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DECIPHER.com > Star Trek RPG
> Player's Guide
What's Inside the Star Trek RPG Player's Guide?
by Kathy McCracken (webmaster@decipher.com)
Web Writer
For over 35 years, Star Trek fans have watched and re-watched the
hundreds of episodes of Star Trek, The Next Generation, Deep
Space Nine, and Voyager, and the nine movies based on Gene Roddenberry's
remarkable universe, and imagined themselves participating in those adventures.
With the Star Trek Roleplaying Game, you can create your own character
and recreate the events of the Star Trek universe (they might turn out quite
differently!) or create your own new adventures.
The Basics
The Star Trek Roleplaying Game launches in April 2002 with the
Player's Guide, a 250-page, full-color, hardcover book, with 14 chapters
and an appendix packed with everything you need to create a character and
start playing the game. Character creation, gameplay rules, and background
information are drawn from all eras of Star Trek from "classic Trek"
through Voyager.
The Star Trek Roleplaying Game uses the Coda System, developed
by Decipher's RPG Studio for all of their roleplaying games (including The
Lord of the Rings RPG). Although each RPG will have some unique
rules of its own (reflecting the considerable differences between, for example,
the wizard's staffs of Middle-earth and the phasers of the Star Trek
universe), anyone who learns how to play the Star Trek RPG will easily
be able to pick up The Lord of the Rings RPG in no time.
What's Inside?
A brief introductory section that explains a few basics about Star
Trek and roleplaying in general, and includes a glossary of RPG terms,
is followed by Chapter One's synopsis of the history and key events from
each of the Star Trek series, as well as a sampling of "adventures"
experienced by the crews to spark your imagination for creating your own.
Of course, many players will already be familiar with one or more of the
series, but for those who aren't, this provides a useful overview
and even die-hard Trekkers will appreciate these memory-jogging summaries.
Each series is portrayed as having a different mood and core "theme."
The ground-breaking original series, with its "frontier" feel, was at heart
a story of expansion of the human race and the Federation. The Next Generation
devoted more time to diplomatic and humanitarian missions in a more extensively
explored universe. By the time of the "grittier" Deep Space Nine,
the focus was on moral, social, and political questions, the Dominion war,
and shifting alliances. Voyager returned to the exploration theme,
with its ship out of contact with Starfleet and forced to make decisions
with few guidelines relevant to their unusual situation.
The adventures experienced by the characters in these series ranged from
themes of exploration, discovery of new civilizations and life-forms, and
diplomatic endeavors to personal development, frontier justice, trade, and
the "hero's journey."
Character Creation
The next seven chapters cover the extremely flexible, detailed process
of creating a character. Generally, you will build your character by selecting
a species and profession and adding skills, traits, and attributes from
the extensive "development packages" supplied. If you're new to roleplaying
or just want to streamline the process, you can use the fast-track method,
starting with one of the six supplied "archetypes" ready-made characters
that you can personalize to your taste. At the other extreme, you can go
for a complete custom job, developing your character along whatever lines
you like. If you've always wanted to play a greedy, dull-witted Vulcan/Betazoid
merchant entrepreneur who was raised by aliens on Tau Alpha C and is highly
skilled in Biochemistry and Armed Combat, now's your chance.
You'll start by choosing your character's species and profession. One
chapter gives detailed species descriptions for ten of the major Star
Trek species, from Bajoran through Vulcan. Much more than a physical
description, you'll find typical personality traits, background information
about their homeworld and culture, naming practices and typical names, favored
professions, and special abilities. You can even create a mixed-species
character with appropriate abilities from each. The next chapter provides
nine professions for you to choose from, based on the kinds of roles seen
in Star Trek, from Starship Officers to Diplomats, Mystics, and Rogues.
A character's profession determines his or her favored attributes (for example,
Intellect for a Merchant) and reactions (a Soldier favors Quickness), as
well as certain fundamental professional abilities which influence the skills
they start the game with.
This basic character is fleshed out by choosing personal and professional
development "packages" that give you a background (such as colony upbringing)
and a particular professional role (e.g., Bureaucrat), and allow you to
choose from skills and "edges" appropriate to your chosen profession and
species. If none of the supplied packages sound just right, you are free
to create your own.
The other four chapters in this section discuss attributes (Strength,
Intellect, Agility, Vitality, Presence, and Perception), dozens of skills,
character traits (both "edges" which give your character advantages, and
"flaws" which penalize the character in some way), and characteristics (such
as Personality, Age, Reactions, and Courage).
Attributes may be selected randomly (with dice rolls) or by a "pick" method;
starting skills and edges (and sometimes flaws) are selected from your chosen
development packages. Characteristics are (initially) largely determined
by the rules and the character's other features for example, each
character begins with a pool of 3 Courage (possibly modified by their species
or profession), and their Health rating depends on their Vitality and Strength.
All of these features may change during the course of the game, as you age,
gain experience, are injured, or acquire technology.
Each chapter explains how to acquire and use your character's features,
how the different features interact, how to make skill tests, and much more.
Player Resources
The final six chapters cover Advancement, Equipment, Starships, Adventuring,
The Galaxy, and The Federation.
As you complete adventures, your Narrator will award you experience points,
based on your performance during the mission, which allow you to upgrade
your attributes and traits or learn new skills. After meeting certain prerequisites,
you can adopt an elite profession, becoming a specialist in your current
profession (a Diplomat might become an Ambassador) or making a career switch
(moving from one branch of Starfleet to another, for example). The Advancement
chapter lays out the rules for advancing with experience points and describes
the elite professions, their prerequisites, and associated professional
skills.
The Equipment chapter describes the types of available equipment and its
capabilities and tells you how you can acquire it (purchased with latinum
or assigned to Starfleet personnel). The Starship chapter, in contrast,
is simply an informational chapter describing ship systems and presenting
data sheets for several ships; game rules governing ship operations and
ship combat will be included in the Narrator's Guide.
Adventuring provides some general guidance in selecting a general theme
for your "voyage," from Action and Danger to Message and Morality; choosing
a setting (the swashbuckling Original Series or the thoughtful Next Generation?);
building a crew from a group of player characters; and helping the Narrator
by playing your role and maintaining the mood of the game.
The Galaxy and The Federation provide a wealth of history and background
information to use in building your stories. The Galaxy is a galactic timeline
filled with key events such as when each species developed warp travel,
critical wars and battles, and important first contacts; while The Federation
discusses the function and structure of the United Federation of Planets
and its military/exploratory arm, Starfleet. You'll find it invaluable to
have all this information in one place for reference.
Finally, the Appendix covers the nitty-gritty of a roleplaying game
the rules for taking actions, including movement, fatigue, combat, injury,
and healing.
Boldly Go...
The Player's Guide includes everything you need to get started in the
Star Trek Roleplaying Game, from an "Infinite Diversity in Infinite Combinations"
approach to character creation, to extensive backstory resources, to a concise
set of action rules. Future supplements will supply even more information
for creating new adventures, additional species and professions, and many
more details from the Star Trek universe enough to keep you boldly
going where no one has gone before, for a long, long time!
April 10, 2002
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