Saturday, July 27, 2019

Star Trek Adventures - A Look at Disciplines

This post continues with the insights gained from our USS Yamato campaign. I passed on some experiences previously when I described the USS Yamato campaign and discussed retooling the campaign with a new ship and mostly new crew. The notes that these posts are based on should provide enough material for a couple more "lessons learned" posts. After that, I'll likely clean up and publish my notes for 2371 and then move on to the retooled campaign. There might be some non-Star Trek Adventures posts in there as well.


Finally got around to putting all of the Divison books together to form this image. They're in a heap of trouble, aren't they?

Let's take a look at Disciplines. For those not familiar with Star Trek Adventures, each character has six Disciplines representing their training in various areas. These are Command, Conn, Engineering, Security, Science, and Medical. Naming the Disciplines after the departments on a Federation starship is no coincidence. It reflects the game's default assumption that the player characters are Starfleet officers. Having those names right on the character sheets help to maintain the feel of playing in the Star Trek setting.

Having six Disciplines instead of a more traditional skill system is an inspired touch. It simplifies character generation by not requiring the players to go through a long list of skills to figure out what they want their characters to be able to do or what they are good at. (Note that players still have to pick six Focuses, which represent what the character is really good at.) Disciplines also streamline play - a gamemaster and player don't have to review a skill list to see which one fits the Task that the player wants their character to perform. Instead, they just have to pick which of the six Disciplines represents the training that the character needs at the moment.

Applying Disciplines is usually straightforward:

  • Issuing orders, engaging in a little diplomacy, or dealing with a Byzantine bureaucracy? Command.
  • Navigating a dense debris field in a starship? Conn.
  • Navigating a dense debris field in a shuttle? Still Conn.
  • Fixing that sparking and smoking console? Engineering.
  • Need to use a handheld phaser? Security.
  • Need to use the ship's phaser array? Still Security.
  • Waving a tricorder at something weird and getting exposition to advance the plot? Science, unless its alive and then it might be Medical.
  • Finding the cure to those strange rashes that everybody's broken out with? Medical.

A few Disciplines have applications that can seem a little odd at first glance, but work well in play:

  • Command covers a wide range of personal interactions, not just leadership as the name implies. A player who wants a character who is charming, relies on salesmanship, or is the Ship's Counselor needs to put points into Command even if they won't be a leader.
  • Conn doesn't just deal with operating vehicles, it also represents a character's EVA training (including the use of spacesuits and moving around in microgravity), ship recognition skills, and familiarity with Starfleet culture. That last could be described as "military protocol" - how to act towards other individuals depending on their relative status in Starfleet, who does what on a starship, and other organizational knowledge. Note that knowledge of specific Starfleet rules and regulations is part of Command.
  • Security covers law enforcement and tactical skills like moving with stealth in addition to weapons use. Investigations usually fall to the Security Chief when a mystery episode shows up in the various Star Trek series. Questioning witnesses, examining evidence, and interrogating suspects all fall under Security.

Let's suppose a player wanted a character who has an affinity with computers but is totally not a hacker. Pretty much all the player would have to do with Disciplines is put three to five points into Engineering. Making sure that Science isn't their dump stat might help with the more theoretical aspects of computing, but that's as much as the player needs to do with Disciplines. The player can then move on to other aspects of their character that would be helpful to a cyber information specialist.

Now, our computer specialist is going to end up highly qualified in other technical areas due to that moderate to high Engineering Discipline. It might seem odd to some to see a character who spends their days working on the ship's data networks suddenly tearing into the warp drive for emergency repairs. This actually fits the setting. Starfleet officers are usually depicted as extremely well trained in a wide variety of skills. However, even our computer specialist has a minimal number of points in one or more Disciplines. No one can be good at everything and Starfleet expects its crews to operate as teams.


Next Time: Our computer specialist gets into trouble.

Thursday, July 18, 2019

Different Places, Different Methods - Starfleet Officer Rosters Depending on Circumstance

This is the third post looking at the senior officer roster of a starship and its effects on a Star Trek Adventures game. The first post described our experiences with using the senior officer roster to guide character creation as we retooled our campaign. The second examined how that roster differs depending on era by looking at different starships named Enterprise. This time, let's see how that roster changes by circumstance.


