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Posts Tagged ‘Modiphius Entertainment’

STAR TREK ADVENTURES: STOLEN LIBERTY is out

November 14, 2019 5 comments

Today’s the release date for my fourth standalone Star Trek Adventures PDF campaign and my fifth STA campaign overall: Stolen Liberty.

STA Stolen Liberty coverWill Your Crew Dare to Break the Prime Directive?

“This is Interlunar Probe Twelve. We are in immediate distress. We are caught in Zafrel’s gravity well. Our orbit is decaying into its outer atmosphere and we are unable to generate sufficient thruster power to break free. We are in full eclipse from Jinidar and unable to contact Master Control. If any other listener is somehow able to receive this message, please respond and advise! Repeat, this is Interlunar Probe Twelve…”

When the crew responds to a call for help, they soon find themselves faced with an ethical dilemma. Does the crew hold to the Federation principles of non-interference, or break regulations to provide assistance?

This standalone 19-page PDF adventure by Christopher L. Bennett is for the Star Trek Adventures Roleplaying Game and is set during The Next Generation era. This adventure also contains advice for adaptation for use in campaigns based in other Star Trek eras.

Stolen Liberty is available as a downloadable PDF at the following links:

The tagline is pretty similar to the one they used for The Gravity of the Crime, but rest assured this is a very different Prime Directive story, more global in its stakes. It’s also a story I’ve had in mind for a long, long time, a concept I initially developed for my original fiction decades ago, and then reworked into a Star Trek: Voyager pitch back when I took a couple of stabs at trying to write for that show. (It may have been a TNG pitch before then, but I don’t quite recall.) I’m glad I finally got the chance to dust it off and do something with it.

So as of now, all of my completed STA campaigns have finally been published. But I have some new pitches currently awaiting approval, so I’m not done with STA yet.

STA: STRANGE NEW WORLDS MISSION COMPENDIUM is out (plus a blog article)!

STA Strange New WorldsToday’s the day! Star Trek Adventures: Strange New Worlds: Mission Compendium Volume 2 is out now, containing nine missions focused on literal “strange new worlds” — exotic environments and settings for STA players to explore. I wrote one of the nine, The Whole of the Law, involving an artificial world with a dual personality.

To quote from the Modiphius press release:

Star Trek Adventures: Strange New Worlds is available in print and PDF on Modiphius.net as part of our Star Trek Adventures Collection

It’s also available in PDF only on DriveThruRPG.com.

Meanwhile, the Modiphius site has just published a blog piece they asked me to write, talking about my creative process in devising game ideas, and the challenge of creating character-driven stories with no idea who the characters will be.

The book looks good in the preview images, and I look forward to getting my print copy.

STAR TREK ADVENTURES: New campaign now out, two more on the way!

UPDATE 10/18: By an unfortunate coincidence, my STA campaign Hard Rock Catastrophe came out just days after a fatal collapse at a Hard Rock Hotel under construction in New Orleans. It’s been decided that we should change the title for the sake of sensitivity, and I apologize that we didn’t catch this sooner. Hopefully we’ll have the new title sorted out within the next few days.

I’m pleased to announce that today is the release date for my third Star Trek Adventures RPG standalone campaign: Hard Rock Catastrophe, my first STA campaign set during the Original Series era. Here’s the official description:

STA Hard Rock CatastropheUnlock the Mystery of the Rock Creatures!

“Captain’s Log, Stardate 8054.1. We have received a distress call from Rikyu, an independent Saurian colony beyond the Federation border. Planetary governor T’Rimushei is requesting assistance with a natural disaster endangering the planet’s cities, although she was vague on the specifics of the threat. The Saurians are famously self-reliant, so it could be that the governor was embarrassed to ask for help – but I got the impression that she didn’t think we would believe her if she told us more.”

This standalone 22-page PDF adventure by Christopher L. Bennett is for the Star Trek Adventures Roleplaying Game and is set during the Original Series era. This adventure also contains advice for adaptation for use in campaigns based in other Star Trek eras.

Can your crew solve the mystery behind the apparent invasion of giant monsters and stop them before the colony is destroyed?

Hard Rock Catastrophe is available as a downloadable PDF at the following links:

Yes, that’s right — I found a way to tell a kaiju story in Star Trek. You could say it was a… “Passion” project. After the psychological thriller of Call Back Yesterday and the murder mystery of The Gravity of the Crime, Hard Rock Catastrophe is a full-bore action blockbuster which I hope will be great fun for STA players. After my first few pitches were approved, I actually tried to write this one first because I had so much fun with the idea; but the action and logistics proved too big and difficult for me to tackle first time out, so I needed to do a couple of other campaigns first to get the hang of the game mechanics.

