I’ve been
playing some Star Trek Adventures recently. Star Trek has never really been my
thing, but I’ve been strong armed into playing in the starter adventure for the
new RPG from Modiphius. I’m also curious to try out their 2d20 system as this
is something they seem to be using as the mechanics for many of their other
RPGs, including Achtung Cthulhu.
I am
surrounded by Star Trek fans with an encyclopaedic knowledge of what is a vast
and rich universe going back to the 1960s. I think to GM this setting you
really need to know your Star Trek, but luckily we have a GM who is a mine of
information.
I’m still
feeling my way with this universe, about which I know very little of the
technical detail, and have started watching The Next Generation as part of my
home work on Netflix. That’s when I’m not catching up on my Game of Thrones.
We are
playing the starter adventure which Modiphius has put out for the game, which
seems to come with some very nice floor plans and some pre-gen characters. I
think it seems to scratch the itch for my fellow players, although there are a
number of other science fiction settings I’d prefer to game in, including JudgeDredd and Warhammer 40,000, but that’s just me.
In Star
Trek you are very much playing to character as the crew of a starship. In this
case we are crewing the USS Armstrong in its efforts to work out what has
happened to a missing research ship. I’m playing the conn – responsible for
piloting ships and shuttles, tinkering with computer systems, jury rigging
recalcitrant technology, and getting shot at regularly.
There is an
entire sub game here around ship to ship combat which we have not explored, although
we are on the trail of a rogue Romulan cruiser which I expect we are going to
stumble on at some point. For ship operations you do get to draw on the rest of
the crew and your vessel which acts almost like a separate character with its own
stats.
The game abstracts
much of the rest of the crew, as the focus is very much on the senior officers –
i.e. the players – and not the grunts. Rather than provide actual NPCs like in
Savage Worlds who function as mooks, crew are there to assist with critical
rolls when required. The game tries not to get bogged down in the minutiae of
the rest of the crew - the player characters are the heroes here.
The captain
is interestingly an NPC in this campaign. He seems to be a conduit for the GM
to feed instructions to the players and occasionally stop things from getting
out of hand – e.g. a proposal to set phasers to kill during a recent encounter
with Romulans in the Neutral Zone.
The 2d20 System
The 2d20
system is an intriguing one. The base check uses 2d20 while characters can
assist others by rolling an additional 1d20 if they are not directly involved
in an action. Additional dice can be added through various abilities, as can
re-rolls. The players add an attribute with a skill to produce a target number
they must roll under on each d20. The difficulty level is actually based on the
number of successes you need. If you need three or four successes, you need to
be finding ways to add more dice to the basic roll.
Further
granularity comes from specific character abilities, core values and interest
areas. There is no lengthy skill list and equipment is issued as and when
required in Star Trek. Most crew have their basic tricorder and phaser.
The game
also uses a couple of pools of counters. Momentum points seem to be a way for
characters to buy extra actions and re-rolls to push the action in their favour
or along routes they want to go. There are also some kind of challenge points
which are used by the GM to create difficulties for the characters. There is
something of the Savage Worlds bennie system in here. I don’t think we have
fully got to grips with this yet.
That’s
pretty much 2d20 in a nutshell. It does not seem to be a difficult game and is
not very granular. Bear in mind we are only about four sessions into this with
a GM who is still learning the ropes, but it seems to be going well. Overall
there are other systems I prefer – e.g. the aforesaid Savage Worlds – and I’m writing
my Achtung Cthulhu adventures using Call of Cthulhu at the moment. But never
say never.
Interesting. I've heard that the 2d20 system is quite heavy; perhaps Star Trek is using a lighter variant, because your description makes it seem quite simple!
ReplyDelete