As luck would have it this book popped up on my list.
I think that’s good actually because if I hate it as much as I hate the Operations Division book I’m also reading then I’ll be glad to have finished it and not look forward to something that’s just going to be crap.
I’m still pissed that I wasted money on hard-copy rather than reading the PDFs to find out what junk they were.
For what it’s worth, I’m not hating this book as much as I hate the Operations Division book.
But saying this book is better isn’t saying a whole lot.
While I think the infodump on Fleet Operations is mostly useless I do appreciate that (page 16) they mention that back in the TOS days this is superfluous.
The chapter on The Prime Directive interests me. I’ve always had the opinion that from Next Generation onward the writers had no honest idea what the hell the Prime Directive was or how it should be interpreted. A quick Google search will tell you that I’m not alone on this.
It always seemed to me to be pretty obvious. “Zero Tolerance for Assholes”. If a pre-warp civilization is being exploited, you are not ‘restricted’ in anyway from preventing it and helping this civilization.
It’s a subjective standard because it has to be.
It’ll be interesting to see what a book biased toward the Next Generation thinks of it.
The first “what if” is a fairly interesting Prime Directive question and a suitable puzzle.
The second AND third “what if”’s are complete horseshit. They’ve both got nothing to do with the Prime Directive in any way whatsoever. There’s not even a question.
The third one is just as stupid. Should you let bad guys you see exploiting a pre-warp civilization just go ahead and do it? IS THAT REALLY THE QUESTION?!
The fourth one is a little more of puzzle, but ultimately stupid because it supposes that you have already screwed up and broken the prime directive. So what should you do now? Well, duh, do the minimum required to fix the Prime Directive, even if it means crewmembers deaths. Again, not that hard to figure out.
Interesting that this book suggests that there are four duty watches: Alpha, Beta, Gamma and Delta. Other Star Trek books I’ve read suggest three duty watches.
So you work for 6 hours and then are off for 6 more hours and sleep for 12? Seems weird. I wonder where this idea came from. I’m certainly not counting this as any more ‘official’ than anything else — and it may in fact be something that changed over the ‘centuries’ — but I’d be interested in knowing more details.
I like some of the ideas here though.
• A Level 3 diagnostic shall be conducted on all shipboard systems during every Gamma watch. The results will be provided to the executive officer, who gives a summary to the captain by 0500 every day.
• The bridge shall be fully staffed during all duty watches.
FINALLY! Some idea of what The players actually DO on board ship! Raising this book to 2 stars if nothing else!
More useful and game-able information in The form of watches and The ‘Officers Day’ example! Thank you!
Of course now we get a few pages of how to play an “Admiralty Campaign”. “This is idea fodder for some Players, but uninteresting to others.”
And yet for all The Star Trek TV shows there’s NEVER been one focused on The Admiralty. I wonder why?
Next is “Command in Play”. Star Trek Adventures does not have a set of talents or skills. Instead, they use The Star Trek divisions - Command, Con, Engineering, Security, Science, Medicine. So, since these are so vague as to be meaningless, we have this section which says ‘Here’s what this might mean at each level of ability (1-5)’. It goes on to describe what you might be like if you’re second highest Discipline is one of The others.
Next is Command Focuses. Focuses are more or less skills for STA. Some of them seem more like talents too. I’m mixed on these. Without a definite purpose for them they are a rather grab-baggy bunch that doesn’t seem to provide more options as provide things that should have been there in The character generation rules at The beginning! And again, they have no particular mechanics attached them except “whatever you can stop The game and argue with your GM about before The game can continue…”.
Now come Command Talents. These at least benefit from having game mechanics attached to them. It’s presumably The reason these ‘splat-books’ exist, so you can sell these to more players.
I’m not really against The concept, but it seems just as shallow here as it does in every other game that does this. Sure, you’re probably thinking that EVERY game does this and that’s probably true, but BACK IN MY DAY….!
Once again we get more character creation advice. If you have THIS score you might be like THIS!
Who The heck is The audience for this kind of drivel, which is essentially a repeat of The material in The Core Rulebook.
I’ll give a good news/bad new comment on The “Federation Vessels” section of The book. First of all, what they heck is it doing in this book? It’s just a pointless filler that could be in ANY book. Second, The ship ‘statistics’ if you can call them that - and you shouldn’t - are so shallow as to be meaningless. On The good news side, they too give a good variety of Federation vessels, if that’s your thing.
And if you thought The Federation Starships chapter was useless filler how about Federation Small Craft description of every shuttle in Star Trek? More useless crap that has nothing to do with The “Command Division”. They really are playing us for suckers aren’t they?
Nothing shows that more than The next chapter being “Command Department Storylines”. You know, really obvious ideas hand-waved for you to turn into a plot! Thanks for nothing.
The Social Conflicts chapter could make all The rest of The junk in this book worth it. Social rules are hard, and as The Using Traits introduction demonstrates The STA Traits and Values system being vague, undefined and changeable at whim, are a lousy mechanic for trying to build actual rules off of. But if they can pull it off, they can make The book worth its price.
A quick review of The Social Conflict rules from The core rulebook confirm that as written they are functionally useless. Consisting of not much more than Make an Opposed Task check, figure out The difficulty for yourself.
While not exactly a home run, it does in fact give more details to social rolls that I can imagine would be VERY useful in a game. I’m going to use some of The ideas myself, so that’s as good a praise as a game supplement can get. It’s actually getting to 3 stars here.
But of course, it’s mostly hand-wavey “well this is what could happen maybe…”. With no mechanical support or advice whatsoever.
For example “Cold War Ceasefire”. Wouldn’t it be GREAT to see how to run that in a Star Trek game?!? Do you think you get that answer here? Nope. Two paragraphs, nothing gamble.
And then thing about The “Legal Proceedings” section is that it starts with The sentence “Courts-martial and other hearings are occasionally necessary in Starfleet.” It then goes on to describe it “In broad terms..”. WE’VE ACTUALLY SEEN COURTS-MARTIALS IN STAR TREK! You can literally tell us EXACTLY how can run a courts-martial in a Star Trek game?!! So we don’t have to re-watch these multiple episodes if we want to run one. But of course they don’t because….???
Even “Trade Deals” for which there have been DOZENS of workable science fiction systems written, is merely described with a hand-wave. So tools for running social conflict in The game where they are MOST needed. Zilch.
The Awards and Commendations chapter might get this book to 3 stars. It details how much Reputation can be spent to acquire a particular award and of course, The conditions for winning an award. Now this is actually gameable material! Well done.
The next chapter is “Fleet Actions”. This is a page and a half of quick-and-dirty rules for a large number of ships. This is not at all Star Trek to me and if it was I’d just use a set of miniature rules to resolve it.
Because how exciting are The results of a massive fleet action that is reduced to a dice off?
The “Starfleet Command” chapter has 3 TNG NPC and stats for Robert April (Commodore). “Diplomats and Delegates” adds more NPCs, including Sarek, Curzon Dax and Lwaxana Troi. I’ll let you decide The value of these NPCs. Then there are generic NPCs. Diplomat, Attache and Negotiator.
The rest of The NPC stats are Pathfinder Specialist, Academy Instructor Cadet, JAG Officer, Diplomatic Aide, EVA Specialist, Junior Bridge Officer, Legal Counsel and Shuttle Pilot.
So, for your money The most useful things are The Diagnostic Tests, The flimsy Social Conflict rules and The Awards & Decorations (though keep in many there are only a few of them). Not worthless by any means, but definitely thin gruel.
I’ll generously give this 3 stars for three more than nothing.
Would I recommend it? Only the PDF if it’s on sale.