Deep Space Nine

The following list reflects Deep Space Nine's senior officer roster as of the beginning of 2371, shortly after the arrival of USS Defiant to the station. Note that Worf does not transfer to DS9 until 2372 and Michael Eddington is present. Also note that Benjamin Sisko still holds the rank of Commander until his promotion to Captain in "The Adversary" - the last episode of DS9's third season. Jadzia Dax and Julian Bashir are promoted in between seasons three and four. Finally, this list does not include notable residents of the station such as Quark or Elim Garak.

Commanding Officer Benjamin Sisko
Executive Officer/Liaison Officer Kira Nerys
Chief of Security (Starfleet) Michael Eddington
Science Officer Jadzia Dax
Chief Medical Officer Julian Bashir
Chief of Operations Miles O'Brien
Chief of Security (Station) Odo

There is much to unpack here, so let's dig right in:

  • Starfleet did not provide officers and crew for USS Defiant, instead having Deep Space Nine operate the starship as a support vessel.* Officers and crew are drawn from Deep Space Nine as needed. Most of the senior officers retain their posts from the Deep Space Nine roster. The exception is Jadzia Dax, who takes on the post of CONN in addition to her science duties. In a campaign based on a station or planet, this could be a useful guide for using a Defiant-class, Nova-class, or other small starship to get the Main Characters away on occasion. It doesn't add a bunch of characters to the game and an adventure in space or on an unexplored world makes for an exciting change of pace.
  • Two of the officers, Kira Nerys and Odo, are members of the Bajoran Militia rather than the Federation Starfleet. This arrangement is not unusual for Starfleet. The 24th century Starfleet runs an Officer Exchange Program to improve cooperation with allied governments. This allowed officers of the Klingon Defense Force and other allies to serve on Federation starships. There is also the Interspecies Medical Exchange of the 22nd century, although this is limited to medical personnel as the name implies.
  • Benjamin Sisko, in addition to commanding the station, is the Federation's and Starfleet's representative to the Bajorans. Likewise, Kira Nerys represents the Bajoran Provisional Government (later the Bajoran Republic) and the Bajoran Militia as Liaison Officer. This reflects Starfleet's role in Federation diplomacy and Sisko's mission to facilitate Bajor's joining the Federation.
  • Michael Eddington is assigned to Deep Space Nine in early 2371 to give Starfleet more direct control over station security. (Yeah, I know. IRONIC. And HILARIOUS.) This was over the objections of Benjamin Sisko. In the end, Eddington's role will be limited to overseeing security over Starfleet operations on Deep Space Nine and acting as Security Chief on USS Defiant. General station security, including law enforcement and customs duties, will remain in the hands of Odo and his deputies. Defense of the station from boarding operations remains a shared responsibility. This is an example of Starfleet overriding the concerns of a CO in order to pursue its own agenda. Having Starfleet drop someone in who just doesn't click to provide some drama is fairly common in Star Trek.
  • The inclusion of a Science Officer on the senior staff is curious, given that it is no longer a standard bridge post aboard starships by the late 24th century. It may reflect the fact that a station is less likely than a starship to have a full staff of Science personnel, including specialists in various fields. A station's Science Officer may be a generalist making do with limited resources.*
  • Deep Space Nine's Chief of Operations is responsible for keeping all station systems in good condition. This task is complicated by Deep Space Nine incorporating technologies from three sources - the Cardassians, the Bajorans, and the Federation. Bajoran and Federation technology don't seem to have any particular issues with each other, but Cardassian technology is specifically and repeatedly mentioned as being incompatible with Federation technology. The closest equivalent starship post would be Chief Engineer. This makes Miles O'Brien, a non-commissioned officer, a curious choice for the post, especially after he effectively becomes Chief Engineer of USS Defiant.* This also implies that Deep Space Nine's entire Operations staff is also non-commissioned personnel. (Yes, a junior officer is expected to listen to a more experienced NCO in that NCO's field of expertise, but would not be assigned to routinely follow that NCO's orders. That's the role of a more senior commissioned officer.)

USS Voyager

This list represents USS Voyager's original senior staff as assigned by Starfleet.