Note that there’s a typo in the early release, though a fix is on the way and will be pushed through to all buyers once it’s made. It’s entirely my own fault; I accidentally duplicated Governor T’Rimushei’s Values in the stats for Doctor K’Manehai. If anyone wants to play the campaign before the fix comes through, substitute the following Values for K’Manehai:

  • Science Is My Passion
  • All Creatures Have a Right to Exist

STA Strange New Worlds Mission CompendiumWe also have confirmed release dates at last for my remaining two STA campaigns. Star Trek Adventures: Strange New Worlds: Mission Compendium Vol. 2, containing nine missions including one by me, will be released a week from now, on October 24. And my fourth standalone PDF campaign, “Stolen Liberty,” will be released on November 14.

So every STA game campaign I’ve written so far will be out by a month from now. But don’t worry — I’ve already done a bit more writing for STA and submitted a few more game pitches just yesterday. This is starting to look like a steady gig…

Rough week, but some good news

Well, this has not been a great couple of weeks for me. Let’s see… I was feeling sick last week and not up to much of anything. I therefore put off getting groceries for a while, and when I finally felt well enough to drive to the store… I found my car battery had died. So I had to walk to the store instead. I think I waited another day, but I don’t quite recall — it’s a bit of a blur. Also, I somehow lost my receipt on the way home. I had to check my bank account online to find out how much I’d spent.

I’ve glimpsed three roaches or similar large bugs crawling around my bathroom and kitchen over the last week, the first time I’ve had any in quite a while. It gave me an incentive to finally put down a new set of plastic roach bait traps. On the upside, somehow I find my phobia about insects seems to have gotten a little milder, so I reacted to the bugs merely as an annoyance to be dealt with aggressively than as the catalyst of a borderline panic attack. (When I saw the second one, I happened to be carrying a heavy hardcover book. Fortunately the dust jacket proved easy to wash off afterward.)

Anyway, while moving the range and butcher block cabinet (I think that’s what it’s called) around to place the traps, I failed to notice that a glass pot lid was precariously placed. It’s the second piece of kitchen glassware I’ve accidentally shattered in the past month, and the third in the past six months or so. (The first was a Pyrex measuring cup that I’ve since replaced. The second was my last remaining tumbler of a set of four, the main one I used every day since it was the best one I had.) Now I no longer have a lid that fits my large saucepan. And I really wish the engineers would hurry up with developing shatterproof consumer glassware. Or softer kitchen floors.

There’s one more worrisome thing I’d rather not go into detail on since it’s finance-related, but it involves getting something in the mail yesterday that was very alarming to read until I figured out that it had to be a computer error or mixup of some sort, something sent to me by mistake or through a miscalculation, since it’s evidently not a scam but there’s no possible way it could genuinely apply to me. I just hope I can convince the relevant parties of that. I’ve reached out to someone that I hope can provide help or guidance, but I’m still waiting for a reply, and they might not be available right away.

Anyway, I put off dealing with the car because I was just too overwhelmed by all this stuff piling on at once, and I decided to focus on getting some work done on a thing I’m doing for Star Trek Adventures, one of the few bits of good news going on right now. Today, though, I managed both to make significant progress on that STA project and to take my car in to the garage, thanks to a helpful neighbor who gave me a jump start. Apparently the previous battery was kinda cheap and defective, but the guy had the right kind in stock and was able to replace it in a matter of minutes. I wish I hadn’t had to spend so much on it, but it could’ve been worse, and at least I got that off my list of worries, as well as returning some library videos that were due today. So I’m feeling somewhat better today than yesterday.

STA Strange New Worlds Mission CompendiumThe main bit of good news I have to report is that we finally have a firm release date for Star Trek Adventures: Strange New Worlds: Mission Compendium Vol. 2, for which I wrote one of the adventure scenarios. It’s been pushed back several times from its originally expected release date in August, but it’s now solidly on track for a November release, and it’ll be available for order on Modiphius.net as of October 24. There will be a formal press release coming soon, and I’ll post when it’s available.

In the meantime, I’ll be finishing up that other STA thing, and then finishing up a story I’m planning to submit to an open-call anthology. Then I’ll have to see about finding some other work to tide me over until my next Trek novel contract. Maybe I can get some seasonal work in a bookstore or something.

