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Are the Star Trek Adventures releases.worth reading?

DS9forever

Commodore
Commodore
I mean as someone who has never played a RPG game? The books look great, illustrations and the like.
 
I'm biased because I'm the project manager for the game. That said, all the books contain lots of lore as well as fiction sidebars about various events throughout canon from a variety of points of view. I've been fortunate to be able to bring in a bunch of my friends and fellow Trek writers to contribute. Dayton Ward, Scott Pearson, Christopher Bennett, Derek Tyler Attico and more have contributed to various books. We keep the game as close to canon as possible, and we're able to drop in Easter eggs from the Treklit side of things when we can.
 
One thing I like about RPG material is reading the story hooks; seeing which ones really suggest a lot of story possibilities. Reading the adventure scenarios is like reading a Choose Your Own Adventure from behind the curtain, where alternative choices and the consequences are laid out for consideration.

The material I like best is the setting information, which outlines factions and characters and histories; I like how it makes the book like a guidebook for whatever the RPG is about. Although I have to keep in mind that sometimes the book isn't meant to be an all-encompassing guidebook; it's meant to inspire ideas that can generate story-game material.

As far as the Star Trek Adventures, I found it worthwhile so far. I really like the suggested setting/timeframe, which is so simple yet so evocative.
 
I'm reading them now. As I commented, I'm a reader only, so the original intent is lost on me in regards to playing the game, but I love the detail of the text and the great artwork (CG & painted) and LCARS displays.

I especially liked the fact that the Hunters from DS9: "Captive Pursuit" are called their behind the scenes name of the Drai for the first time.
 
While I've been making my way through DS9, I've sometimes flipped through the Gamma Quadrant sourcebook for a little bit extra and alternative content. I know it's not a guidebook for the Dominion, but it helps me to process the stories by gauging some of the context; it also helps my memory to see unfamiliar terms in text form rather than just heard in the dialogue. I skim with caution so I don't get too deep into spoilers, but there are things I already know anyway. Between that and The DS9 companion and the Tor re-watch reviews after watching an episode that is new to me, I feel nicely settled in for a DS9 viewing experience.
 
I used to love reading the old FASA books way back when, bought a few Star Fleet Battles books, too, and read some of the Last Unicorn and Decipher RPG books, so I was curious about Star Trek Adventures. But I stopped being a completist about Star Trek books a few years ago, and the price for the print editions seemed pretty steep. Fortunately, there was a great PDF bundle deal through Bundle of Holding a few months ago, so I've got a lot of the Adventures stuff. Haven't read much yet, but there are several names among the writers that should catch the eye of any TrekLit fans.
 
I've bought all the department and quadrant books. There is a lot to like even if you don't find time to play. The artwork is nifty. My one disappointment was no picture of a Zaranite under their description!

I toyed with the notion of having little character cards for display next to my action figures. I quite like 'rolling up' characters from the TV shows.
 
Ordered the Science Division book from Amazon. Figured I'd dip my toe in the water with the lowest priced option.
 
The book showed up yesterday, very well done on a production level, with nice artwork throughout. Haven't had a chance to read it yet, but I imagine it will be well worth the $25 I paid for it.
 
Not sure where else to announce this... I finally have a new Star Trek Adventures standalone RPG campaign to announce, and it’s one that ties into my DTI novels and novellas, hence my posting in this forum instead of the gaming forum.

Star Trek Adventures: Another Roll of the Dice

Experience time travel and engage Tzenkethi raiders!
“Captain’s Log:
We have been ordered to suspend our routine patrol of the Tzenkethi border and proceed to the nearby Federation colony Natsumi’s World, where we will take aboard two agents of the Federation Department of Temporal Investigations. As usual, the DTI has provided no details, stating merely that we are to place ourselves at the disposal of the agents and follow their instructions. Thus, I have no idea whether to prepare my crew to face some unimaginable existential threat or, far more likely with the DTI, days of tedious routine and bureaucratic obstruction.”

When the player characters receive an assignment from the DTI to deliver a powerful alien artifact to DTI facilities, they are soon set upon by Tzenkethi raiders. The ensuing skirmish destabilizes the artifact’s energy field, and the characters discover that they have somehow changed into alternate timeline versions of themselves! Can the characters deal with the sudden changes in themselves and the rest of the crew, and also figure out how to get back to their own time, all the while battling the Tzenkethi?

This standalone 20-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. Download includes a regular version and a printer-friendly version.​

Yes, it’s the triumphant return of Agents Lucsly & Dulmur! And it’s consistent with my DTI novels and novellas, while still standing alone as a game scenario.

Normally I’d talk more about the story and my creative process behind it, but I’ve already done that for the STA blog, in a piece that also went live today. You can read it here:

https://www.modiphius.net/blogs/news/sta-blog-another-roll-of-the-dice

Another Roll of the Dice is available as a downloadable PDF at the following links:

 
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