Commanding Officer Kathryn Janeway
Executive Officer (No canon first name available. See below.) Cavit
Chief of Security Tuvok
Chief Engineering Officer (No canon name available. See below.)
Chief Medical Officer (No canon name available. See below.)
Flight Control Officer (No canon first name available. See below.) Stadi
Operations Officer Harry Kim
Observer Tom Paris
  • Several of USS Voyager's senior officers are only seen in Voyager's pilot episode "The Caretaker" and names are hard to come by. The XO and CONN have no first names in canon. The CMO is not named in the script or dialogue but does appear in the pilot. Non-canon sources give him various names, but not a consistently used one. The Chief Engineer never even makes an appearance. All of these characters are literal place holders for those that would replace them early in the series and are rarely mentioned later. A note for gamemasters - take a moment to give every NPC a full name, just in case it comes up. It lends a little verisimilitude to the setting.
  • The Ship's Counselor post on USS Voyager is vacant. The ship's initial assignment of capturing Val Jean and arresting its crew is expected to be too brief to require one.*
  • Security Chief Tuvok is on an undercover assignment at the time of USS Voyager's launch. He may not have even come aboard the ship until it gets to the Delta Quadrant. Missing USS Voyager's fitting out and shakedown means that he also missed the chance to familiarize himself with the ship and his Security personnel. Janeway may have been willing to make this trade off, but it does seem odd that no one else was available to take on the undercover role.* A special assignment like this would provide a good reason for a Main Character to disappear for awhile if the player controlling them has to miss a few sessions.
  • Harry Kim is the most junior member of the senior staff in terms of rank and experience. This contrasts with his role as OPS, where he would have to be able to speak with authority on scientific and technical matters as Data did on Enterprise-D. Then again, perhaps a more experienced officer was simply not available.*
  • Tom Paris is not a formal member of the crew. He is aboard for his knowledge of the Badlands, the Maquis in general, and Chakotay's Maquis cell in particular. Observer is a good way to introduce an officer who has a limited role for a specific mission, but is will not be staying around for long.

The following is a list of USS Voyager's senior staff after a short time in the Delta Quadrant. The original XO, Chief Engineer, CMO, and CONN were killed when USS Voyager was swept into the Delta Quadrant. The crews of USS Voyager and the Maquis raider Val Jean have combined to make the long trip home.

Commanding Officer Kathryn Janeway
Executive Officer Chakotay
Chief of Security Tuvok
Chief Engineering Officer B'Elanna Torres
Chief Medical Officer Emergency Medical Holographic Program AK-1 Diagnostic and Surgical Subroutine Omega 323 ("EMH" and "The Doctor")
Flight Control Officer Tom Paris
Operations Officer Harry Kim
  • The XO and Chief Engineer are Maquis who accepted positions as provisional officers to replace lost personnel. They wear different rank emblems than the rest of the officers. The fact that special rank emblems for provisional officers exist means that there is some protocol for it on Federation starships. A qualified non-Starfleet individual might be offered a provisional officer post in an emergency that resulted in the deaths of key officers. However, it is likely that it is only intended to last until the starship can get back to the nearest Federation base or planet.
  • Chakotay was a Starfleet officer before resigning to join the Maquis. Why Janeway makes him into a provisional officer rather than reactivate his commission is not directly addressed in canon. His time in the Maquis may make this questionable from a legal standpoint. Also, although Chakotay is always addressed as "Commander" in the show, his provisional rank emblem is that of a Lieutenant Commander - the rank of the officer he is replacing.
  • Chief Engineer B'Elanna Torres dropped out of Starfleet Academy after two years of disciplinary issues and never held a commission. Her talents as an engineer prompts Janeway to overlook potential interpersonal conflicts and offer her a post as a provisional officer. While this is an extreme example, it illustrates that a starship CO does have some discretion to look the other way for a promising officer.
  • It is unlikely that Kathryn Janeway would put USS Voyager's EMH in charge of sickbay if she had any other choice. The EMH Mark I is not considered an artificial life form or sentient at this point. This does not rule out a holographic or artificial Main Character in 2371, but some explanation would be needed to fit the setting.
  • Tom Paris is appointed to CONN as he is the best qualified pilot available. As with B'Elanna Torres, Janeway overlooks possible disciplinary issues to make the appointment. He is not a provisional officer and wears regular rank emblems.

