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Star Trek: The Next Generation rpg (1998)
Date Reviewed: 6-3-03
Critical Kobold Rating:
(3 out of 5 Dice)
To Boldly Go
Where?!
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This is a
solid adaptation of the beloved Star Trek universe into an
rpg format. The core rulebook is a hefty bubba: a hardcover, color
photo-filled, color illustration-sporting, slick-paged tome of 303
pages (not including the extensive index). Within its heavy covers I
found an impressively thorough game in which players may (naturally)
assume roles as Star Fleet lackeys trekking about the universe in
search of new worlds and new civilizations.
Lemme say up
front that the book is filled with background material galore. The
first 53 pages of the book are devoted to the history of Earth and
Star Fleet, brimming with campaign notes, timelines, and
role-playing guidelines. Story-like narratives at the beginning
every chapter introduce that chapter’s contents from the viewpoint
of a Trek character. The major alien races are described,
with explanations of the workings of the United Federation of
Planets. There’s a lengthy description of Star Fleet’s structure,
general rules and regulations, and the various branches of service
and starship positions available to PCs in the game. The technology
levels of the Star Trek universe are also described so GMs know what
their players can and can’t do with some leftover circuits from a
phaser and their food processor. (“Security! Set phasers to
'puree!'”)
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All of this is presented in a clear,
colorful fashion so that gamers new to the entire role-playing world
are introduced to the rpg experience one step at a time, and Trek
junkies can absorb the pages of background info with glee.
Having said
that, let’s get right to the goodies: the system itself, and all the
contents of the core rule book.
AND
SPEAKING OF GENERATION…
Character
generation is a straightforward process, but you may choose your
simplicity level. For those who like really simple, you can just
choose one of the pre-fab character “archetypes” presented in the
book, such as “Vulcan Science Officer”, do some minor tweaking
(see below),
and be off at warp speed. For those who’d like to design a more
personalized trekker, there are a few more steps to fleshing out
your PC from scratch, but still nothing overly complicated.
Time
consuming to a ridiculous
extent, but not complicated.
Players
choose a Template, which is the race of their PC. In case
you’re bored with being a humdrum homo sapien (heh heh…
he said “homo”), six alien races from
the Next Generation are presented for you to play: Vulcans,
Andorians, Betazoids, Centaurans, Bolians, and Tellarites.
(Personally, I find the majority of the Star Trek races to be
silly-looking critters, but then again, I like Jawas.)
Each race
has five Attributes: Fitness,
Coordination, Intellect, Presence, and
Psi. Within each of these Attributes there are two
sub-attributes called Edges, areas in which a PC may,
depending on race or profession, have slightly higher or lower
scores. For example, someone with Coordination 2 may have the
Coordination Edge of “Dexterity 3” if they’re especially dexterous
with their hands. However, a Bolian PC with a Fitness Attribute of 3
will have a Fitness Edge of only “Strength 2” because Bolians are
not physically powerful.
After the
Template, the player picks an Overlay, which is your PC’s
class or profession. These are standard spacey jobs: Engineer,
Command Officer, Operations Officer, Science, Medical, Counselor,
and of course, Security. (“What? I gotta wear a red shirt?
Are you crazy?!”)
On a side
note, there’s nothing to stop players from being non-Starfleet
types, such as merchants, freighter crews, mercenaries, criminals,
strippers, or whatever. But the game designers highly stress that
PCs are expected to take advantage of the benefits of having a
career in Starfleet to make things easier on themselves and stay
within the concept of the game. There are other sci-fi role playing
games better designed for characters not wishing to directly emulate
the adventures and Jean Luc and buddies.
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Both your
chosen race and your profession will give you Skills. Skills
are obviously all the crap your character knows. These could be
languages, weapons use, native or alien culture, computers,
piloting, survival, art, tribble breeding, geography… you name it,
or think it up, and you can know it. PCs start out with what seems
to me an ungodly number of skills. Seriously. Like, numbering in the
upper teens to low twenties (and that may be without counting
Specialization areas). It’s a thorough system, to be sure, bit it
makes for a *very* crowded character sheet. Very little else needs
to be said about Skills, methinks.