Interview with STAR TREK ADVENTURES manager Jim Johnson

September 10, 2019 1 comment

Morning, folks. Here’s a new interview with Jim Johnson, the editor — and now line manager, congratulations, Jim — who brought me in to write for Star Trek Adventures. If you haven’t tried the game, Jim explains the basics of how it works and how to get into it, and talks a bit about how he’s recruited authors like me.

Interview: STAR TREK ADVENTURES Manager Jim Johnson

 

In other news, the Strange New Worlds mission compendium, for which I contributed one of the adventures, is still running behind the expected release date, but it and my remaining two PDF campaigns should be arriving sometime this fall, possibly October. Stay tuned. And don’t worry, I have a standing invitation to pitch more games, though I have to think of some first.

More STAR TREK ADVENTURES coming this year (and one just released)!

February 9, 2019 1 comment

I just noticed this item on the TrekCore news site:

http://trekcore.com/blog/2019/02/star-trek-adventures-continues-to-expand-in-2019/

It’s an announcement of several new Star Trek Adventures publications slated for 2019 release, including a couple of new sourcebooks, but at the bottom, it mentions the August release of Strange New Worlds: Mission Compendium Vol. 2:

STA Strange New Worlds Mission Compendium

In August, Star Trek Adventures will begin to explore Strange New Worlds with its second mission compendium of the same name. The book will contain 10 original missions to play through, exploring the strangest and most challenging away missions on dangerous planets and weird environments.

Strange New Worlds follows These Are the Voyages in providing fans with adventure material for the game from both Star Trek fiction writers such as Christopher L. Bennett (The Captain’s Oath, Greater Than the Sum) and roleplay gaming luminaries like Jason Bulmahn (Pathfinder).

My contribution to this volume is the fifth adventure scenario I wrote, but it’ll be my first to be released in print instead of PDF form. At this point, only one of my PDF campaigns has been released, but hopefully more will come out in the 6 months before Strange New Worlds: Mission Compendium Vol. 2 comes out.

Hmm. Twenty years ago, I tried to break into Star Trek writing by submitting a few stories to another thing called Strange New Worlds, the annual contest anthology that Pocket ran for 10 years to discover new authors. As it happens, the first one I submitted to was the second volume of SNW. I never got into that SNW (although some of my Trek Lit colleagues got their starts there, including Dayton Ward and William Leisner), but now I finally get into another Trek collection of the same title, more or less.


EDIT: Thanks to Bernd in the comments, I now know that my second PDF game, The Gravity of the Crime, was released just two weeks ago:

https://www.modiphius.net/collections/star-trek-adventures/products/star-trek-adventures-the-gravity-of-the-crime-pdf

STA_The_Gravity_of_the_CrimeWill you violate the Prime Directive?

Welcome commander…  Your orders are go undercover on the pre-contact planet of Kalmur to investigate the accidental death of a Federation observer.

When a Kalmuri experiment into artificial gravity goes wildly wrong, an experimental device explodes crushing everyone within the test lab, including a Starfleet scientist, Lieutenant Li, who had infiltrated the project as an observer.

Sent to investigate this apparently accidental death, your team is confronted by a Kalmuri detective, Lanox, who is convinced the deaths are the result of sabotage.

Can you solve this classic locked-room murder mystery without violating Starfleet’s Prime Directive?

Set during the TNG era, this adventure also contains advice for adaptation to other eras including The Original Series.

STAR TREK ADVENTURES: “Call Back Yesterday” is out!

November 22, 2018 2 comments

It’s been a while since I announced that I was writing for Modiphius Entertainment’s Star Trek Adventures tabletop role-playing game, but at last, the first of the adventure scenarios I’ve written has gone on sale! “Call Back Yesterday” is a Next Generation-era adventure available as a standalone PDF campaign, rather than as part of one of Modiphius’s print books. I wrote it to give players a chance to explore and role-play their characters’ backstories and take advantage of the character-development mechanics that are central to STA’s gaming system, since that was the part that most intrigued me as a writer. But there’s also plenty of opportunity for action, for players more into that sort of thing.

STACallBackYesterday

Here’s the official description:

This standalone 21 page PDF adventure by Christopher L. Bennett for the Star Trek Adventures roleplaying game has your Starfleet crew relive past memories, on a strange, abandoned planet.

Can you escape your delusions and uncover what’s really going on?

And here are a couple of ordering links.

The game is available exclusively as a watermarked PDF download, and it comes with a version in the LCARS-based graphical style used in STA’s other publications as well as a version in a more printer-friendly color scheme with a white background.

The Core Rulebook for STA is available here:

I’ve got more games on the way, and of course I’ll announce their releases as they happen.

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.