/r/startrekadventures

Photograph via snooOG

The primary subreddit dedicated to the "Star Trek Adventures" Tabletop Role Playing Game by Modiphius Entertainment.

The primary subreddit for the Star Trek Role Playing Game, Star Trek Adventures, by Modiphius Entertainment.

Rules

  1. No Piracy
  2. Must be related to Star Trek Adventures
  3. No bigotry
  4. Streams may only be posted once a week
  5. Discord Servers/LFG/LFP may only be posted once a week
  6. Don't be an asshole
  7. No AI Imagery

Star Trek Adventures Resources

Star Trek Related Subreddits

  • Star Trek: Primary Star Trek and all Trek-related things subreddit.

  • Daystrom Research Institute: In-depth discussion of everything and anything related to the Star Trek franchise.

  • Treknobabble: A Star Trek multi-reddit, with discussion and images, and a hub to other Star Trek related subreddits.

  • StarTrekGifs: Subreddit dedicated to the creation and collection of Trek-related Gifs.

  • TrekFic: Star Trek Fan Fiction subreddit.

  • Star Trek Online: Official Subreddit for the Star Trek MMO

/r/startrekadventures

7,243 Subscribers

5

Minis

I've just gotten a 3d printer, so I've been printing a lot of the STA minis lately, is there any chance we'll be getting more of those? Perhaps sets for the other series main cast? I'd love some DS9 or Lower Decks minis.

8 Comments
2024/04/27
01:20 UTC

6

Twitch LIVE NOW! AMA!

0 Comments
2024/04/26
23:38 UTC

5

Just about to GM my first session of STA - should I stick with v1 or try v2

Hi. Next week I am starting my first session of STA (probably character creation and maybe a bit of the Xeres mission). I did a FATE based game last year, so this will be a continuation of the same characters but with the STA system. I have just spent a while reading up on the rules from the Klingon and Core rulebooks that I own, but just saw the v2 quickstart today, and wondered if I should try using that instead from next week?

3 Comments
2024/04/26
09:08 UTC

26

Star Trek Adventures 2e AMA on Twitch April 26, 2024

3 Comments
2024/04/25
22:25 UTC

1

Asteroid Stats

I'm looking for any stats on asteroids, either official or homebrewed.

Context: My crew is doing a version of the Tug-o-War brief from the Shackleton Expanse. We ended last session with them getting locked in one of the tractor beams that's pushing their ship towards the other planet. Next session, I plan to have the other planet hurl asteroids at their ship, which they'll have to destroy or take damage from.

I'd like to borrow any existing asteroid stats that cover:

  • Stress
  • Resistance
  • Collision Attack / Damage (maybe ramming speed rules)
  • Attributes
  • Disciplines (I don't imagine it'll have sciences, but maybe security for damages sake)
  • etc.

Suggestions are appreciated as well as any leads to official material. Thanks!

4 Comments
2024/04/25
16:33 UTC

14

Star Trek Adventures: Alpha Quadrant Sourcebook Review

Revisiting one of the early books of the line that tends to get overshadowed by all the amazing releases we’ve been spoiled with in the years since.

0 Comments
2024/04/22
13:32 UTC

8

Expectations document?

I am about to start a new campaign. I remember reading some GM's set of expectations for tone and such here (don't be a racist, &c.) that I really liked and wouldn't mind adapting... but I cannot remember anything about it specific enough to find it. Anyone have any leads / suggestions?

5 Comments
2024/04/21
12:45 UTC

12

Threat Use and Informing Players

Hope everyone is doing well. So I ran the quick-start adventure (Signals) for my players. It was a bit slow at first as my group is mostly used to D&D 5E and the 40k Fantasy Flight games which are much more mechanically heavy. The table has pretty in depth Trek knowledge so it ended up mostly being me teaching the mechanics not the lore and setting.

The one thing that was brought up by a player that is a very experienced GM has to do with Threat and Momentum. He was not a fan of a resource system being introduced to do something that in other games the GM can already do. Another player who is an experienced GM and myself were explaining that the physical representation of the Momentum and Threat help build tension that exists in the shows as it is something tangible that players need to take into account when they are playing as well as the risk reward calculation. I think we were able to talk him down on the momentum side of things he took issue with threat as in his word the GM should already be able to do what threat does.