As if that
weren’t enough stuff, each PC then has Advantages and
Disadvantages granted to them from their Templates and Overlays.
(Readers of this kobold’s works will know how much I love game
mechanics for dubiously playable benefits or drawbacks for PCs.
About as much as I enjoy a bikini wax from a drunken ogre.) |
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Anyway,
Advantages are such things as Quick Draw, Athletic Ability, Bold,
Shrewd, or Sexy. Disadvantages are things like Argumentative, Dark
Secret, Phobia, Physically Impaired, or Greedy. Disadvantages give
you extra Development Points (see below).
Mostly, these Ads/ Disads are self-explanatory, so let’s move on.
(Yeah, believe it or not, we got more stuff to get to.)
Next, players get
to figure out a Background history for their PC. Early Life, Academy
Life, and Tour of Duty histories will provide your PC with… EVEN
MORE GODDAMN SKILLS, ADVANTAGES, AND DISADVANTAGES! |
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Even when this stage is done, you’re
not out of the woods yet. All new characters get “Development
Points” with which they may purchase more Skills, alter
Attributes, or garner more Ads/Disads. Holy crap, does this ever
end?! |
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Yes, but only after a few more touches. PCs also get Courage
Points, to use during the game to increase their Skill values at
dramatically appropriate times, mimicking the heroic actions taken
during the TV episodes’ climactic moments. Spent Courage Points may
be regained after the session, if the GM permits.
Renown
is your PC’s reputation, and his Rank is… um, his rank. All
PCs start as an "Ensign" rank with a Renown of “1”, unless they’ve
chosen the Promotion Advantage.
Finally, prying the pencil from your cramped fingers, your PC is
ready to go!
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Well, hell-ooo!
I'm likin' the new Starfleet dress code!
Set phasers on sex-ay! |
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Reach juuust a
little higher on the tachyon disseminator schematics, there,
ensign... |
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OK, whoa, what the...?
Um... is that a dude?
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Aw, come on,
now!!
We've
boldly gone a little too damn far! |
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MECHANICS
Making it so.
Performing a
task of any sort, such as flying a spacecraft, working a computer,
or throwing a tribble at a Klingon, requires a Skill Test. This is a
familiar mechanic for recent rpg’s; the GM determines a “Difficulty
Number” and the player gets to roll d6’s to beat the Difficulty. A
“routine” difficulty is in the 3-5 range, and covers everyday tasks
your PC should be able to handle with ease, such as operating their
workstation devices or finding their way around a starbase.
“Challenging” tasks may be in the 9-11 area, and along the lines of
scanning something small at the extreme end of your sensor range, or
sneaking past an alert Romulan bodyguard. Any Difficulty above 14 is
“Nearly Impossible”, such as repairing a starship engine’s warp
drive under combat conditions using a hair net and spackle.
Players roll
a number of d6’s equal to their appropriate Skill level to beat the
Difficulty. However, they also must roll a Drama Die, a
specific d6 that indicates possible spectacular success of
humiliating failure if a “6” or “1” is rolled. A Dramatic Success
means something cool happens, such as your tricorder detecting the
exact location and weapons of the six hostile aliens planning on
ambushing you. A Dramatic Failure might mean the aliens open fire
with absolute surprise on their side because your tricorder was
accidentally downloading space porn instead of scanning.
Combat works
the same way; roll against your target’s Difficulty to hit, then
roll some damage dice.
This pretty
much sums up figuring out whether PCs pull off whatever it is
they’re trying during a game, no matter what the situation. |
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Spaceship
combat is really just like PC melee, with cooler special effects.
The book describes piloting and targeting difficulties, fancy
maneuvers, the use of shields and cloaking devices, the different
starship weapons, everything you’d expect. It also does a great job
of explaining many of the terms and concepts tossed around in the
Star Trek universe, such as what “impulse speed” is and how fast
the warp speeds really are.
