freedom fighter, or an even-tempered human captain the rules allow for almost any kind of character you've seen on the shows, and then some. (Pizza and beer are optional, but highly recommended.) Three to five players take the roles of characters on a Federation starship. You and your friends gather together around a table, armed with some paper, pencils and dice. |
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