Using the Starfleet Academy Mission Briefs pack with Star Trek Adventures and Captain's Log Solo RPG

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  • Опубликовано: 16 сен 2024
  • Jim Johnson, project manager for the Star Trek Adventures RPG and the Captain's Log Solo RPG, discusses how to use and adapt the free Starfleet Academy Mission Briefs pack for use in both games. Thanks to Randy Brock for the idea, and thanks to writer Michael Duxbury for working on the briefs pack.
    Give your STA and CL Starfleet characters some interesting stories by using this packet of tools. #llap

Комментарии • 4

  • @XHoYenAuthor
    @XHoYenAuthor 5 месяцев назад

    Thanks, JJ. I haven't played STA, but I'm gearing up to use STACL for 2-3 player GM-less co-op. I found that the fundamental rules fit onto a single page, which I'm hoping to use to convince RPG newbies to give it a whirl.
    From the standpoint of content, these free briefs are very much appreciated, and like the other commenters it's appealing to me to use SF Academy stories as part of a character gen process and potentially a very linear character life progression.
    But with shared storytelling games like this, I'm also eager to toy with the idea of keeping unknown story elements/agents mysterious until it comes time to use them to tie a number of story elements together. It's the primary way, as I see it, of capturing that level of unknown/mystery one gets when there's a GM, and a "let it be unknown for a while" approach is appealing. In my 1-page summary, I suggest that whenever you use the yes/no matrix, if the result is surprising then it means there's an unknown element/agent in the story.
    Part and parcel of that mechanism is allowing retconning via flashbacks, and that leads to the idea of using SF Academy briefs stories to add new backstory to a character that's well along in their career and may have come out of LifePath chargen as an experienced officer.
    In a different GM-less shared storytelling game I was involved with (using Ironsworn: Starforged), I toyed with a sort of "distributed story secrets" mechanism, where in Session Zero each player was responsible for coming up with a backstory secret for the character of the player to their left. (being good about meshing the idea with the character) The idea was that during play, everyone would look for "the right moments" to gently, secretly fold in aspects of that secret, and in this way achieve world/campaign secret value typically provided by a GM.
    I'm interested in all these kinds of creative mechanics for GM-less games like STACL, primarily in co-op GM-less mode. So, I wonder if your experienced creative team is interested in putting together a brief focused on exactly these kinds of reveal-later, retconning/flashback, distributed backstory secrets type mechanisms for GM-less STACL games. I'm new to it and for all I know there's nothing more to it, but I wonder!

  • @Number01
    @Number01 Год назад +1

    This would be a great way to start a STACL career, then move to lower decks, and upward. Waiting for my books to ship and reading pdfs.

  • @spider8604
    @spider8604 Год назад

    Sweet, thanks again! Ive played the first two thus far. Really enjoying it! Im going to be playing all the way threw from Cadet.