* These points may reflect personnel limitations of the 24th century Starfleet. Enterprise-D never seemed to lack for qualified personnel, but service on the flagship would be a highly sought after assignment. Meanwhile, Starfleet seems to have given Deep Space Nine and USS Voyager just enough trained personnel to perform their missions and no more. Then again, if Deep Space Nine suddenly needed an expert, Starfleet could just send them one on a temporary assignment - its not like the station wouldn't be there. Likewise, USS Voyager wasn't being sent on a long term deep space mission - it was bringing in some outlaws for trial.

Sunday, July 7, 2019

New School, Old School - Starship Officer Rosters Over Time

The previous post described how we used the senior officer roster to guide group character creation in Star Trek Adventures. This time, let's look at how that organization differs over time and how that might influence the game.

This is the roster of senior officer posts on a Federation starship as presented last time with the snarky commentary edited out:

Commanding Officer (CO)
Executive Officer (XO)
Operations Officer (OPS)
Chief Engineering Officer ("Chief Engineer")
Chief Security Officer ("Security Chief")
Chief Medical Officer (CMO)
Flight Control Officer (CONN)
Ship's Counselor ("Counselor")

This is intended to be a complete list for the game's default year of 2371. I'm using the term Executive Officer instead of the more often used First Officer since it fits the abbreviation XO, the source material uses the titles pretty much interchangeably, and I happen to like it better. To check the accuracy of this list, let's compare it with the roster of a ship that operated for (most) of that year - USS Enterprise, NCC-1701-D as featured in TNG:

Commanding Officer Jean-Luc Picard
Executive Officer William Riker
Operations Officer Data
Chief Engineering Officer Geordi LaForge
Chief Security Officer Worf
Chief Medical Officer Beverly Crusher
Ship's Counselor Deanna Troi

Enterprise-D has an almost complete roster of senior officers, the exception being a regular CONN. It's no surprise that the flagship is fully staffed. With every senior officer post filled, there were no gaps in expertise. Captain Picard could draw on a variety of views and on a deep well of knowledge on pretty much any subject. A Galaxy-class starship with a full staff of talented personnel led by an experienced captain was a powerful tool for the Federation. This may explain why Starfleet was keen on putting that same crew back into space as soon as it could after the loss of Enterprise-D in late 2371.

Let's take a moment to look at the revolving door that is the CONN post on Enterprise-D. It was filled by Geordi LaForge before his promotion to Chief Engineer, Wesley Crusher prior to his acceptance into Starfleet Academy, and Ro Laren until she ran off to join the Maquis. Otherwise, the Flight Control console was operated by a number of folks who would be considered Support Characters in game. A player character CONN may work better for games featuring starship combat as regular occurrence - Main Characters have better stats and access to the full range of abilities to enhance their effectiveness. My headcanon for the "revolving door" on Enterprise-D is that officers who could meet Picard and Riker's high standards for the post were quickly promoted out of it. Service on the flagship looks good on a young officer's record and Starfleet had a need for highly qualified officers elsewhere.

Shifting back to the 23rd century, we have the senior officers of USS Enterprise, NCC-1701 as featured in TOS:

Commanding Officer James Kirk
Executive Officer/Science Officer Spock
Chief Engineering Officer Montgomery Scott
Chief Medical Officer Leonard McCoy
Senior Helmsman Hikaru Sulu
Chief Communications Officer Nyota Uhura
Navigator Pavel Chekov

There are a number of differences from how things are done in the default year of 2371.

