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I’m writing for the STAR TREK ADVENTURES role-playing game!

February 17, 2018 2 comments

I’m now able to announce another one of the writing projects I’ve been working on over the past few months. I’m writing campaigns/game scenarios for the Star Trek Adventures role-playing game from Modiphius Entertainment. This is a new tabletop RPG that debuted last year, with a lot of the writing being done by fellow Trek prose authors that I know from the Shore Leave convention, including Jim Johnson (who’s the line editor in charge of the writers), Dayton Ward, and Scott Pearson. So last year at Shore Leave, I asked Dayton and Scott if I could get on board, they put me in touch with Jim, and here I am.

Star Trek Adventures has several different game threads. There’s the Living Campaign, which you can sign up to join at the site, and which has ongoing storylines in the Original Series and Next Generation/Deep Space Nine/Voyager time frames, written largely by Dayton Ward and Scott Pearson. (EDIT: Rather, I’m told that Dayton & Scott created the basic outline of the Living Campaign, but other writers are doing the regular installments.) There are also a bunch of standalone adventures, which are being written by various different authors, including me, and will be available online as PDF downloads. These are self-contained “episodes” that gaming groups can play in one or two sessions, usable for just about any set of characters. They’re usually set in a specific time frame, but most can be adapted for play in different Trek eras if the players desire.  And of course, Gamemasters can buy the Core Rulebook and use it to create their own campaigns as well. Indeed, we’re encouraged to conclude our standalone campaigns with hooks for possible sequels/continuations that GMs can develop themselves.

I’ve never really gotten into any Star Trek or other role playing games in the past. There was that time a while back when a college friend worked with me on a two-person e-mail game we called Dragon Trek, where I played a Starfleet character who got transported into a Dungeons & Dragons world that she ran as the Dungeon Master. It was her attempt to ease me into gaming by combining our different interests into something we could share, and it was fun for a while, but unfortunately she got too busy with family and parenting, so we never really got past the preliminaries. But the character I created for that game was the basis for the T’Ryssa Chen character I debuted in Star Trek: The Next Generation — Greater Than the Sum about 7 years later.

Aside from that, though, I never really got into gaming, particularly Trek games, since it seemed to me that they often tended to focus far too much on combat and war scenarios, which are not my preferred thing for Star Trek to be about. What drew me to the Star Trek Adventures game is that its focus is less on fighting and more on plot and character development, emulating the structure of Trek TV episodes. Character creation is focused less on physical skills and training (since all Starfleet officers are presumed to be experts to begin with) and more on personal attributes like Control, Insight, Daring, Presence, and Reason, as well as personal values and life experience. For instance, the character creation process even includes a step where you choose a couple of important “Career Events” that give your character backstory and inform their behavior in the here and now. I found that so intriguing that I made a point of developing a campaign that would bring the characters’ backstories into play in the main story. (No, it’s not a time travel campaign.)

The goal of gameplay in STA is not merely to gather loot or gain combat experience points, but to advance character development by challenging the character’s values and achieving personal milestones depending on how those challenges are resolved. There are combat mechanics, but they’re a subset of the larger set of Conflict mechanics that focuses more heavily on Social Conflict, i.e. persuasion, reasoning, deception, negotiation, intimidation, etc. Action is presented more in terms of Tasks and Challenges to overcome, which can be anything from winning a fight to upgrading a ship’s system to making a scientific discovery to convincing a hostile alien to make peace. I think the game’s system does a very neat job of converting Star Trek‘s values and style of storytelling into game mechanics. Just in general, it seems like a pretty versatile system.

For those who are curious about such things, you can read more on the website link in the first paragraph, but the game is based on a 2d20 system, which means that it uses two 20-sided (icosahedral) dice, a staple of tabletop RPGs. It also uses a variable number of 6-sided dice (the more the better) as “Challenge Dice” for determining success in Tasks, Challenges, and Conflicts; Modiphius sells specialized dice with Starfleet delta emblems on them, but you can substitute regular 6-sided dice. I actually have a set of gaming dice including 2 d20s and a bunch of 6-sided dice, among others — it’s actually my sister’s old gaming dice pouch from high school, which she left behind when she went to college and I eventually claimed for myself. (I don’t remember whether I had her permission or not, so I might have technically swiped them, but then, my sister got most of her 6-sided dice by swiping them from the family’s board games, so it evens out.) I used them for the Dragon Trek game, but I haven’t used them since. (I even made a dice roller out of a paper towel roll, but these days it’s a pencil holder on my desk.) I thought it might be necessary to use those dice in the course of creating campaigns for the game, but as it’s turned out, I haven’t needed to. Creating a game is more a matter of following the Core Rulebook to determine what the mechanics and success parameters are for a given Task, so I just need to say what you need to roll to succeed; I don’t need to roll any dice myself. I suppose I could use the dice if I wanted to create a character by random means, but since I’m creating characters to fill specific story functions, it’s better to customize their attributes.

Even with all the help from the Rulebook, it’s been a challenge for me to adjust to a new style of writing. I’m used to coming at a story from the perspective of its main characters, to build plots that are driven by characters’ distinct personalities and objectives and values. Now, though, I have to figure out ways to tell stories in which I don’t even know who the main characters are — stories that can be adapted to any main characters and still work regardless of their personalities and choices. That’s not easy to do. One way is to focus on plot and the problems the characters have to solve, while creating room within the plot for individual character development, or alternative paths the plot can take depending on what the characters choose to do or whether they succeed or fail at a task. Another way is to focus on the personalities of the “guest stars,” the non-player characters I create, and how their values and agendas drive events and compel the Player Characters to respond. That’s kind of the way the original Star Trek and most 1960s-70s television approached things — keeping the lead characters constant from week to week and having most of the character development and growth be driven by the featured guest stars. But that’s less satisfying for me. What I’ve tried to do is to design situations that will challenge the PCs to make difficult moral choices, confront their personal issues, or try to win someone over with arguments based on their own core values, then leave them a lot of room to role-play and debate and work through it all, with their success or failure affecting what happens next in the story. It’s been quite a challenge, figuring out ways to do character-driven storytelling in the absence of specific characters. I hope I’ve managed to pull it off.

However, I have done one campaign so far that’s much more of a big action-adventure epic. I actually tried to do that one first, but it was too complex in its game mechanics, so I got stuck. I ended up writing a couple of others first, getting a handle on how the mechanics worked, and then tackled the big one. That one hasn’t gotten final approval yet, but hopefully it will soon. It should be a pretty fun one.

I’m not yet sure when my first campaigns will go on sale, but I’m told it should be within the next couple of months. I’ll let you know when they become available.

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