Category Archives: Role-Playing Games

Star Trek Adventures: The Big Sleep Part 1

On Tuesday, my friends and I met via Discord/Jamboard/Roll for Your Party to continue our Star Trek Adventures game, and I must say it was pretty successful and fun all around. There were far fewer technical issues than I was expecting; and it seems we can all function pretty well gaming online. The next session is Monday, which should bring us to the end of the first mission of the U.S.S. Adventure, her “Shakedown Cruise”.

Having uncovered and shut down a Maquis resistance cell operating on an unnamed moon along the Cardassian/Federation Neutral Zone, the Adventure continued on its primary mission: delivering supplies to a remote Federation science outpost on New Coriolanus. The Adventure arrives at New Coriolanus to find a mostly empty star system orbiting a sun very much in the latter part of its life. None of the four planetary bodies can support humanoid life; even the closest planet is far too cold. Neither do they have much in the way of exploitable resources. It was a dead system of little interest to anyone, until Dr. Detog Gron, a Tellarite microbiologist, thought to use it as a staging ground for his experiments on microbes that thrive in extreme environments. Dr. Gron and his team of seven Starfleet science personnel have made remarkable achievements in the fields of microbiology and virology because of his research on New Coriolanus; as a result, other Federation scientists have sought to use the planet for their own projects. A civilian Andorian engineering team petitioned Starfleet for permission to use the facility to conduct their own experiments and was granted access.

Once in orbit around New Coriolanus, the crew hails the outpost. It’s immediately apparent that there are some domestic issues between the two research teams, as Dr. Gron and his Andorian counterpart, Dr. Therak Shrav, can barely stop arguing long enough to respond to the hail. An away team consisting of First Officer Commander Logan, Science Officer Commander Fulexian, and Chief Specialist J’zhara, an Andorian Engineering Officer, beams down to the outpost to gather more information.

The “domestic problem” on New Coriolanus is very simple. First, the scientists are all Starfleet personnel, while the five Andorian engineers are not. Second, there isn’t enough room in the facility for both teams to conduct their experiments without alternating lab time and resources, and it goes without saying that each team feels their work is more important than the other team’s.  Add the fact that Dr. Gron wasn’t informed that the Andorians were even coming to New Coriolanus until their ship arrived in orbit, and it’s easy to see that nerves are frayed all around.

From the start, the two men harangue the away team with questions and demands. Dr. Gron insists that as a Starfleet officer he should be deferred to; while Dr. Shrav says since he isn’t Starfleet, he doesn’t have to listen to Gron at all. Gron complains that no one in Command ever asks the Science Division about command decisions, like forcing him to share lab space with civilian engineers; Shrav implies that now that a Starfleet ship has arrived, Gron is sure to get his way on everything. Both accuse each other of being unreasonable, stubborn, intractable and annoying.

Beneath all the vitriol, the two men want the exact same thing: a separate facility for the Andorians to run their experiments. The problem is that they resent and dislike each other so much that they can’t see that cooperation is the only way to get what they want.

First, the two sides must be convinced that they share the same common goal. Simply pointing this out doesn’t work, because they aren’t listening. In game terms, each of the men has a Trait that must be removed before any negotiation can truly begin.

Dr. Gron has the Trait: Command Division doesn’t respect scientists. He’s fed up with not being shown common courtesy, as the sudden and unexpected arrival of the Andorians wasn’t the first time his input wasn’t requested about a project he led. Although he feels relatively confident the away team will side with him, he’s wary, because two of the three members of the team are Andorians.

Dr. Shrav has the Trait: Starfleet sides with Starfleet. Like Gron, he doesn’t trust the crew to mediate fairly since they all wear the same uniform. The crew is bound to give Dr. Gron anything he wants at the Andorians’ expense. The fact that Captain Boardman implied as much in the initial conversation has put him in a more foul temper than usual, which is saying something.

(I had the two players who were not controlling characters on the away team play the roles of Dr. Gron and Dr. Shrav, to keep everyone involved. It worked out well!)

Commander Logan and her team are successful in reassuring both sides that they can come to an equitable arrangement (no mean feat). The first step to giving the Andorians their own space and allowing everyone to spread out a little is to dig a foundation for their facility; sadly, the ground is frozen for a kilometer below the surface. Nothing on New Coriolanus could even attempt excavation.

They decide to use the Adventure’s phasers instead. One precision blast later (and after much Momentum is spent), they are successful! The next step was to deploy some portable force field generators to enclose the foundation, allowing the engineers to work in the harsh environment, since New Coriolanus is too cold even for Andorians. A quick trip outside in EVA suits, and the generators are deployed and calibrated successfully.

Finally, Lieutenant Beta delivers the supplies needed: two industrial replicators, several heating units, and a Danube-class runabout customized with precision sensors and extra cargo space. Once the engineers have this, they no longer need the crew’s help to construct the facility (they are engineers, after all). Dr. Gron and Dr. Shrav seem to already be on better terms, so the crew is free to leave. They prepare to beam up to the Adventure.

And not a moment too soon, for the Adventure has detected an unidentified object entering the system at high speed, bound for New Coriolanus!

Star Trek Adventures: New Assignments

After much deliberation, I decided that Roll20 wasn’t really for me. It seems to be great for Dungeons and Dragons, especially if you want to play published adventures. But since I’m neither playing D&D or interested in published adventures, and it’s not free, I decided to look elsewhere. One of my friends, who lives on the “other” coast, has had luck using three programs/apps: Discord (for chat, voice and/or video); Jamboard (for visuals, such as maps, drawings and pictures); and Roll for Your Party, for dice rolling and tokens.

