Trying out a new system
I'm looking for advice on what's a good setup for a first time GM'ing ST:A. I've done a few sessions of 5e DnD, so I have at least a little experience on both sides of the DM screen and since I'm a Star Trek fan I wanted to try out Adventures.
What's the minimum amount of "equipment" I'd need for a game and the minimum amount of technobabble I'd need to stock up on to make an engaging game? Is the free starter pack enough to get an alright feel for it? Other than any recommendations for a table of newbies right down to the GM and the fact the success is lower instead of higher than difficulty, what are some major differences that might trip up people coming from DnD?
Posted Jan 27, 2020, 5:05 PM UTC
One of the biggest differences between STA and D&D is that the latter is largely a combat simulator. Every class is DPS in some way or another, so every player can be whatever they want and they'll muddle their way through somehow.
STA is built more around solving problems and overcoming challenges then getting into fights. The Security department handles combat and Medical treats the wounded, but Medical can also be used to diagnose and treat diseases. Engineering repairs the ship, but also reconfigures technology. Science is largely utilitarian by analyzing things as well as manipulating physics. Conn is navigation & mobility, and Command is the face. You'll need a little bit of everything to have a well rounded crew, and not everyone will be a fighter.
The bare minimum you need is the core rulebook, but I'd highly recommend the Command, Operations, and Sciences division supplements because they add a ton more options for characters races, talents, and ships.
None of the books really get into the finer details of how the science or technology works, so a thorough knowledge of Trek lore isn't strictly necessary for the players. There are no chapters on deflector dishes, graviton particle beams, nor the bouncing thereof. It is useful for the GM, though, if only to help translate player will into character action.
One last thing to keep in mind is that while D&D characters are often self-sufficient adventurers in the wilderness, STA characters are part of a crew, and an interstellar organization. Not only might they have orders and directives from people above them, but they'll also have near constant NPC support from their support personnel and the ship itself.
Thanks for the breakdown. I'm trying to save some money so I'll probably only go with the core rulebook but looking at the subreddit I have noticed there seems to be a lack of some core elements for role specialisation like medical etc.
I thought of trying ST:A because I noticed most of the adventures I tried to come up with had a sea ship or dragon age style moving camp set up so that part fits the bill perfectly. On top of that everyone I meet seems to be roleplay heavy and not too keen on combat.
The Command/Operations/Sciences supplements likely contain the role specialization details you are looking for.