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Venture back to the time of Kirk fists aka the original Star Trek, in Modiphius’ new 23rd Century Guide for Star Trek Adventures.

Of all the years in Starfleet’s history, the 23rd century is marked by rapid growth and rising tensions as the United Federation of Planets came together and Starfleet found a new home in the roiling Milky Way. The time of Star Trek’s Original Series, when many starships were sent out on five-year missions to see what lay beyond the galactic horizon.

Most of the time, it turns out to be some kind of alternate version of Earth, but the Romans took over, or the Mafia ran everything, or it was an Amusement Park planet. This is when Hodgkin’s Law of Parallel Planetary Development was at its most visible. And soon, you’ll be able to see why in the new expansion for Star Trek Adventures: The 23rd Century Guide.

Star Trek Adventures: The 23rd Century Guide – Aesthetics You Can Hear

This is the big handbook for all you TOS fans out there. It is a guidebook to all things during the tour of the original USS Enterprise NCC-1701. Back before every Klingon had bumpy foreheads, and when folks like Harcourt Fenton Mudd and Cyrano Jones seemed to be at every spaceport.

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And it’s really nicely done. The 23rd Century is broken up into four key periods that define the galaxy. Those include the birth of the Federation, the war with the Klingons, and the era of exploration. You’ll get an insight into what is going on throughout the galaxy at this stage, including technological developments, civilizations, and political events of the day.

You’ll also get plenty of new player options. If you’ve dreamed of Harry Mudd, you can live out those specific, weird dreams (with some judgment) by playing the new Free Trader career path. Maybe you’ll be different. You can also get new options for your lifepath, find new career events, and more. It’s a guide for anyone interested in the Original Series’ timeline.

“The 23rd Century Campaign Guide presents the entire 23rd century for players to use in the Star Trek Adventures roleplaying game, from the growing pains of the nascent Federation in the century’s early decadesto the rising tensions with the Klingon Empire that sparked a brutal war in 2256-2257. Then onward into the bold ‘five year missions’ period and the volatile latter third of the century.

Characters of every department, from command to medical can use new rules and character options to deepen their gameplay experience. No matter the composition of the crew, this guide provides the means for players to play through some of the most dramatic and influential periods in Star Trek.”

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This is the Star Trek that launched it all. If the “wagon train to the stars” had never left the station, we might never have known the impassioned monologues of Jean-Luc Picard. Or the grit and determination of Benjamin Sisko. Certainly not the practicality and drive of Kathryn Janeway. And if you’ve ever watched the original series, you know how striking it can be. Sure, it was a simpler time. And the budgets were lower.

But now you can explore that era in a roleplaying game like never before. You get the lore, you get the rules, you get it all.

What’s In The Book?

There’s quite a lot in this expansion. It’s a 128-page full-color hardback book and it has something for everyone. We’ve talked about some of the new player options. But this is the era of Redshirts dying every episode. In imaginative ways. Crushed into cubes? Turned into ash? And that’s just the start.

You can explore all new ways of finding an ignominious end in the 23rd century, thanks to new rules for generating casualties. Even if you aren’t huffed by an alien trickster deity off-camera, you might still have lingering consequences thanks to the fatigue, scars, and trauma rules.

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Or if you’re more inclined to tell stories of war or first contact, or any of the other archetypal story structures that defined the Original Series, this book has you covered as well. There’s plenty of guidance for building the kinds of missions and campaigns that shape the 23rd century here. So you can go from brawling with Klingons on a neutral space station to trying to carve out peace in the midst of Romulan interference.

via Paramount

Players get similar advice. There are even pre-built characters that help show what a crew at the different parts of the 23rd century might look like. It’s enough to make you want to break out the Original Enterprise Bridge Ambience (8-hour loop) so you can start dreaming up your next campaign.

Star Trek Adventures: The 23rd Century Guide is out for pre-order now. Shipping is expected at the beginning of next year, but if you pre-order now, you’ll get an exclusive bonus of a digital character pack containing 10 Star Trek: Strange New Worlds characters plus the Enterprise. You’ll also get a digital character pack of the original crew, updated for 2nd Edition.

Time to boldly go where no one has gone before!

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