This Tuesday, we will attempt to continue our Star Trek Adventures campaign using these virtual aides. Last night, we did a test run to see how things should work; and while none of us are experts, we can probably figure it out. (We could all chat and see each other, the dice-roller works fine, and my friend immediately drew a hairy, ejaculating dick in Jamboard; so all is well. He’s older than me, and a scientist, by the way.) It’s certainly better than not playing at all, since actual face-to-face-play is out of the question at the moment.

The good news is that I’ve managed to corral two more of my friends into playing. Both are experienced role-players who will be assets to the campaign; ironically, both would probably not be playing at all were it not for present circumstances being what they are.

Owen is playing Shazak Fulexian, “Skip” to his friends (of which he has few), an Andorian science officer. Skip is a Starfleet veteran by circumstance, not by choice. He never attended Starfleet Academy, but was responsible for one of the most significant xenogenetic breakthroughs in Federation science history. As such, Starfleet recruited him from the private sector, promising him access to the best laboratories and research libraries available within the Federation. He accepted. Twenty or so years later, he’s still in Starfleet, but all he cares about is the science. He’s not exactly a people person.

Zach is playing Suvak, a Vulcan Out of Time. Forty years ago, Suvak was the Chief Engineer on the U.S.S. Savitar, an Excelsior-class ship carrying a prototype warp drive enhancement. They were attacked by Klingons and were forced to eject their warp core before the entire bridge compliment was killed. The resulting blast shifted the Savitar out of phase with our dimension. Suvak assumed command from main engineering and quickly realized that everyone would die unless he acted quickly. Using the transporters, he kept the remaining crew in “flux” until the Savitar reappeared in our dimension. Once returned, Suvak discovered his revived crew-mates all suffered from incurable transporter psychosis; and that his engineering knowledge was 40 years behind current practice. Nevertheless, he was (eventually) able to find a berth aboard the U.S.S. Adventure, bound once more for the unknown.

Tuesday night, they will join the rest of the crew, continuing on the inaugural “Shakedown Cruise” of the U.S.S. Adventure. Wish us luck. We are exploring strange new apps together.

Star Trek Adventures: Shakedown Cruise Part 2

It’s been a crazy couple of weeks here, with COVID-19 scaring everyone shitless. Although our governor has resisted implementing a statewide shelter in place order (for now), there are plenty of closed businesses and people working from home; including me. You think I’d be happy about being required to stay home and play video games, paint miniatures and work on gaming projects; but as a guy who owns a business, I can tell you that this whole situation sucks out loud. Yesterday I got together with two friends at my office, which isn’t getting used much lately, to play what will probably be our last session for a while, at least in person.

So, continuing where we left off…

Commander Logan didn’t let on that she knew Hoddek was concealing anything, after discovering that Hoddek’s “temporary mining license” was a forgery. She and the away team returned to the Adventure to discuss strategy. On their way out, everyone noticed that for a mine, there was a distinct lack of mining equipment around.

Gathered in the Captain’s ready room, the crew informed Captain Boardman of the situation on the moon. Although no one knew what the “miners” were doing down there, there was no doubt that it wasn’t mining. Hoddek told a convincing tale and said all the right things, but he didn’t count on Logan spotting the forged license. The Captain ordered the away team to return to the moon with some science and engineering personnel, to give the unregistered operation a “safety inspection.” Because the ionic interference on the moon, communication between the Adventure and the mining outpost was impossible. This actually worked to the crew’s advantage as Hoddek would have less time to prepare for the crew’s return once they showed up at his door. Nonetheless, Lieutenant Commander Pak pointed out that a return trip would certainly signal to Hoddek that Starfleet suspected some shenanigans were afoot, and cautioned the team to be ready.

Once again, Lieutenant Beta skillfully piloted the away team down to the moon’s surface without incident. This time the team included Lieutenant Ditko from the Science Division, and Lieutenant J’Zahra from Engineering (two supporting characters). Hoddek opened the airlock at the team’s request, and once again met them at the elevator. He looked puzzled, but seemed resigned to the inspection. He informed the away team that unfortunately, they could not enter the mine itself, as it was currently undergoing radiation decontamination. Radiation was a natural product of vionium mining, and the mine needed to shut down periodically for a couple of weeks at a time until rad levels returned to normal.

While Logan was talking to Hoddek, Lt. Ditko went inside Hoddek’s office and hacked into his computer. He noticed a few things. First, the computer was surprisingly difficult to access, with many layers of security that would certainly be uncommon for a mining operation. Second, the computer was devoid of any programs or files that would indicate mining was occurring: no manifests, supply requests, geological reports or anything similar. It seemed the only thing the computer was doing, other than running the facility’s power and life support, was running a generator projecting a high level of ionic interference on the surface. Lt. Ditko shut that off, and discovered he could immediately communicate with the Adventure if need be.

Meanwhile, Lt. J’zhara and Commander Logan scanned the huge blast door to determine if there was any radiation beyond it, as Hoddek claimed. Their tricorders couldn’t penetrate the door, so their readings were inconclusive. For the first time, Hoddek seemed to be angry. He claimed he had cooperated fully, that any omission of registration was an error of the Harelian Mining Authority, and that Starfleet had no right to treat him and his men like criminals.