  • Combining the XO with another senior officer post seems to be common practice. Another example is from Captain Christopher Pike's tenure as NCC-1701's CO - Number One, who was XO and operated the Helmsman's console.
  • There is a position for the Science Officer on the bridge in order to directly advise the rest of the senior officers on scientific matters. This responsibility seems to have been split between various other posts by the 24th century, with most of it falling on OPS.
  • Doctor McCoy, in addition to being CMO, is the head of the Life Sciences department, NCC-1701's head surgeon, and seems to have some responsibility over the mental health of the crew in general and the CO in particular. It's not clear how much of that is common practice for the CMO of a 23rd century starship and how much is unique to Doctor McCoy.
  • Operating the ship's flight control systems and navigation are the responsibility of separate officers in different divisions. Combining the two roles into CONN may reflect the increasing automation aboard starships as time goes by. 24th century starships seem to be able to take up much of the burden of flying the ship and plotting a course. It should also be noted that the Helmsman's burden also included operating the ship's weapons during much of this era. Starfleet did experiment with adding a Weapons Officer's console to the bridge during the 2270s, but it seems to be missing from NCC-1701-A.
  • Communications is a role for a senior officer with a console on the bridge. The Communications Officer operates and maintains the communications systems, provides translation when the Universal Translator is not up to the task, and is an expert on codes and encryption. The disappearance of this position by the 24th century may reflect increasing computer control of the communications systems. Opening hailing frequencies and responding to incoming transmissions are mostly done from the Tactical console by the 24th century.

Captain Kirk had a wide range of experts available to consult when needed. However, Kirk lacked a permanent Security Chief during the run of TOS. (Chekov was promoted to the post in the movies featuring the TOS cast.) Perhaps he was unable to find one that met his standards. While Kirk had a high enough Security Discipline to make up for some of the lack, a player group probably doesn't want to fill the Security Chief post with a Support Character. A Main Character would be more capable and works well for a player interested in an action-oriented character.

Moving even further back to the 22nd century, we have the senior officers of the United Earth's first warp five capable starship, NX-01 Enterprise:

Commanding Officer Jonathan Archer
Executive Officer/Science Officer T'Pol
Chief Engineering Officer Charles Tucker III
Chief Medical Officer Phlox
Senior Armory Officer Malcolm Reed
Helmsman Travis Mayweather
Communications Officer Hoshi Sato

There are similarities to the lists of officers who served with Kirk and Picard.

  • Like the 23rd century, the duties of XO are combined with that of another senior officer. There are hints that, even if T'Pol had never boarded NX-01, Tucker would have served as Archer's deputy rather than having an officer serving solely as XO. In this case, it could be simply due to the relatively small crew aboard a NX-class starship.
  • The Armory Officer would eventually evolve into the Security Chief post. The Armory Officer's intended roles seemed to be limited to operating the ship's defensive systems and shipboard security. NX-01 appeared to have little ability to project force on a planet's surface or while boarding another ship until the addition a MACO detachment in 2153. It should be noted that any MACOs aboard a Starfleet ship would be under the command of a MACO officer who answers directly to the ship's CO rather than the Armory Officer.
  • There is no Navigator position on the bridge of NX-01. The Helmsman seems to be responsible for plotting courses, much like a 24th century CONN. The Armory Officer controls the ship's weapons, unlike NCC-1701, allowing the Helmsman to concentrate on getting the ship were it needs to go.

Like the other Enterprises, there is an omission from NX-01's senior officer roster. In the case of NX-01, it has to do with the needs of the crew rather than a lack of capability in operating the ship or in deploying Away Teams - the lack of a mental health professional. The intended mission of the NX-class was deep space exploration. By its very nature, this involves operating for months or years away from the Sol system and any support from United Earth. Ship's Counselors didn't exist yet and the CMO seemed to be mainly concerned with and qualified to address the physical health of the crew. A psychologist would have been handy in managing stress (especially during the Earth-Xindi conflict) and monitoring the mental health of the crew.

Next time: A look at how senior officer rosters can reflect different circumstances by looking at commands not named Enterprise.

Thursday, July 4, 2019

Retooling Our Star Trek Adventures Game

So our Star Trek Adventures campaign has evolved from a "taking stock" to a "we really should decide about how to tweak certain things" to a "let's retool this whole thing to make it run better" kinda situation. To be fair, it was only intended to be a quick test drive of the rules. It taking on a life of its own and running for a whole year was never the plan. At this point, we're all inclined to put what we've learned about this game into a new ship and fresh batch of characters. Besides, just about every Star Trek series so far has gone through a retooling at some point during its run. We're really just emulating the source material here.

I've learned a great deal about running 2d20 in general and Star Trek Adventure's version of it in particular. And I'm looking forward to sharing those insights, but not in the form of recaps and let's plays of specific sessions. It would take some time to reconstruct those sessions from my notes and I'd rather focus on lessons learned - what works and areas to improve on.

