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Star Trek Adventures Quickstart $0.00
Average Rating:3.7 / 5
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Star Trek Adventures Quickstart
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Star Trek Adventures Quickstart
Publisher: Modiphius
by Goran E. [Verified Purchaser]
Date Added: 01/25/2018 09:43:09

I really love the Star Trek universe because it's not a space opera with just battles and chases. It has quite an adult behavior and the hero has (according to me) always be the crew and the ship, not this or that character.

That said, I have three problems with this demo. Two are comsmetic ones:

first, what's all about these colors? Was that necessary to print all on black background? Is there a deal with ink sellers? Where are the coupons then? second, the colors themselves. Less fluo and more pastel would have been better for, well, everysingle color. It's not Star Trek it's Tokyo Nights on acid.

Third, the 2d20 system itself. And it is not cosmetic...

1 - In the end 2d20 is trying to mix the advantages of "multiple successes systems" where each die scores a success or not with the distinct advantages of "chances of success systems" where you have a basic chance to succeed or not. nice idea.

2 - You end up spending chips to add additionnal d20 with a maximum of 5d20 to roll (FIVE OL'TWENTIES MAN!!!). that's for the MSS.

3 - And that for each you have to check a success (found by adding two factors). that's for the CSS

4 - But now, you need to compute quality rating (0 to 2 per d20) keeping in mind that you need to check each versus 2 values: a calculated sum AND the focus).

5 - Then maybe you will have to spend a few more chips to better up your quality rating.

I'm sorry but after a few hours of gaming, if like me you like looooong games you realize that you've been taking a loooot of that time just multi-checking multi things all time.

In the end it's not that i do not like the game, it's just that I don't like the physical appearance of this booklet. However, I really think that the system is a wrong mix of 2 different ways to roleplay (MSS & CSS) that is intellectually fine but practically cumbersome and exhasuting. I'll watch over the scenarios but frankly I will keep up the fasa version for the system (and ease of reading....) or use other systems to roleplay them.

I would have loved to love this game wholeheartedly, but frankly, i do not.

[2 of 5 Stars!]
Star Trek Adventures Quickstart
Publisher: Modiphius
by Mark W. [Verified Purchaser]
Date Added: 10/20/2017 13:56:03

A great introduction to the new Star Trek rpg. Easy to understand and start up a game.

[4 of 5 Stars!]
Star Trek Adventures Quickstart
Publisher: Modiphius
by Megan R. [Featured Reviewer]
Date Added: 10/04/2017 12:22:32

After a couple of pages advertising assorted Star Trek miniatures, the full rules and other accessories, we get to Chapter 1: Quickstart Rules. This consists of an introduction, basic operations and combat. The introduction provides brief basic details of what the game is about and what you need to play it, then there's a run-through of how a character is described in terms of attributes, skills and so on, and how these are used in play. There's a lot packed in, and as well as providing the detail you need to run the Quickstart could make a good introduction for new players joining an existing game. Finally, there's sufficient information for running a brawl. The concentration is on person-on-person combat, but there's a nice sketch of a Galaxy-class starship showing where all the weapons are located.

Chapter 2: Away Mission 'Signals' contains a short adventure. Apparently a small vessel, a runabout, has gone missing whilst investigating a mysterious signal emanating from the Carina Nebula, and the party's starship has been tasked to investigate. Finding a planet, the characters are beamed down to the surface as an away party, and that's when the fun begins... settlers and Romulans provide opposition, and there's the source of that signal to sort out as well. The notes are full of advice for the first-time GM, explaining how to use the rules to best effect throughout.

Finally, six pregenerated characters are provided: first officer, science officer, medic, engineer, a bridge officer, and the security chief. Amongst this we have a Vulcan, an Andorian and a Trill. Quite a bit of variety for the players to try out.

This presents a good introduction to an excellent interpretation of Star Trek as a role-playing game, with an adventure that captures the spirit of the show well. The illustrations and style of the whole thing suggests The New Era, but it would adapt reasonably to a different era if you insist. It certainly leaves you wanting to play some more of this game!

[5 of 5 Stars!]
Star Trek Adventures Quickstart
Publisher: Modiphius
by Alfred R. [Verified Purchaser]
Date Added: 10/04/2017 08:58:48

At 33 pages, the STA QS does an admirable job of distilling the 376 page rulebook into something easily manageable in an afternoon of gaming at home, or for a convention slot. This does mean that a lot of details are missing, such as the procedures for ship to ship combat, and the scientific method rules for testing hypotheses, but these absences are entirely forgivable. As a Quickstart, the document does a good job of communicating how the system works, being clear and concise, while giving a taste of the kinds of variations you might expect in the rules proper. The specific rules provided are largely adequate for the included scenario.

It is worth calling out, however, that the QS consists primarily of two to three fight scenes, which raises two concerns. Firstly, that the QS isn't really showing off what a Star Trek system can do, though it will certainly teach the ins and outs of the dice system. Secondly, that relevant combat mechanics such as using Cover and Guarding yourself -- details and maneuvers mentioned in the rules -- are not given any mechanical explanation. The latter is frustrating given the emphasis of the scenario, but the absent rules are not in anyway dealbreaking or game-ending.

The scenario itself is simplistic: there's a missing shuttle, you investigate, there's an ambush, check out the mystery of missing crewman, the attackers, and an alien signal. It has the makings of something that could be very interesting, with some elbow grease from the GM. The scenario presents a more questions than answers, while focusing primarily on dice rolling, and the intent seems clear: get players interested in the system, but leave them with questions, and then use the expanded ruleset of the core book to give them the tools to resolve those plot threads. It's not a bad model, and looking at the QS as a tool to get players into the game, leaving dangling questions is certainly sensible.

The format of the QS has attracted a lot of negative commentary, and is worth mentioning. At this moment, while the pregenerated characters are printed on white background, the rules are printed with white and pastel font on black pages. This decision emulates the iconic computer displays of the Next Generation, Deep Space 9, and Voyager television series. The production values do an excellent job of living up to that aesthetic, which draws the reader into the setting and timeline of the product. With that said, the choice does render the rules prohibitively inconvenient to print out. How relevant this is, I cannot say, as everyone plays differently: I and many of my players run games off their phones and laptops, regularly. Meanwhile, the rest of my players run their games with physical materials, so all I can say is it's a matter of preference.

Ideally, alternative versions of this document will be made available soon. Modiphius did a good job providing a printer-friendly version of the core rules, and has responded to requests for a printer-friendly version of their Voyages adventure book, so hopefully they will follow suit here. In the meantime, I cannot dock points for what is ultimately a user experience preference.

In short: the rules distillation is impressive, while teasing more of what the core rules contain would have been nice. The scenario doesn't feel very thematic and is overly insistent on fighting; a poorly rounded play experience is worth docking points, but the way it leans directly into using the core rules to handle the dangling plot threads is welcome. Overall, a fine quickstart.

[4 of 5 Stars!]
Star Trek Adventures Quickstart
Publisher: Modiphius
by Will H. [Verified Purchaser]
Date Added: 10/02/2017 21:33:32

The quickstart is produced in saturated colors on an entirely black background. No pdf layers, so impossible to print without using $20 in toner. Worthless.

I run tabletop precisely to not be on electronic devices while playing.

I run demo games at a brick-and-mortar shop. People play in my games, and buy the systems they play. I can't run this without a printable version. My players won't buy it. Neither will I.

Really, how hard is it to produce a pdf with layers, so we can at least turn off the jet black background to print? Or a light-hued printable version? Isn't there a single person at Modiphius who can imagine how their products might actually be used?

[1 of 5 Stars!]
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