That’s when Commander Logan informed him that his mining license was fake, that they knew this facility sent the coded transmission and deliberately projected ionic interference to block communications and transporters, and that she knew he wasn’t running a mine of any kind.

Hoddek sighed resignedly and told Commander Logan that if she keeps looking into this, it’s on her head. He claimed he and his team are part of a top secret project for the Federation Science Council, which is why it’s unregistered. He can’t tell her what they’re doing on the planet, but he can show her and she can decide what to do. He took out an old-style communicator and signaled someone behind the blast door to open the lock.

With the door open, Hoddek led the away team down a corridor towards what looked like a lab. The path took them through stacked crates of supplies and machinery. All the while, Hoddek apologized about the necessity of the deception. But Lieutenant Commander Pak spotted the ambush a split second before it happened, anyway.

Several of the miners, brandishing old-style phasers, began to fire on the away team from the cover of the boxes. Hoddek took off towards the lab while his men traded shots with the away team. Pak blasted a miner off his feet, but was soon felled by a phaser shot herself. Stunned, she was out of the fight.

One of the miners blasted a crate of some kind of particulate, and the dust further hampered visibility. Outnumbered, outgunned, and with her tactical officer down, Commander Logan signaled the Adventure for an emergency beam out. A medical team met them in the transporter room, taking charge of the unconscious Lt. Cmdr. Pak.

Meanwhile, a small ship had entered the system, flying in the general direction of the moon, but not coming too close. They answered a hail immediately, and identified themselves as couriers just passing through the system. They seemed intimidated by the Adventure and its obvious superior armament. Now that the ionic interference was gone, Lt. Beta was monitoring the moon closely, which is how he noticed the fourteen life signs in the mine were suddenly reduced to nine. The ship was beaming the miners aboard!

By the time he could alert Captain Boardman, the ship had managed to beam out six more miners, leaving two on the moon. The ship immediately took off at warp, making a run for the Cardassian neutral zone. The Adventure pursued them and caught them just shy of the neutral zone, but before they could lock on a tractor beam the ship fled again. The Adventure gave chase and caught it just inside the neutral zone.

The turbolift doors opened, and a grim-faced Lt. Cmdr. Pak stepped onto the bridge. She quickly took her position at the tactical station and fired the Adventure’s phaser arrays, targeting the engines of the small courier craft. The ship was quickly and efficiently disabled, but not before Lt. Beta reported a new threat: three Cardassian Hideki-class corvettes entering the neutral zone, on course to intercept the Adventure!

The Cardassians hailed the Adventure. On the view screen, an imposing Cardassian stared down his nose at Captain Boardman. He identified himself as Legate Jabrel, and demanded to know why the Adventure had crossed into the neutral zone. He also said that they have identified the courier ship as a Maquis vessel wanted for crimes against the Cardassian Union, and demanded the terrorists be handed over to them for prosecution, conviction and eventual execution.

Captain Boardman had no intention of complying with this order, and pointed out that the Cardassians had also violated the neutral zone. He beamed the Maquis aboard the Adventure, where they were promptly taken into custody by Lt. Cmdr. Pak and a team of security officers. The Adventure was well-suited for combat, but three-to-one odds are still three-to-one odds. Boardman ordered the Adventure to set course for Federation space at maximum warp, knowing the Cardassians would not cross over the border in pursuit and risk open conflict.

The ship returned to the moon to round up the last two Maquis members, only to find that any evidence of their activity was destroyed by Hoddek prior to his departure from the moon. Now, however, he was sitting in a holding cell, so Starfleet could question him at their leisure, once the Adventure got back to Outpost 51.

First, though, the ship had supplies to deliver to the science outpost on New Coriolanus, which is where it was originally bound before getting sidetracked by the strange transmission broadcast by the Maquis. But that would have to wait until next time…

Star Trek Adventures: Shakedown Cruise

These are the voyages of the U.S.S. Adventure. It’s mission: to patrol the Cardassian Neutral Zone and provide support to Outpost 51, a Federation bastion on the fringes of the Alpha Quadrant.

My Star Trek Adventures game kicked off on Sunday with the first session. Sadly, only two of my three regular players were able to attend, but we managed nonetheless.

I decided the first adventure would serve several purposes. First, it would introduce my players to the dramatis personae of my campaign, particularly the personnel of Outpost 51 and the Denali Docking Substation, as well as other captains and vessels using the outpost as a base of operations in the quadrant. Second, it would give the players a familiarity with starship rules, particularly starship combat; which is something we haven’t really done a lot of in previous games.

By Source, Fair use, https://en.wikipedia.org/w/index.php?curid=63088705

With that in mind, I decided to adapt a published adventure from the previous Star Trek game; “Shakedown Cruise”, from the Last Unicorn Games Star Trek TNG RPG. I made some minor changes to make sure it fit snugly into my setting, and so far, so good.

The first thing we needed to do as a group was create a captain for the U.S.S. Adventure. The captain will usually be a NPC, but the role of the captain can be taken by any of the players in any scenes where their primary character is not present. We created Captain Frederick Douglass Boardman, a veteran of Wolf 359 and of the Cardassian Wars of the 2350’s. He’s an experienced military officer with a lot of combat experience, which is why he’s been given command of the new Akira-class vessel, Adventure. We didn’t get too much farther into Captain Boardman’s history and background, other than he was born in the United States of Africa (much like Nyota Uhura and Geordi La Forge) and is a veteran officer (like Picard).

