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Star Trek Adventures 2nd Edition

Started by Katowice, July 24, 2024, 08:27:59 PM

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Katowice

Modiphius has sent out its PDFs for preorders of Star Trek Adventures 2nd Edition Core Rulebook. The book is about 384 pages in total, cover to cover. Overall, visually it's an improvement with white background instead of black and grouping the rules closer together. However, the same problems remain with Character Creation not beginning until p. 85 of the book, and the actual game rules on p. 249; after three whole chapters of fluff explaining what Star Trek is. Other than that, it seems written decently.

Aside from that, the obligatory paragraph on "Safety Tools" is in there and now pronouns are part of character creation and appear on the character sheet(s)--neither pronouns, nor sex/gender were part of the previous version.  I noticed that product the line manager is an obviously middle-aged man who always seems to have his pronouns listed when I see him on a Youtube interview.

Brigman

I just don't see a compelling reason to buy into the 2nd edition.  I loved the 1st edition, and ran a fun campaign for years using it; really, only the pandemic killed it.  I've played Prime Directive, FASA's Trek RPG, and other iterations of Trek games, and 1st edition STA is the best for the genre I've come across.

What I've heard about 2e ditching the d6 dice and just using the d20s was my biggest turn off so far. 
PEACE!
- Brigs

Banjo Destructo

I liked 1st edition okay, don't see why I need the 2nd edition.  Looks like they're selling STL's so you can print your own miniatures now for the game. But I already got my TOS bridge crew and TOS landing party,  probably the only things I'd be interested in them coming out with at this point would be a TOS klingon set, and a TOS romulan set. I don't like the TNG style klingon/romulan uniforms.

HappyDaze

I picked up the two pdfs for this and have started paging through them. The pages look clean--much better looking than the 1e. I also noted that they better define species traits and give each species a unique ability. I like this, as before a species had to buy a species-specific talent (which still exist) to have anything definative about the species. Now they have a base of an ability and can expand from there if they want to emphasize species over role (like CO, XO, science officer, etc.). Ships also had some traits moved from talents (which are limited in how many you can have) to special rules. An example is that saucer seperation is now a special rule and doesn't eat into your limited talents.