I'm curious how other GM's handle threat. Do you guys keep the total threat you have hidden? Do you tell players when you spend threat? Also does it seem like you ever really run out of threat? I have six players at my table so I start with 12 threat. At least in Signals it didn't seem like me spending threat was really fair to the players. The one situation where I used it was to up the difficulty of attempting to bring the sensors on the crashed Romulan shuttle online. His complaint is I should have just done this without using a resource. I'm trying to find a way to explain how the use of threat can help swing the story and create the ebb and flow that Trek is known for.

I'm also curious on how you guys use threat enough to make it feel impactful without just railroading them. It felt a bit painful to up the difficulty on tests just because I had a resource to spend.

As a relatively newer GM I do think threat is extremely helpful because it gives me a tangible depiction on how the adventure is swinging. If I have a ton of threat i should ratchet the difficulty up. But from a lot of the suggested threat spends it just feels like I am making things harder for the sake of being harder and not adding anything. Any thoughts or suggestions on how I can mentally handle that better would be greatly appreciated.

Also any tips on how to get my players to be more creative with Momentum spends besides just Create Opportunity to get more dice. Also any advice on how to help players break free of the D&D mentality of worrying about skills and what the character sheet says would be appreciated as well.

10 Comments
2024/04/19
03:18 UTC

7

Did I calculate this correctly?

Just run a demo ship combat game and it felt like the PCs cut through my ship too easily.

My ship has scale 4 so(assuming no cover elements) my resistance is 4.

Does that mean that I roll 4 challenge dice and the total is my resistance?

Or

Do I roll 4 challenge dice and add that to my base resistance?

4 Comments
2024/04/18
22:04 UTC

8

What am I missing if I do a group game with the Captain's Log version?

Anything major I'm missing if I play a group game using the Captain's Log version of the game? Not group where I'm using an Oracle, just running the game like normal.

3 Comments
2024/04/18
19:57 UTC

4

Sheliak Ships

I am thinking about a run in with the Sheliak, I wonder if anyone knows if there are stats for some of their ships somewhere?

If not, any suggestions for creating them?

1 Comment
2024/04/17
15:53 UTC

16

"Captain's Log..."

"...stardate 58459.8. Captain T'ves commanding USS Stirling, NCC-75231. We are four days departed from Vulcan following three months of refit at the 40 Eridani A to reconfigure the Stirling from a wartime 'fleet carrier' style back to the more traditional explorer. After four years patrolling the trans-Cardassian corridor to discourage adventurism by the Breen and Tzenkethi—and seven since being refitted and deployed to Starbase 375 for the war—we're finally standing down.

"Captain Shahl decided to retire on arrival at the 40 Eridani yards, and return to Andoria; and Starfleet Command took most of the refit period to consider and approve my own promotion, a period of delay I believe to have been prompted by the Vulcan High Command's misgivings about having a v'tosh ka'tur in command of a Starfleet explorer. Though I have not expressed this concern publicly, I find myself forced to take on a civilian advisor from Vulcan, Sanik, who is—for lack of a better term—my 'minder.'

"I have asked the senior staff who are not primarily soldiers to stay on, as well as personally requested several newly commissioned ensigns from Starfleet Academy be assigned to the Stirling. They arrived a few days before departure, and seem to be settling in nicely.

"For now, we are en route to the trans-Romulan frontier of the Beta Quadrant, to renew our mission of exploration."

Character: T'ves (Vulcan, command track)

Ship: USS Stirling NCC-75231 (Nebula)

I have NO idea if this sort of post is allowed, or even interesting; but figured the worst that could happen is I get told to take it down and banned from the subreddit.

4 Comments
2024/04/14
18:44 UTC

9

Print and Play Master Systems Display Project Update

Welcome to Yard 39, Captain

It's been a while since I've posted about the Master Systems Display project, but I have still been working on it like crazy! So, let's talk about what I've been doing and update you on the progress so far.

Prefabricated Plans are Now Available

The ever incredible /u/GamemastersCmx suggested I add a legend in the original beta release, and my first reaction, I'm going to be honest, was hell no. That's so much more work! No no no.

And then, my mind started running away with the idea. I could. It would look a lot better.

And then it happened.

Work in Progress - Crew Quarters

Once I started, I couldn't stop. I have looked over tons of MSDs online, and one thing that got me was the copy-paste nature of rooms. Crew Quarters? All the same. And, I get it. For a real MSD, that makes sense. But I wanted something else. I wanted a more accurate representation of my ship and my rooms.

So, as you can see in that example image above, I've included several versions of each type of room. There are currently 5 different types of senior staff quarters (on a scale 3+ ship). Junior? 6 types.