With this detail ironed out, we dove right in to the story.

Outpost 51 is commanded by Captain Tomek, a Vulcan veteran of the Klingon-Federation War of 2256-2257. (Yeah. That was over 100 years ago.) Tomek is a military genius whose treatises on tactics are required study at Starfleet Academy. He’s a Starfleet legend, on par with Zephram Cochrane or James T. Kirk; the difference being he’s still alive in 2369.

The Adventure is one of several vessels that will be using Outpost 51 as a base of operations in the Alpha Quadrant. Starfleet command hosted a reception for the captains of these ships in the main observation lounge of the station, which allowed the captains and crews of the respective ships to meet and exchange information. Also in attendance were the Klingon ambassador, K’Varg, and Captain Brule, the Klingon captain in charge of the small detachment of Klingon troops stationed at Outpost 51.

Captain Tomek didn’t make an appearance until about an hour into the reception, when he quickly took the podium to extend his greetings and welcome to the new arrivals. Then he requested a meeting with the command staff of the vessels, to take place in one hour. So much for the party.

The captains met with Tomek and he briefed them on the situation in the Alpha Quadrant. He explained that a stable wormhole to the Gamma Quadrant had opened in the Bajoran system, and that, in light of this information, the Cardassians were reconsidering their military withdrawal from Bajor. Only the Federation presence in the quadrant seems to be keeping them at bay, so it is imperative that the Federation-Cardassian treaty be enforced. The Cardassians would like nothing more than an excuse to break the treaty and resume their occupation of Bajor, thereby seizing control of the wormhole, the strategic importance of which can not be overstated.

Tomek made clear that he considers the Maquis, a group of former Federation citizens who lived on worlds ceded to the Cardassian Union as a result of the treaty, to be a terrorist organization. The Maquis often attack Cardassian targets in retaliation for aggressions perpetrated by the Cardassian government on those it considers its subjects. Tomek stated flatly that any captain who holds Maquis sympathies should inform him of the fact so that they may be transferred to other assignments, without fear of repercussion or consequence. Likewise, if any captain is aware of such sympathies among their crew, those crew members should likewise be transferred. Maquis sympathies are, quite simply, incompatible with Starfleet’s mission at Outpost 51.

This was chilling to all the captains seated at the table, as Tomek was essentially calling for a purge, albeit one with no negative consequences other than reassignment for those with Maquis sympathies. Tomek ended the meeting by saying he would meet with captains individually to give them their assignments.

The next day, the Adventure got her assignment: a shakedown cruise to test the capabilities of the new ship. It would be a typical run to New Coriolanus to drop off some supplies to a science outpost there. Along the way, they would test out the sensors and weapons systems.

The Adventure detected some drones hiding in an asteroid field and obliterated them with her phaser arrays (phaser arrays are cool). Then, without warning, a Klingon K’Vort class Bird of Prey, the Vorath, decloaked off their port bow. Captain Brule hailed the Adventure. “Today is a good day to die!” yelled Brule, before firing a warning shot that rocked the Adventure from bow to stern. Then, the Klingon ship cloaked again.

Captain Boardman assessed the situation and noted that unfortunately, he was now dead, so command of the Adventure must now pass to Commander Logan, the first officer. (He was sure to whisper “no torpedoes” in his “dying” breath, indicating that this attack was merely an exercise.)

Commander Logan efficiently took command and blasted the Klingon vessel, blowing away the shields in one shot (I told you phaser arrays are cool). The Klingon vessel hailed them again, grudgingly conceding defeat. Nonetheless, Captain Brule warned them that the adversaries the Adventure would face in the Alpha Quadrant, particularly the Cardassians, would not abide by any “silly rules”.

The Adventure continued on towards New Coriolanus, but detected a strange transmission coming from what was supposed to be a barren, lifeless moon. Attempts to decode the transmission proved futile, but the fact remained that nothing should be there at all, so they decided to investigate.

Scanning the moon from orbit revealed a relatively new structure on the surface: a dome, not more than a few years old. There were a few life signs centered about a kilometer below the dome, under the moon’s surface. There was no response to hails.

Strong ionic interference prevented transporter use, so they took a shuttle down. The moon had no atmosphere, so the crew was forced to use EVA suits to get from the shuttlecraft to the airlock of the dome. Once there, they used a comm panel to communicate with the people below the surface. These people let them in to an industrial elevator that pressurized slowly as it descended. By the time it got to the bottom, about a kilometer below the surface, the crew could remove their EVA suits.

They were met at the elevator by a green-skinned Harelian named Hoddek. Hoddek claimed they were a vionium mining operation. He seemed surprised to see Starfleet officers, but not particularly concerned. Several other miners were lounging about. When asked why Starfleet had no record of this operation, Hoddek blamed the Harelian Mining Authority, who “couldn’t find their backside with both hands, never mind file paperwork on time.” He denied any knowledge of a transmission and showed the crew into his office, where he produced a temporary mining license.

Upon closer inspection, the crew determined that not only was this license expired, it was a forgery. Rather than confront Hoddek about his lies, Commander Logan opted to return to the Adventure to plan her strategy from there.

And that’s where we left off….

Star Trek Adventures: My First Campaign

Since I purchased Star Trek Adventures a couple of years back, I’ve wanted very much to run it as a campaign. I have been fortunate enough to run two “one-shots” for some old friends; the first, The Vanished, featured the crew of the Original Series; while the second used the Next Generation characters. Both were a lot of fun and gave me and my friends a good opportunity to learn the rules.