Where we're starting - or restarting - the game is character creation. The post-retooling campaign will carry over story elements and gamemaster characters from the USS Yamato campaign. There will be a time skip of about six months of in-game time, taking things from early to late 2371. The retooled campaign will take place on a new starship with a (mostly) new crew.

Our group began character generation with a look at the organization of a Federation starship.

Federation Starship Senior Officer Posts (Circa 2371):

  • Commanding Officer - CO; The Captain, but doesn't necessarily hold the rank/grade of Captain. Sits in the big chair right in the middle of the bridge and uses the Assist and Direct Tasks to tell other people what to do.
  • Executive Officer - XO; First Officer; the Exec. Sometimes has a seat to the right of the CO, sometimes has to find a chair wherever on the bridge. Basically the lite beer version of the CO.
  • Operations Officer - OPS. Sits on the bridge and spouts the scientific and technical exposition offered up by the Science Officers of previous centuries.
  • Chief Engineering Officer - Chief Engineer. Sometimes shows up on the bridge, mostly tinkers around in the bowels of the ship.
  • Chief Security Officer - Security Chief. Glares at people from the Tactical console on the bridge while waiting for a chance to shoot something. Sometimes gets to play gumshoe during mystery episodes.
  • Chief Medical Officer - CMO. Addressed as Doctor rather than by rank. Sometimes hangs around the bridge when sickbay's not too busy. Mostly waits for people to get sick or injured. 24th century medical science has progressed enough to motivate attempts to revive downed Security personnel rather than just declare them dead with a shrug.
  • Flight Control Officer - CONN. Combines the duties of Helmsman and Navigator from previous centuries. Sits up at the front of the bridge with the best sight line to the viewscreen and drives the ship.
  • Ship's Counselor - Addressed as Counselor rather than by rank. Not all starships have a Ship's Counselor aboard. Considering what starship crews go through, having a trained psychologist around to dispense advice is probably a good idea. That and/or a bar.


Of these posts, what was seen on the shows and our experience with USS Yamato indicates that the XO, OPS, and Security Chief tend to be most critical for Away Team missions. In the 24th century Starfleet, most Away Team missions are commanded by the XO rather than risking The Captain. However, this does depend on the ship's culture and the dispositions of the officers involved. OPS is vital to analyzing newly discovered phenomena. The Security Chief is there to deal with any threats to the Away Team. Other officers may or may not be part of an Away Team, depending on the mission, but these three end up going most of the time. My first priority was to divide up the XO, OPS, and Security Chief posts among the three players to insure that each of them had a place on almost every Away Team mission.

We opted to continue to have each player control two characters, something we implemented during the USS Yamato campaign. This gives the players plenty of narrative and tactical control. It also avoids the issue of running scenes where the majority of characters present are controlled by the GM.

The players agreed with my explanation that having the CO and XO being controlled by different players would be better for dramatic purposes. It's challenging to have a player argue with themselves. It also splits up the leadership responsibilities and the blame for things not going well.

They decided early on to not have a player character Ship's Counselor. This may be a duty informally filled by the CMO or a gamemaster character.

Having a player control the CONN officer gave the players direct control of maneuvering the ship. The post was filled by a Support Character in the USS Yamato campaign and it didn't feel as smooth running as a player making the decisions and rolling the dice.

The XO player expressed interest in combining the XO post with another post. Although this is a quirk of how the 22nd and 23rd century Starfleets ran things, it does simply the organizational chart. In this case, the XO post was combined with the CONN officer. By combining the posts, the total number of senior officer posts were reduced to six, giving the players control over all of them.

A couple of players expressed a desire to carry over characters from USS Yamato to the new starship. The six month time skip justifies reworking these characters as desired as long as the character concept is kept intact. In rules terms, this means swapping out Focuses, Talents, and Values that really didn't work out the first time around for more promising ones. By doing so, the players are able to use their greater knowledge of the game system to improve their characters. One of the characters also had a couple of points shifted around in their Attributes and Focuses to better suit the new role the character will be filling on the new ship.

Next time: Modifying the list of Senior Officer Posts for other time periods.