Modiphius’ Star Trek Adventures (STA) has to be one of those rare licensed TTRPG success stories; a whole raft of supplements for 1st edition, including sourcebooks for Quadrants, Divisions, and Discovery – and now a 2nd edition, which tidies up some of the rules (getting rid of the fiddly d6 variants) and gives, in my experience, a more streamlined gaming experience.
I’ve had a lot of fun with STA. I ran one of my longest-running TTRPG campaigns ever with 1st edition, and the rules held up well then. I’ve only scratched the surface with 2e (check out our one-shot on Unconventional GMs here) and I like what I see. 2nd edition loosens up the scope a little, rather than trying to fit campaigns into specific Trek eras, and brings a more mature, considered rules system. I don’t mind 2d20 for any game, but in Star Trek it shines – you’ll mostly have skills and extended tasks, with only the occasional ship or personal combat where you can bring out the crunch.
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