Since then, I came across RFord’s (blackjack071 on TMP) blog, Over The Hill Gaming, in which he details several aspects of the Star Trek Adventures game (for STA noobs like me), as well as several YouTube videos, both from Modiphius (these are ok), and the Complex Games Apologist (these are better). To top it off, I listened to a few podcasts that showcase actual play, most notably The Terrible Warriors (thumbs up on this one, even though they sometimes get the rules wrong, they don’t let it stop them from having a great time). I purchased every supplement currently available for Star Trek Adventures, and I subscribed to the Living Campaign. In short, I’m ready to go.

With that in mind, I got my friends together and we discussed what era of play we would be most comfortable with. We decided on the Next Generation/Deep Space Nine era over the Original Series, as TNG was “our” Star Trek growing up. I decided to set my campaign in the year 2369, which, in Star Trek continuity, puts us somewhere around TNG Season 6 and DS9 Season 1. In other words, the Enterprise D hasn’t been destroyed yet, Commander (not yet Captain) Sisko still has hair, and Voyager hasn’t even been built.

Notable recent events include the disastrous Battle of Wolf 359 (2367), in which the Borg, with the help of an assimilated Jean-Luc Picard, annihilated the Federation fleet in that system, destroying 39 ships and killing lots and lots of people before being destroyed by the Enterprise D; and the Cardassian withdrawal from Bajor, subsequent formation of the Bajoran provisional government and discovery of the Bajoran wormhole (2369). It’s an exciting time.

I decided the action would take place in the Alpha Quadrant, close (but not too close) to Deep Space Nine and the goings-on there. Home base will be Outpost 51, a Federation facility in the Kratos (yep, named after you-know-who) System along the Cardassian neutral zone. Outpost 51 shares orbit of Kratos 4 with a small asteroid which has been converted to a docking station. Between the main outpost and the asteroid, there’s a lot going on at any given time.

I managed to get three of my friends together to make characters, with the hopes of having another couple of friends join the crew at some point. The Lifepath creation system Modiphius uses is quite involved; by the time you’re done making your character you know a lot about their upbringing, training, personal values and beliefs and the events that have shaped their life thus far. It’s a lot of fun, but it takes a session all by itself. Meet the characters:

My friend Matt is playing Commander Sarah Logan (First Officer, Human). Matt played Spock in The Vanished and Commander Riker in the TNG one-shot I ran, so he’s experienced in the first officer role. He dislikes playing pregenerated characters, even established ones like Spock and Riker, so he was happy to finally get to make his own. Logan is a rising star in the Command Division and has been recently assigned to act as First Officer aboard a new starship, the U.S.S. Adventure.

Chris is playing Commander Daris Pak (Security Officer, Bolian). Bolians are generally well-liked and friendly, so his security officer is from the “you catch more flies with honey…” school. If honey doesn’t work, though, she’s a bald, blue-skinned Gina Carano, and you will respect her authoritah. She’s the new Chief of Security aboard the Adventure.

Finally, Thom is playing Ensign Kl’rt Beta (Helmsman, Trill). As the sixth host to the Beta symbiont, Kl’rt has five previous lifetimes of memories to draw upon. His own personal experience is as one of the most talented Conn Officers Starfleet has recently produced. He’s a veteran of Wolf 359, which claimed the lives of many a skilled helmsman. As such he is currently awaiting reassignment to a starship at Outpost 51. (Hint: it’s going to be the U.S.S. Adventure.)

And the final character in the campaign is the ship herself, the U.S.S. Adventure, an Akira-class dreadnought (see above) newly-commissioned in 2368, now awaiting command assignment at Outpost 51. The Akira design was a direct response to the costly battle with the Borg at Wolf 359. As such, she is equipped with extensive shuttle bays, phaser arrays and a state-of-the-art, rapid-fire photon torpedo launcher. (Just in case.)

Our first “official” session with all players (and the ship) is this Sunday, and I’m brimming with glee. I might even record it for eventual podcast…but I’ll have to look into that a bit more.

The New Golden Age of RPGs

A funny thing happened to me a couple of weeks ago. I got a notification from Amazon that my package had been delivered, which I found odd because I did not recall ordering anything. I ventured outside and lo and behold, a mysterious box was resting comfortably on my doorstep. I opened it up and found this:

I checked my order history and sure enough, I had ordered it the night before, but I had no memory of doing so. I opened up the liquor cabinet and regarded the level of gin in the bottle with a critical eye.

Well, that one look explained a lot.

My first impression of the game is that it looks like a lot of fun. With rules for running both cinematic games (where you’re likely to die) and campaigns (where you might live), it’s a comprehensive system that’s very true to the source material. The book itself is beautiful, but to be honest it could be about half the size; much of the pages are light on actual text, taken up instead with (beautiful) illustrations and lots of empty space. It’s a design choice, but it also contributes to the cost of the finished product. I don’t know if I’ll ever run it or play it, but it’s a great read nonetheless and it has inspired me to dig out my Dark Horse Aliens comics for some re-reading.

