Good day gentlebeings

Good day gentlebeings

Good day gentlebeings,

I have attempted a Star Trek hack and suggestions for improvement are quite welcome. I have tested it once at Nordcon in Hamburg.

Design notes:

– There is no playbook for Captain. Instead each playbook (except for The Civilian) has a command move and can take the Captain’s Move. That is because Kirk is an Explorer, Picard is a Negotiator and so on.

– The basic move for information is using sensors or tricorders. That is deliberate, as Starfleet personal really likes their toys. Playbook moves can get around that.

– The basic moves for combat are Assault and Engage in A Firefight or Melee. You basically cannot win in the latter scenario. That is deliberate, as the crew usually looses unless they have the drop on someone. To outright win a fight, consult the Playbooks. The other option is to have an ally move into position for an assault.

– The basic move to figure out another party is designed with First Contacts in mind. You do not always get information outright, but the crew will hunt for information and the move tells you how much you need.

– Other moves include Forge an Alliance, Compensate for System Failure, Damage Control, Evasive Maneuvers and Keep up Morale.

– Players choose dropout move that provides a good bonus, but ultimately drives them away from Starfleet. Similar to Destiny in MotW.

– For injury, I chose a very simple system. There are only light, severe and critical injuries. In case of the latter, take them to surgery soon.

– For helping one another, I borrowed from Sagas of the Icelanders.

– In the current version the Bonds are about your species, but I’m not sure that is a good way for doing Bonds or doing species. If you have thoughts about that please share.

Also how do you like the Playbooks? Which ones fit? Which ones don’t?

Please note, I’m not a native speaker. So if there are problems with the language please comment.

https://docs.google.com/document/d/1yHJhAJ31l10zkofTY5tqn9Gojnd184YZjnvKtbg67-A/edit?usp=docslist_api

https://docs.google.com/document/d/1yHJhAJ31l10zkofTY5tqn9Gojnd184YZjnvKtbg67-A/edit?usp=docslist_api

11 thoughts on “Good day gentlebeings”

  1. I really like this: I want to play it! I’m making a few suggestions about what to call the moves, just because it’s my preference to keep them short, punchy & colourful. 🙂

  2. Great ideas. Thanks a lot. I have taken several suggestions and commented on the others.

    Having more interesting playbook moves feels especially warranted. If you have ideas please keep them coming.

  3. I have changed several of the +1 moves, especially in the Negotiator and Officer files. Also all of Engineering specialties now allow actual engineering.

    Next thing will be a refinement of Dropout and a revision of the Counselor move. That one should work on Dropout somehow.

  4. Will have a proper look at this later, but skim reading it a couple of things stood out. Killing someone in a gory manner seems very unTreky. Having three of the stats as adjectives and one as a noun stood out as syntactically janky. Maybe find a different name for technology?

  5. Thanks. And yes. That is why it is a partial success. It’s something our fine Starfleet officers would rather avoid. Explicitely mentioning it as an option with getting hurt and causing an alarm, marks it as something to be avoided.

  6. It’s probably more common in DS9 and following. I enjoy DS9 particularly because it shows that war is something you really don’t want to do. With episodes like Terok Nor, Rocks and Shoals, The Siege of AR… or The Pale Moonlight.

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