And, if you don't like those? I've individually included the units above.

Work in Progress - Recreation

This goes for all sorts of things, from ship infrastructure, to recreation. Here, you can see a holodeck, dance studio, music hall, and more. There's even smaller rooms for size 3 and lower ships, like the break rooms.

My goal here was to do make as many variations and as much as possible so that you could really build the ship of your dreams.

These pages will be transparent PNGs with no grid, so that you just need to select the room you want to copy, and paste it right onto the ship PNG with the photo app of your choice.

Work in Progress - Health/Medicine

As the old adage goes, you are what you eat. Or, if you're a starship, you are what you ...whatever. You get it. So if you're building a medical ship, for instance, then you need more medical stuff. One sickbay isn't enough. So, as you can see, I have:

  • 3 Sickbay sizes
  • Maternity Ward
  • Vet Care Lab
  • ICU Room
  • Triage Unit
  • Surgical Suite
  • Patient Rooms
  • Physical Therapy
  • Doctor's Office
  • Gyms
  • Councillor's Office

And more will be added. I want you to be actually able to fill out your ship, not just throw a nod to the idea of what you want it to be.

Early test of what a ship looked like in a build-out

As you can see in this early build-out, it's still a breeze to print. A central goal of this project has been to keep these easy to print, so that you can share it at your table, or draw in whatever you like, too.

Version 2, and the Visual

In the original iteration of the project, ships were different sizes, all trying to fit on a single page. In all my testing, this was incredibly difficult to draw. So, I decided to expand it. I tried spreading a ship across 2 pages, with the cells inside a ship getting a nice upgrade. This made drawing much easier, and also far easier to see.

Version 2 - Excalibur

While the above is a single image, it can easily be separated and printed across 2 pages.

This is what a ship appears like when you first get it. As a stock vessel, it includes all of the basics:

  • Computer Cores
  • Warp Core
  • Deflector
  • Antimatter and Deuterium tanks
  • Shuttle Bay
  • Cargo Bay
  • Bridge
  • Impulse Engine

The rest is yours to add.

Ideally, I want to keep the sizing all the same scale, so that some of the larger vessels may be 2x3 pieces of paper (or larger!) This also means that I'll be focusing on smaller vessels at first, ones that will fit scale-wise on this current size.

The Excalibur Program

To keep things simple, I wanted to slim this down to a single ship design. This would allow me to really nail what I want this to look like. With so many objects (there are currently dozens, along with dozens of rooms), it allowed me to focus on those, instead of trying to create many ships.

The Excalibur Class

So, I welcome you to join me in the Excalibur testing program. First commissioned in 2391, the massive cargo bays allowed for these vessels to exceed at colony resupply. The power that could be generated would allow industrial replicators to run almost non-stop, meaning major construction projects and emergency efforts could be handled with ease.

As an early attempt to update the Constitution class, this space frame has always felt like a strong fit for a first endeavor.

The Excalibur Class

About the same size as a Constitution, this vessel is updated for the new era.

Coming Soon

I will be releasing a new beta very soon (within the next week or so!)

If you want to be notified when things are officially released, follow me at https://thatwalshguy.itch.io/

If you are super excited about this project and need to examine these elements right now, you can look at the [highly unfinished] version of a couple of sample pages here: https://drive.google.com/drive/folders/1lC7vBc3JuZ7Px1W4UpHFo72MolSs3V9k?usp=drive_link

Thanks for your interest and support! This project is super exciting for me, and it's been months in the making. I'm so amped to get this in your hands and see all the amazing things you make.

2 Comments
2024/04/14
15:37 UTC

2

NPC Ship Combat tasks

I seem to remember a rule where by if an NPC Ship attempts a task for a second time in a round it is at +1 difficulty.

Am I imagining this or can someone point me to where it is in the core rule book please?

2 Comments
2024/04/13
20:49 UTC

17

[Star Trek Adventures – German actual play] Our third episode has aired! :D It’s something made by fans for fans. Come by if you feel like it!

0 Comments
2024/04/12
06:04 UTC

8

Maps necessary?

I'm about to start running a short capaign "season" this weekend. Was wondering, are battle maps necessary? Could I just do theater of the mind on this? I've played a ton of d&d4e, so I'm no stranger to battle maps, but was just wondering since the combat rules don't seem like maps would be absolutely necessary. And honestly, I'd rather spend time writing "episodes" versus dealing with minis and maps. Appreciate any advice. 🖖

9 Comments
2024/04/11
18:24 UTC

4

Time Skip Advancement?