I have been on a RPG buying spree lately. It started before Christmas (when I was supposed to be shopping for others) and hasn’t really let up. In addition to my unexpected Alien purchase, I bought all of these:

Not to mention several supplements and sourcebooks for Star Trek Adventures and Red Markets not pictured here. (Addiction is a disease, people, and it’s real. Sadly, one addiction often feeds another, as in the case of my gin-fueled Amazon binge that made me the owner of a hardcopy of the Alien RPG.)

The keen-eyed among you may notice I haven’t even opened my 5th Edition Dungeons and Dragons set or my Delta Green set yet. This is because I have been all-in on getting my Star Trek Adventures game up and running (more on that soon ) and delving deeply into Red Markets, which is a 400+ page hardcover I had printed at Indie Press Revolution. (I just can’t seem to navigate PDFs very well. I prefer books.)

What do these games have in common? Well, all of them have received stellar reviews, and all of them are extremely well-produced. I became aware of some of them from listening to various podcasts and watching YouTube videos. The small press is king nowadays, and Kickstarter has a lot to do with that. Otherwise it’s unlikely games like Red Markets would ever get made, and that is a shame indeed, because it’s pretty damn cool, with a system that is unique, innovative and often very harsh.

I have been a Call of Cthulhu player since I was in high school, and D&D since well before that. So why buy into new editions? Put simply, because that’s what people play nowadays. My last edition of CoC was the d20 OGL edition, which was great (at least I thought so, but I like the d20 system). Previous to that it was 5th edition. Now I can’t hear enough great things about 7th edition, and it’s what my friends play. If I want to run a game (and I do), then this is the way to do it. Ditto with Dungeons and Dragons. My last edition was 3.5. I skipped the horror of 4th edition entirely, and would have been happy to play 3.5, Pathfinder or even go back to 2nd edition for the rest of my life. But once again, I hear the buzz, and it’s pretty universally great. I picked up the core rulebooks to give it a shot.

I never played Delta Green in its earlier incarnation. Listening to actual play podcasts has given me the fever to run a few games of this, as it’s pretty much made for the one-shot scenario (and that’s about all I can seem to get going nowadays). This current edition has received almost universally positive press. Much like Alien, I don’t know if I’ll ever actually play it, but I know I will enjoy reading it.

Finally: Savage Worlds. I’ve been hearing about this system for years now. Much like Fate and GURPS, it’s a universal roleplaying system that gives players a lot of agency in how they create and play their characters. I haven’t had much time to look these rules over and it’s unlikely that I’ll run a game using them, but I collect rules sets, and always like to see what various systems offer.

I mentioned I wouldn’t have even heard of some of these games if it weren’t for my new love of actual play and gaming podcasts. (Since I don’t get to play very often, I can at least listen as others do.) I’ll list my favorites here, along with my pithy commentary. You can obviously find them anywhere you get podcasts, but I’ll link to their respective homes on the web.

The Roleplaying Exchange: These folks play a lot of games I like, like Star Trek Adventures, Call of Cthulhu, Delta Green and Slasher Flick. This is the first podcast I found, and through it I discovered many of the small-press games I’ve bought since. They share the Red Markets 10K Lakes campaign with Technical Difficulties, so you can find episodes crossing over on both podcasts. In addition to actual play, they do a lot of interviews with game creators and discuss topics related to the roleplaying hobby as well.

Speaking of Technical Difficulties, they play a lot of Red Markets (among other things). I have mixed feelings about this podcast, good and bad. The good: They play small press games. They have a handle on the rules and illustrate them well during the podcast. They have interesting ideas for game scenarios. The bad: they’re mostly annoying people to listen to. You will lose track of how many times someone utters the sentence “That’s fair”, often when there was never any question of the fairness of anything. (It’s like a shared nervous tic.) Not everyone is insufferable; some regular players are funny and interesting in spite of the podcast’s shortcomings. But sadly, it’s often true that there’s always at least one huge asshole in every gaming group. (If you don’t think there is one, then chances are it’s probably you.) This group has more than one. I won’t name names, but let’s just say there’s a guy who has to correct everyone all the time, another guy who only plays asshole characters because “that’s what I like to do”, and another guy who always wants to start some player vs. player bullshit. Luckily, not all of these people are on every podcast. Assholish behavior is generally not my cup of tea (YMMV, of course), but I can grit my teeth and enjoy what they do offer, which are some good examples of various games’ rules in play. I learned of several games I would have otherwise missed through this podcast. And I DID subscribe to it, so obviously I feel there is some value in listening.

Terrible Warriors: This is hands-down my favorite actual play group to listen to. The podcasts are all about an hour or less, the pacing is top-notch, they play REALLY interesting games, and the players are fantastic. I would love to play in this group. Unfortunately (for me), they’re based in Toronto. They play a lot of Star Trek Adventures (which is how I found them), but they play a lot of Kickstarter-funded games as well. It’s through them that I discovered so many indie games I would have otherwise never heard of. Recent highlights are Bluebeard’s Bride, a feminine horror game in which the players all play a part of the Bride’s persona (an awesome concept I wish I thought of) as they explore her new home and create their own version of the classic fairy tale; and Zombie World, a diceless card-based rpg that plays so smoothly, I’m dying to try it out. Both of these are from Magpie Games and use the new Powered by the Apocalypse Engine. Well worth a look, and I can’t recommend the podcast enough. Sometimes they get the rules wrong, but they always manage to have a lot of fun nonetheless.

