A couple of days ago Modiphius released their eagerly-awaited Star Trek roleplaying game. Star Trek Adventures is the latest game in the long line of Star Trek games which have been pretty much hit or miss. Luckily Modiphus’ game is one of the winners. Here are five reasons why you should check it out:
It’s Star Trek
Sure, that’s what it says on the cover, but it’s also one of the best reasons why you should get it – especially if you are a fan of the franchise. Star Trek Adventures also does a great job of introducing the setting to people who haven’t watched every single movie and TV episode. I also think that Modiphius managed to create a game that definitely feels Star Trek.
It’s a Modiphius game
Games published by Modiphius always have one thing in common: awesome production values. Their games look great, if printed they feel great, and overall they also play great. Sure, there are exceptions, but Modiphius has managed to churn out high-quality products in such a short time that it boggles the mind. The Star Trek Adventure game is definitely one of their best-looking books to date.
It uses the 2d20 System
Initially I was not sure if the 2d20 System was a good fit for Star Trek. But what I didn’t know at that point was that Modiphius always make sure they adapt the system to the settings. While the core mechanics stay intact, they totally pull apart the system to make it fit to the setting at hand. This especially worked great with Star Trek. I played several of the playtest adventures and with each new rules iteration, it got better and better. The final result is definitely one of my favorite 2d20 implementations.
It supports all eras
One issue I had with other Star Trek games was that they didn’t support all the eras I was interested in. Star Trek Adventures will be the first game to support everything from Enterprise to Voyager. The only omissions are the new Kelvin timeline and the upcoming Discovery series – which I don’t mind at all. I am especially excited to be able to play in the Enterprise era.
The PDF is very reasonably priced
Often the PDF versions of games with similar sizes and production values set you back $20 or more. Modiphius chose another route this time and released the digital edition of their core rulebook for about $15. That’s actually a very good price for a game book of 350+ pages.
Back when the new Conan RPG by Modiphius was released I contacted Chris Birch and asked him if he was interested in doing another interview with us. Here’s what Chris and Sam Webb, the line manager for the upcoming Star Trek game had to say…
Stargazer: Thanks for taking your time to answer our questions. I don’t think introductions are needed because Chris Birch and Modiphius have become household names in the RPG hobby during the last few years (Editor’s note: there’s also our interview with Chris from 2015 if you need a refresher). At the moment the Star Trek Adventures playtest is in full swing. Chris, can you tell us more about the playtest? In what phase of testing are you at the moment? What if someone missed the first few playtest opportunities, is there still a chance to enter?
Chris: I’m going to introduce Sam Webb our line manager on Star Trek here to answer a couple of the questions, Sam has a background in running RPG clubs, big LARP events in the UK and joined Modiphius last year as my assistant before moving on to direct the development of Star Trek.
Sam: The playtest is in full swing, as you say. We’ve had the core rules feedback, based on the first adventure we released late last year, while we’ve had feedback about the starship rules from the first full wave of adventures we released. What’s exciting about this playtest is it also introduces our Living Campaign, so as I speak we’re getting feedback on what choices groups made and then that will lead to an Admiral’s Communique about the final, crowd-sourced, actions that each crew took! We’ve just released the character creation rules for playtesters to try out and once feedback is back for that, it completes the playtest proper… but the Living Campaign will continue before and after the game’s release in August! At this stage we’re not taking more playtesters (there’s over 10,000 already!) but do sign up so you can get involved in the living campaign.
This is what you’ve been waiting for, the conclusion of my Conan – Adventures in an Age Undreamed Of review! Usually my reviews are not that long, but this time I decided it was time to try something new. Please let me know in the comments below if you prefer this more in-depth approach to shorter first look posts.
Before having a look of the rest of the book’s content I have to talk about the artwork. I already mentioned Modiphius’ high production values in the first part of the review, but I just have to mention it again. You’ve seen the pieces I included in my review and I doubt you’ll disagree with me if I say that the artwork used throughout the book is not only gorgeous but also a perfect fit to the source material. The layout is a standard two-columned layout, the fonts chosen are highly readable. I’ve definitely seen fancier layouts in my time, but I get the impression that Modiphius focused on readability over fancy here. This was actually a wise decision because a lot of modern RPGs are often being accused of being hard to read especially if you’re eyesight is not as it used to be. Since we roleplayers are an aging demographic, it makes sense to keep things like that in mind. Nevertheless, the Conan corebook is a sight to behold. I can’t wait to get my hands on a physical copy!
Before delving into The Hyborian World and the remaining parts of the book, let’s have a quick look at equipment. Conan has a quite extensive chapter on equipment, including long lists of various weapons, armor, and other belongings. There are also rules for mounts like horses or more exotic ones like camels. Since Conan was also an infamous pirate for a time of his life, we also get rules for boats and ships. These are not too detailed, but at least allow you to make use of sea travel in your adventures.
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