Saturday, September 30, 2023

Starfleet Support Services

I finally got the chance to read through Modiphius Entertainment's Star Trek: Lower Decks Campaign Guide for the Star Trek Adventures RPG and I'm very impressed.



Not only does the book capture the art and humor of the animated series, it expands the game overall with several elements that work with any and all eras and settings. For example, this book contains the first full-on alien creature design system. I'm not only amazed it took this long for the game to have such a thing but that it should first appear in the Lower Decks sourcebook is wild.

The book isn't perfect, although none of its minor short comings impact my overall love for this product. There are some editing errors and it doesn't include stats for two alien species that are nonetheless depicted and/or mentioned, specifically the Dooplers and Pandronians. Luckily the latter are given a full write-up in the Star Trek Animated Series Supplemental Guide (which is awesome in and of itself - check it out!). Finally, and this one gets me, each new Species is given sample names except the Exo-Comp. WHAT? You're not going to elaborate on the choice of PEANUT HAMPER? Perfect opportunity for humor casually tossed aside. For shame! 

The more I read, the more ideas I get for a Lower Decks campaign but there are some changes I would make to the 'core game' to add an additional level of emulation to the game and the part of the Star Trek universe it depicts and embraces.

Yeah, yeah, you know me. I can't help it. I just have to customize. 

Optional Lower Decks Character Creation




It bugs me a little that they didn't change or add much to the Character Creation process for Lower Decks characters. To me, there are some considerations that I feel could be a lot of fun if addressed. 

For instance, standard Character Creation involves having two Career Events: things like Conflict with a Hostile Culture, Ship Destroyed, and Transporter Accident. These events give the PC bonuses to an Attribute and a Discipline, as well as providing a prompt for some backstory. Cool right? But...Lower Decks characters haven't had a Career yet, let alone two character building Events. 

I would like to suggest a few alternative options for making a Lower Decks PC in Star Trek Adventures. Here goes nothing...

Environment and Lower Decks Upbringing

Environment and Upbringing seem to be a big deal for the characters in Lower Decks, especially Mariner and Tendi, though Boimler too to a lesser extent (I'd love to meet his parents in an episode). I think this should be evident in Character Creation, perhaps giving the PC something more meaty than Homeworld and Science and Technology. *Yawn*

I'm thinking you can probably keep Environment as is (haven't decided) but Upbringing should carry more weight. Maybe with Lower Decks Upbringing you get only one Attribute bonus, you pick a Discipline as usual, a Talent, a Focus, and then you have Issues.

Issues are drawbacks that can benefit your PC at a cost or disadvantage your PC for a bonus later. Something like Rebels Against Authority for Mariner or Embarrassing Heritage for Tendi. In either case, you can re-roll a D20 when interacting with your Issue ( say, when Mariner is disobeying an order from the First Officer or Tendi is trying to explain away how she knows where the secret compartments on a Smuggler's ship are located) but any Success also comes with a negative consequence (be it real or perceived). 

Career Events Academy Major and Academy Minor

Academy Major: Character receives a +1 to one particular Discipline and a Focus related to their career objective. Command Officers might take Diplomacy or Starfleet Protocols, Security Officers might take Energy Weapons or Small Unit Tactics, etc. You also get to come up with a story on how, this one time, you aced a test the rest of the class did poorly on or helped a classmate get past a mental block preventing them from grokking a subject. Gain a Contact! In the first example, the Instructor was so impressed she stayed in touch. In the second situation, you and the other Cadet remained friends even though they're stationed on another ship.

Academy Minor: The PC receives a +1 to one particular Attribute and must choose a Focus that will not come up that often. A very niche area of knowledge or a not generally applicable skill is their forte. Maybe they excelled at reasoning out Time Paradoxes in Temporal Mechanics Class. Perhaps they're extremely well-versed in early period Andorian Ice Sculptures.

Alternatively...

Academy Event

A Lower Decks Player Character receives a +1 to any one Attribute and a +1 to any one Discipline as well as two Focuses related to whatever the event was. It could be recommended [by the Narrator] that one of the Focuses be more serious and the other more trivial but it isn't necessary I suppose. I just think it's a fun idea.




On a related side note:

One of the things I loved about the FASA Star Trek RPG that other incarnations have kind of ignored is that it included skills like Gaming, Sports, and Trivia. I think we had a houserule that you could switch one of these for Hobby. Characters had interests and familiarity with things outside of beaming down to planets and scanning spatial anomalies. Lower Decks is all over this, so it seems only fitting to include it in the Character Creation section for a game in this setting. 

Values Goals

A lot of Star Trek Adventures players I know have difficulty understanding the Values feature and the rules around it, myself included. Part of the problem is I've been gaming for so long without needing or using role-playing mechanics (that is, a rules sub-system governing aspects of role play) that it takes me a while to wrap my head around rules that adjudicate my acting. Another issue, one I come across very often, is that they don't know their character's values at Character Creation. Sure they have some ideas but a lot of them develop their PC's outlook and beliefs as they play. Making Values before playing the Character is counter-intuitive to many of my friends, let alone ones that will aid them in a mechanical way.

In our [now 7 year long] Prosperity campaign, we just don't bother with Values at all. Determination is spent when it seems dramatically appropriate to what is going on in session. In other games I've run I let people leave them undefined at Character Creation to be written in later as they get to know their PC. 

For Lower Decks, I'm thinking of replacing Values with Goals. Instead of identifying the attitudes and convictions of a young Starfleet Officer who may not have figured those out for themselves, we go for the more straightforward objectives of a newly minted Ensign. Some possible Goals inspired by the show include:

  • Find a Bridge Buddy
  • Get noticed by the Captain
  • Join a Clique/Club (For example: The Bear Pack, The Redshirts)
  • Get a promotion
  • Get transferred to a cooler ship

Like Values, you can act counter to your Goal but I recommend doing this near the end of an adventure/arch. If it fits what's going on, talk with your Narrator about making it a 'B Plot' for your character while participating in the latest 'episode'. Perhaps your Goal is to get transferred to a cooler ship in the standard fleet. Finally you're awarded exactly that after you work with your friends to save your current ship, a California Class vessel. Sure you get what you wanted but you turn it down to remain with your Cali-Class starship and crew. In the recently finished adventure you gained a new found appreciation for your ship and your crewmates. You might then swap that Goal out for a different one moving forward. 




I have more thoughts on this, including working out some new Talents, as well as Academy Majors, Minors, and Events to use with the idea above. I'll leave things here for now, as tomorrow starts a whole other focus for the blog.

Hint: It's Spooky.

Don't worry Star Trek fans, we'll talk again soon.

AD
Barking Alien






2 comments:

  1. Replacing Values with Goals is a superb idea! So much easier to choose, they give better narrative hooks, and makes more sense that they serve for character advancement. Even the lead writer, Nathan Dowdell, has said that part of the game was a last minute addition that didn't get enough development.

    As for environment and upbringing, there are alternative options more in line with what you suggest in one of the supplements, I think it's the Player's Guide.

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    Replies
    1. Thanks Miguel! Always appreciate you coming by.

      I will have to re-read the Player's Guide, which I'll admit I only really breezed through as I have been extremely busy of late and other books grabbed my attention more (such as the Lower Decks and Animated Series ones).

      I'm glad you like the Goals idea. Initially I just thought it fit Lower Decks better but the more I considered it I like it better than Values as a whole.

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