The Lovecraft Tapes: This is an actual play 7th edition Call of Cthulhu podcast that uses Roll20. (It doesn’t look like they’ve done anything for 2020 yet, so maybe they’re on a break.) Although it’s a horror game, it’s often quite funny rather than scary, and the amount of time they put into editing it is apparent. Once again, each session is usually about an hour long. Great fun, with a talented GM.

One Less Die: I became aware of this actual play podcast through the creator’s appearance on the Roleplaying Exchange. It’s still in the early stages, with the beginning episodes focusing on the latest edition of Shadowrun. The Shadowrun campaign is still ongoing, but I started listening when they began a Call of Cthulhu campaign. I got annoyed because one of the players is playing a Russian investigator and he insists on talking like the most over-the-top Pavel Chekov you can imagine, so I bailed on it for a while. It sounded promising, so I’ll probably give it another shot at some point.

Coming next: the conclusion to my Fantastic Worlds Star Trek campaign: Hubbard’s World!

Christmas is all about…ME.

‘Tis the season, and as usual, I have taken advantage of the holiday sales to buy a bunch of shit for me that I don’t need, but definitely want.

A couple of months ago I broke down and subscribed to Amazon Prime, mainly so I could watch The Boys (one of my favorite comics of all time). Of course, Amazon Prime comes with free shipping on anything I order from Amazon, so guess who has been busy? (Hint: it’s me.) Now, I know Amazon is like Wal-Mart…the deep discounts they offer are bad for the economy, and certain death for brick-and-mortar stores. And I do feel bad when I order something from Amazon, and it arrives at my door at 9 pm the next night, because I don’t NEED anything that badly, and delivery drivers shouldn’t have to deliver dumb shit to my house at 9 pm in the freezing cold when they could be home instead.

I get it. I know Amazon is a bad company to work for. Yet I’m weak. I can’t say no to those sweet price cuts. For some reason, I can’t ignore Amazon the same way I refuse to deal with other asshole companies like Chick-Fil-A and Hobby Lobby (fuck those guys). The discounts are SO big…Right now, as I write this post, the Modiphius Original Series Away Team that I painted last month is on sale for $18.96. That’s a little over ONE THIRD the retail price (which, at $52.00, is fucking stupidly expensive, but still…) Less than $20 for 10 miniatures is a pretty good deal, I would say.

So, between Amazon and other vendors, I’ve racked up quite the grocery bill, and it’s not even Christmas. Here’s how to spend money irresponsibly on yourself before the holidays, so that whatever Santa brings you (or doesn’t), you won’t be disappointed.

Dungeons and Dragons 5th Edition (Amazon): I picked up this bundle for $82, which is 48% of what it retails for ($170). I get all the core rulebooks: (Player’s Handbook, DMG, Monster Manual) and a DM screen; all in a handsome slipcase. Why would I buy this when I’m already all-in on 3 out of 4 editions of Dungeons and Dragons (I skipped 4th, and assumed I was stopping at 3.5)? First: because it seems that’s all anyone plays around me, and I want desperately to get into a game; second: it’s supposedly a good system, and finally: because I got all the core books at 52% off.

Red Markets (Indie Press Revolution): I bought this PDF (after I bought the get started kit at DrivethruRPG) after hearing some pretty amazing things about this game. I listened to a bunch of actual play podcasts (which were alternately interesting and irritating; there’s always at least one annoying asshole in every gaming group, sometimes more) and an interview with the game’s creator, and I’m hooked. I wanna play. I’m an old-school kinda guy; I don’t like reading PDFs. I’d rather have a book in my hand. Red Markets is almost 500 pages of full-color awesomeness, so if I tried to print it out it would suck my printer dry and probably look like shit. Lucky for me, Indie Press Revolution printed it for me, and I got the PDF version as part of the package, too. I’m happy to say their printed book is very high-quality and durable; much better than if I had tried to do it myself. It’s a thing of beauty.

Savage Worlds Adventure Edition (Amazon): I got this new hardcover edition of the rules at 30% off. I’ve heard good things about Savage Worlds, but I’ve never played it. The discount (and some whisky, TBH) was enough to push me, in a weak moment, to buy it. I haven’t looked at it yet (too much Star Trek and Red Markets on the brain).

Wreck Age (eBay): I collect rules sets (which explains why I own a copy of Spinespur). This post-apocalyptic skirmish game was well-reviewed, and even had its own line of miniatures. This was a cheap purchase, so I guess that justifies it.

Note this doesn’t include my purchases from Troll and Toad (individual Star Trek Heroclix) and from Etsy shops (3D Printed Terrain).

Am I done? Maybe…I have my eye on a few other things. I want the latest version of Call of Cthulhu (7th Edition), and Delta Green, which I have heard great things about. And I have my eye on yet more Modiphius Trek miniatures: the Next Generation Away Team set, which, sadly, never seems to drop below $30. (Once it does, it’s fair game.)

Star Trek Adventures RPG: The Vanished

Throw another of my 2019 Resolutions in the “done” pile. I got my friends together and we played an actual game!

One of my best friends lives on the other side of the country and doesn’t come back here very often. Usually he makes it home for the holidays, which doesn’t leave much time for gaming. But this time he made it back for a vacation. We made a point to set up a game night, and I managed to get three other guys together too! The game: the new Star Trek Adventures by Modiphius.

Being the Game Master, I decided to set the game during the Original Series era, and the players would take o the roles of Kirk and the Enterprise crew. Since we only had a few hours to play and only one copy of the rules, making original characters would have been silly and would have eaten up a huge chunk of our time. With this in mind I also decided on using a published adventure…but rather than use any of Modiphius’s adventures (many of which are quite good), I chose to adapt an old FASA Star Trek module to suit my purposes.

