scifi.com navigationscifi.comnewsletterdownloadsfeedbacksearchfaqbboardscifi weeklyscifi wireschedulemoviesshows
RECENT REVIEWS
 Cosmic Encounter Online
 Dungeon Siege
 Star Wars Jedi Knight II: Jedi Outcast
 Eve of Extinction
 Dark Planet: Battle for Natrolis
 Freedom Force
 Star Trek: Bridge Commander
 Gunvalkyrie
 Sid Meier's Civilization III
 Star Wars Roleplaying Game: The New Jedi Order Sourcebook


Request a review

Gallery

Back issues

Search

Feedback

Submissions

The Staff

Home



Suggestions


Star Trek Role-Playing Game: Player's Guide

Four TV series and 10 movies morph into one solid game that brings alive the Star Trek universe

*Star Trek Role-Playing Game: Player's Guide
*Developed and designed by Ross A. Isaacs, Christian Moore and Owen Seyler
*From Decipher Inc.
*256 pages
*MSRP: $29.95
*ISBN: 9-781582-369006

Review by Eric T. Baker

R ole-playing is, by definition, having fun by pretending to be someone you aren't, doing things in a world that doesn't exist. The Star Trek universe is an imaginary world that millions of people would like to visit, so a role-playing game set in that universe is natural. It is so natural that five companies have now produced licensed ST RPGs. The latest is from Decipher, the company that has held the ST collectible card game license for so long. The first book is the Player's Guide.

Our Pick: A-

The PG covers four of the five ST TV series (Enterprise will be covered in future supplements) plus all of the movies to date. The emphasis is on being Starfleet officers, but the rules include guidelines and background for every race that has ever been played by a lead actor in one of the series, including Trills and Cardassians as well as Talaxians and Ocampas for the Voyager fans. Mixed races are allowed, but are limited so that half-breeds don't end up with the strongest characteristics of both races. This plethora of species information means that groups can play Klingon war bands or Ferengi merchant groups or Vulcan science teams or any combination of races and objectives that might appeal to the players more than a traditional campaign as Starfleet officers.

The mechanics of play involve rolling two six-sided dice and modifying the result by various factors to try and beat a target number. Modifiers can include shifts for good or bad governing characteristics, skills known, racial talents, damage taken, technology in use, situational modifiers and psionic effects. Most of these are tallied on the players' character sheets, so they are ready at a glance during play, and the others are on tables in the text. There are skills and tests to cover every action and interaction in the game, from shooting a phaser to bargaining for a slave girl to seeking meditative calm.

A faithful take on the Federation

The Player's Guide contains chapters on the history of the four TV series, as well as descriptions of starships, the Star Trek galaxy and the Federation itself. There is also a chapter on being a player in the game. The actual mechanics of play (which will be expanded in the Narrator's Guide) are contained in a 10-page appendix. The bulk of the book is devoted to creating characters with chapters detailing the various races, professions, elite professions, skills and abilities that are available to characters. There is an amazing variety of characters possible, and the process of generating one can seem overwhelming.

The key to creating a character, and to the game itself, is not panicking, and using the character sheet. Despite its busy layout and full-color printing, the character sheet actually photocopies just fine into black and white. With the sheet in hand, it is possible to go step by step through the process of making whatever character the player wants.

Two problems plague ST role-playing games: Who gets to be the captain and what to do about phasers? For groups playing a traditional Starfleet campaign, the PG does not improve on the traditional answer of letting the game master run an NPC captain who issues broad orders and then gets out of the way. Because of its breadth, however, the PG does allow for campaigns the characters aren't Starfleet and there isn't a captain.

Phasers in the game are treated faithfully to the source material. They can stun people and heat rocks and clear debris. They can also kill people. Instantly. This is obviously a problem if a player character happens to get in the way of a power 8 blast. In the shows, most phaser blasts miss, and that is how it works in the game, too. Hitting is based on rolling higher than the target's defense, which gets higher as the character gets better. In addition, player characters have a Courage statistic that really separates them from the red shirts. After a roll, players can spend a courage point to adjust the roll. This is a mechanic that produces results very much in keeping with the shows.

My personal bias is for more freeform play than the "a skill for everything and everything has a skill" style that the Star Trek Role-Playing Game: Player's Guide is written in, but that is just taste. The game is complete and faithful and that is what is most important in a licensed game. — Eric

Back to the top.




Home

News of the Week | On Screen | Off the Shelf | Games | Sound Space
Anime | Site of the Week | Interview | Letters | Lab Notes


Copyright © 1998-2006, Science Fiction Weekly (TM). All rights reserved. Reproduction in any medium strictly prohibited. Maintained by scifiweekly@scifi.com.