So, I'm experimenting a bit with Captain's Log, telling the story of one Starfleet officer from being a fresh from the Academy Ensign to Admiral and I'm trying to work out how to measure out his advancements, mechanically, between time skips. Has anyone done something similar? And if so, how'd you handle it?

3 Comments
2024/04/11
17:24 UTC

12

[Series Premiere] The U.S.S. Canis Major is an advanced hospital ship patterned after the Archer-class in the year 2270. Her crew is untested, yet eager to provide whatever medical aid they can to those in need.

0 Comments
2024/04/08
18:44 UTC

11

Question about ship combat in Roll20

Okay. So, getting ready to run a game. I built ship "character" sheets, and have gone through the rules but I admit it's confusing as hell. Consider the below.

These are damage dice rolled from a D7. Size class is 4, security is 3. So...given that, how do I interpret these results? What calculates the number of dice? What does a zero, 1 or 2 mean? The delta means an effect, but how many? For example, as I understand it, the effect for a photon is high-yield, which means any breach is two breaches. So if this attack is a breach, does that mean that there are 5 different breaches that were doubled?

Or the disruptors. I understood that energy weapons' base damage is size plus security. That's 7. Then the damage listed is 9. So, that's sixteen, which looks right. But again, if the delta means an effect, then each of those is an extra point, yes? Because of vicious 1?

I guess I just need a good walkthrough from targeting to damage application.

https://preview.redd.it/3sh3nh1lg9tc1.png?width=725&format=png&auto=webp&s=a3846e9bc156fafede12729d8de900b3dab13d27

16 Comments
2024/04/08
13:58 UTC

12

Who Killed Q

Just ran an IRL one shot! Went pretty well, had two people plus 2 of pre-gen characters were turned into NPCs.

The plot: Q is up to shenanigans, he has found out about board games and wants to play, but finds the traditional boards to be, well, Boring... So LARPing it is!

The name of the game: Clue

Four characters who have had past encounters with Q, at varying degrees of Pleasantness, were brought aboard a Disjointed ship of 8 rooms. All 8 rooms are from a different ship each which means different stats each. 8 weapons in total, including the ship itself, as a cause of death.

Solve the mystery to answer "(Blank) killed Q with the (Blank) in the (Blank"

The line up: Adira Sul: Bajoran Starfleet, Junior Engineer. Was convinced that Q was a Pah Wraith.

Caro Sama: Bajoran Militia, Security Chief. Blamed Q for the death of his militia unit.

(NPC) Q'oSeth, House Grilka: KDF, Engineer Chief. Could not have given less of a fuck about Q, found him an annoyance.

(NPC) Falor: Romulan Imperial Navy, Chief Medical Officer. Quote from Falor's thoughts "Q is an Immoral and unethical observer who takes pleasure and entertainment in watching unnecessary death happen before his eyes whilst he prances around as a Deity to be worshipped and praised, bragging of power that could solve the very problems of society he criticizes, but instead of lifting a finger, decides to stand there as useless as a Barren Harvest, sneering at those with little to no power to change the current circumstances of society"

Result: Caro Sama killed Q with the Romulan Dagger in the Medical Bay (result was chosen randomly at the start of the one shot)

How it was ran: 3 extended tasks, all magnitude 4, resistance of 3.

And I made a house rule for the game to make it go quicker within a time limit and also to encourage them to build moment: any moment earned beyond the 6th banked momentum gets turned into an automatic Evidence. Every 2 pieces of evidence you uncover, permanently lower the resistance on an extended task by 1, or create an advantage to gain Effect Benefits when rolling work on challenge dice...

Once they understood how the extended tasks worked, it went pretty fast, half of the almost 4 hour game was getting used to the rolls and the other half was destroying the extended tasks.

Very happy with how it turned out, sad that only 2 people showed, but happy that they enjoyed learning the system a bit

0 Comments
2024/04/08
00:22 UTC

2

About the new power management rules...

I still don't understand the how's and can-do's of the power management system from the new book, mostly because I'm pretty dumb and because it's a new thing and I'm confused about it. I'd appreciate it if someone could help me understand it.

6 Comments
2024/04/07
18:00 UTC

10

Star Trek Adventures: Beta Quadrant Sourcebook Review

Coming back to this early book now at the end of the 1st edition gave me a brand new perspective on it and highlighted how it is still relevant even if it’s starting to show its age.

0 Comments
2024/04/06
12:54 UTC

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