I chose The Vanished, by Guy McLimore and Greg Pohlein (credit where credit is due) which was actually designed with the Enterprise crew in mind. To my knowledge, none of my friends had ever played this adventure (we never played the old Star Trek RPG back when), so they would be unfamiliar with it.

Here’s the plot as originally written: The Enterprise passes by FDR 39, a deep space research station in the midst of a magnetic storm. They hail the station a a courtesy and get a bored response. In the middle of the conversation, communications abruptly cease. But the call isn’t dropped; the person who was speaking just…vanishes! Naturally, the Enterprise goes over to investigate…

What happened? Well, one of the corporations aboard the station was doing some research on a brand new kind of transporter. It just so happens that during a test of the transporter beam, some unknown aliens with an unpronounceable name (let’s just call them space amoebas, because that’s what I did) gained access to the station and caused a power short. This resulted in the transporter beam sweeping through the entire station, disintegrating all the people aboard. Lucky for them, their transporter signatures are still contained in the computer, so they can be restored…if the Enterprise crew can figure that out and deal with the aliens…

While this gives the landing party some clear objectives (investigate the station, deal with the amoebas, restore the transporter patterns), there’s not really much for the crew aboard the ship to do. At least not as the adventure was originally written. So I decided to add some of my own touches. First, the magnetic storm increases, making transport and communication between the ship and the landing party impossible for part of the adventure. This happens right around the time the landing party first discovers the aliens. (Too bad they can’t warn the Enterprise…)

To make matters worse, another ship arrives, filled with Orion pirates disguised as corporate employees. They’re here to steal the transporter tech with the help of an inside man, but they weren’t expecting to find their man disintegrated and the Enterprise in orbit around FDR 39. Still, they try to bluff the Enterprise while sending their own team to the station to retrieve the tech.

Once aboard the station, the landing party and the Orions have to deal with the aliens. But the Orions only want the tech, and seize the first chance they can to steal it and get away. Without it, the transporter patterns of all the people aboard the station can’t be restored, so the characters need that tech too…

Meanwhile, in orbit, a couple more of the aliens gain access to the Enterprise. Since the crew aboard have no idea about the aliens, they’re in the dark about how to deal with them. While the ship’s crew tries to repel the space amoebas, the Orions on the station either get control of the transporter tech and make a run for it (cue starship combat), or fail to get the tech, but still try to make a run for it (cue starship combat).

So how did it turn out? Obviously, I’m not going to blog a seven hour rpg session, that would just be dumb. But I will share some highlights…

The landing party was made up of Kirk, Spock, McCoy, Scotty and two uncontrolled supporting characters, Lt. Suvek and Crewman Ramirez, both security officers (redshirts). This left Sulu in command of the Enterprise, along with Uhura, Chekov and Nurse Chapel, as well as several supporting characters, most notably Chief Specialist J’Zhara, an Andorian female engineer.

As you might expect, the security officers met with misfortune. Lt. Suvek wandered off to investigate a noise and fell prey to one of the space amoebas early. This prompted the crew to investigate, and in so doing they discovered the aliens for themselves. While fighting off a bunch of them, one of the amoebas was about to engulf Spock, when Crewman Ramirez somehow got in the way…

Of course, Kirk and the Orion pirate leader (disguised as corporate employee) had a romantic flirtation pretty much throughout the entire evening, which annoyed Bones and made Spock’s player delight in ruining the moment by constantly interjecting his scientific observations and theories at inopportune times. (I suppose I should clarify that the Orion pirate leader was female, but not an Orion. Still, she led a bunch of Orions.) Fun stuff.

The most surprising moment of the night was when the Orion ship finally fired on the Enterprise and made a run for it, Kirk and the landing party was still aboard the station and Sulu was dealing with the aliens in the Enterprise shuttle bay. This left Lt. Uhura in command of the Enterprise, as she was the ranking officer on the bridge! She wasted no time in pursuing the Orions and locked a tractor beam on them, preventing their escape! Considering she never did anything remotely as interesting on the TV series, this was pretty awesome!

Speaking of the shuttle bay, Sulu and company were having a hard time with one of the space amoebas. They opened fire on it and failed to do any damage at all. Then Nurse Chapel, of all people, stepped up and vaporized the alien without any problem whatsoever.

Finally, as any GM knows, your players will throw a wrench into any plans you are foolish enough to make. In this case, you would expect the story to unfold something like: board the station; discover the transporter accident; deal with the aliens; deal with the pirates; fix the broken power relay; save the station personnel by restoring their transporter signatures; capture the Orion vessel. The end.

Instead, it was: board the station, encounter the aliens, flirt with the Orion pirate captain, fix the power relay, inadvertently help the Orions steal the transporter tech from right under your nose, discover the transporter malfunction, chase the pirates, capture the Orion vessel, get the transporter tech back, and (eventually) save the station personnel by restoring their transporter signatures. The end.

I like Star Trek: Adventures, although I will say there’s a lot to keep track of. Seeing how it was my first time running the system, I’m pretty sure I didn’t do everything right. It was a fun time, and it was great to see some of my old friends around the gaming table again. (One of our players hadn’t played a game in over twenty years!) I’m hoping we get to play more often, possibly with original TNG-era characters. Fingers crossed!