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There are illustrations of the various rank pips used in the 24th century, department colors, and sidebars showing in-universe perspectives on these topics. Pages 53-66 detail topics like Starfleet’s Purpose, the Prime Directive, Starfleet Academy, Duties, and Away Teams.
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This is also probably a good place to state my preference that a ruleset with a default setting present basic setting and genre information up front, detail the game and how to play it, and then dive into the specifics of the setting later in the book. That’s not to say it isn’t well written or entertaining, it just isn’t as functional or focused as it could be. This section really seems to play to the diehard fan, and I wish there was just a bit more tailoring to make this section more functional at the table.
Some of these are fascinating from a fan’s point of view, but I’m not sure that most them are providing gameable information. There are a lot of in-universe sidebars that show the perspective of characters from different factions on the major events of the setting’s history. None of the material in the book presents information beyond the events of the Generations movie, so the history ends just before the war with the Dominion begins.
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The different time frames mentioned correspond to the suggested campaign time periods, namely the time periods around the time of the show Enterprise, the original series time frame, and the Next Generation time frame–although the most attention is paid to the Next Generation time frame in this book. The chapter then moves into Federation history. Initially this information takes the form of a Starfleet briefing, and starts with general galactic geography, and a summary of the powers at play in various regions. It spans pages 11-43, and is broken up into an overview, early history, the twenty-third century, and recent federation history. The next chapter is on the United Federation of Planets. Chapter 02–The United Federation of Planets Some terms used later are mentioned in passing in this introduction, for example having tokens for momentum, the threat pool, and determination. The special characters on the dice mainly apply to the d6s, and the number of special characters and alternate values is much less than in a game like Fantasy Flight’s Star Wars RPGs, as an example. This chapter mentions what dice are needed for the game (d20s and d6s), and that special dice are available to make conversion easier. The introduction has standard “what is roleplaying” and “example of play” sections. That is impressive adherence to theme, and it is consistent throughout. The entire book is laid out to look like the L-CARS computer display from the Next Generation era of the show. There are several half and quarter page pieces of painted artwork from both the original series era and the Next Generation era, and most of the chapters start with a full-page schematic spread of a ship, station, or piece of technology from Star Trek lore.
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The PDF is 376 pages, including five pages of ads, two page spreads showing the Star Trek galaxy at the beginning and end of the book, a four-page index, three pages of play tester credits, a character sheet, and a ship sheet. Structural IntegrityĪs I finish up the review process, the hardcover of this game is currently available, but I am still working from the PDF version of the rules. Despite this, I never owned a Star Trek roleplaying game until I picked up the PDF of the latest version, published by Modiphius.
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Whenever a new Star Trek movie would come out, my brother and I would make a point of seeing it together in the theater.īecause of these family traditions, I’ve always had a soft spot in my heart for Star Trek. The Beta Quadrant sourcebook provides Gamemasters and Players with a wealth of source material about the Galaxy of Star Trek.Long before I ever picked up my first d20, my older brother received permission from my parents to let me stay up late on Sunday nights so I could watch syndicated episodes of the original Star Trek with him. Modiphius Entertainment Cross the Threshold