Trying out a new system

Help & Advice

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

54
Jonruy•

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.

7
dami0OP•

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.

1
DoubleBlindStudyQ•

The Command/Operations/Sciences supplements likely contain the role specialization details you are looking for.

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IOnceRanTheIndy_500Wanted to be Chief Engineer, but Starfleet promoted me to GM.•

I've been involving my players in speaking technobabble far more often than I've been speaking it.

It's handy to have some idea of it going into the game (always remember the phrase "reverse the polarity"), but I have my players justify the attribute, discipline, and focus they want to use as well as how they assist if it isn't immediately obvious. Most are happy to do it and you get some new ideas, as well.

"Sell me on how you're fixing the runabout with Security instead of Engineering." "I'm going to divert power from the phaser banks to help the engineer get the critical systems back up and running." "Done."

You can also get your players to help you come up with fun complications if you're having a mental block. I would have never thought that the local ion storm would cause a surge in the transporter's pattern buffers an risk losing the scientists, but they did. And they were able to quickly pass a Difficulty 3 roll to stabilize the patterns before they degraded.

Your players are assets, use them, especially if they're invested in the source material. I've had great DM's in D&D who really brought the world and its inhabitants to life, but I think STA gives you far more leeway in having players shape the world instead of just you.

As far as minimum equipment, the core rulebook and some d20s and d6s are all you really need and works great, but the extra fluff is nice to have.

3