(FYI… Warp Factor Four is 109 billion
kilometers an hour, or 102 times the speed of light. “Lay rubber,
Sulu!”) |
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Really, that
about wraps it up. The rest of the book is a lengthy assortment of
GM info, including the obligatory “How to Run an RPG” section, but
also with a lot of worthwhile background info for creating the
gaming world(s). GMs will find out just how frickin’ big the real
universe is, in concrete scientific terms, with suggestions as to
how to trek around it in your adventures.
One of my favorite GM tools is the Technobabble Chart, where
on the spur of the moment you can randomly roll the names of such
gizmos as the ‘molecular conversion dampener’ or the ‘multiphase
flux inhibitor’.
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This book is
WAY thorough. *Everything* you need to role-play in the Star Trek
world is here, and then some. The book is very solid, and
beautifully laid out. I’m not interested in running a Trek
campaign (for reasons totally unrelated to this product), but I’ve
kept this book on my shelf simply for the plethora of great
information about the TV show, and for the useful info on space
stuff that I use for the sci-fi rpg that I do run. And at $35.00 for
a thick hardback edition, it’s a great deal in this day and age of
costly games. (I got my copy on eBay, but the book is easily worth
the retail tag to someone who’s interested in playing in this
genre.) The game carries the feel of the series, with all the
mechanics supporting the play style of slick hour-long episodic
action and intrigue.

I'm not a
fan of advantage and disadvantage mechanics worked into a character
creation system. (I know that some of you out there feel ads/disads
can instill a deeper sense of character empathy, and invite more
enthusiastic and dramatic role-playing possibilities. You’re twits.
I don’t give a crap what you think; I’m a kobold, dammit!)
Often in
games, these traits are optional. This game expects you to have some
of each. In fact, PCs can even promote themselves up the chain of
command by choosing a few “Promotion” advantages. (I have a concern
with players having rank over other players in a game, even in an
rpg where the spirit of the game is cooperation.) Mostly, I find
these advantages unnecessarily beneficial, and the disadvantages
either too easily ignored or simply not terribly useful/
interesting.
On another
note... An unfortunate side effect of being an rpg based off of a
wildly popular, world-renowned TV show is that while perfectly fine
as a game system, the Trek franchise has an overly- familiar
feeling to it. I enjoyed the book, but I had the strange sensation
that there's nothing truly new presented here. What with all the
shows I've seen over the years, there were no surprises in the
game, only explanations of the things I've seen on screen. Sure, if
you're desperately wanting to play in the universe as specifically
modeled by Gene Roddenberry, this is your game! But if you're
looking for something in a sci-fi game that has a wee bit more
mystery, more GM input into the background, and less brand-name
rigidity, there are other systems out there that feel more "off the
beaten path".
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Holy fat
hobgoblins on a stick! Did you get a load of that PC gen process?!
Unless you go the quick route by choosing a pre-made archetype,
designing a PC is a time-consuming and lavish pastime. The idea is,
of course, that you’ll treasure your character always, and therefore
want to spend countless hours of game time becoming one with your
creation, imbuing it with subtle nuances of character, and
developing her personality in myriad ways.
OK,
admirable, but my players do that with a half dozen numbers and a
character name scribbled on a Cheet-O’s-stained notepad. |
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Sure, the
characters are detailed and well-rounded to the extreme, but as I
get older and more crotchety I find myself leaning towards the more
broadly-defined spectrum of skills and knowledges. Why have a
character with 32 skills listed on your paper, when you could
prob’ly make do with about 20 skills with more generic applications?
(Under “Demolitions”, do we really need specializations in ‘bomb
disposal’, ‘booby traps’, and ‘land mines’? Aren’t they all kinda’
the same?) This isn’t a truly nasty point of the game, it’s just a
rather excessive amount of paperwork.
All in all,
I enjoy this game. While there's nothing terribly new here, for
those looking for a science fiction rpg to get into, this is one of
the best I’ve seen in many a year, believe me. Despite my own
hang-ups listed above, this is an acceptable game system, and the
Star Trek: The Next Generation Role Playing Game has many
useful sourcebooks to expand your Final Frontier.
Scotty!... Beam me up some dice.

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