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Showing posts with label Deep Space 9. Show all posts
Showing posts with label Deep Space 9. Show all posts

Sunday, 18 June 2023

A Gamma Guide

The Gamma Quadrant Sourcebook is the third setting supplement for Modiphius Entertainment’s Star Trek Adventures roleplaying game following on from the Beta Quadrant Sourcebook and the Alpha Quadrant Sourcebook. Effectively, it lies at the far end of the Bajoran Wormhole which connects the Gamma Quadrant to the Alpha Quadrant and it is what comes through the Bajoran Wormhole which is the primary focus of the Gamma Quadrant Sourcebook. For the supplement is as much a setting update as much a setting sourcebook and as much a companion to the Alpha Quadrant Sourcebook. What the Alpha Quadrant Sourcebook did was to examine the world of Bajor, and the major polities of the region, including the Cardassian Union, the Ferengi Alliance, the Tzenkethi Coalition, the Breen Confederacy, and the Tholian Assembly. It also looked at the Bajoran Wormhole and explored its ramifications of upon the quadrant, in the process, updating the default starting year for Star Trek Adventures of 2371 to 2372 as the early years of Deep Space 9 was explored. The Gamma Quadrant Sourcebook goes further. Not only does it update the default starting year from 2372 to 2375, but it also examines the whole of the Dominion War, looks at the major factions and events involved, supporting with details of new species, ways to involve the Player Characters and run campaigns set during the war, and more. What this means is that the Gamma Quadrant Sourcebook is really only a book for one of the period settings in Star Trek Adventures, that of Star Trek: The Next Generation rather than the earlier Star Trek: The Original Series or Enterprise.

What the Gamma Quadrant Sourcebook does not include is a map of the Gamma Quadrant. As with the television series, Deep Space 9, it remains for the most part, a great unknown, its exploration and possible contact with worlds there made all the challenging by the presence—both implied and actually present—of the Dominion. Nevertheless, there is plenty of scope for the crew of a starship to explore beyond the Bajoran Wormhole, make contact with the various species there, begin to learn hints of the Dominion, its masters and subject species, and wonder at its strangeness. In fact, almost a half of the supplement is dedicated to examining the Dominion and the Dominion war itself. The former starts with the history of the Changelings, how they fled, hounded by the ‘solids’—as they call most other species, to eventually find a world where they could be safe their Great Link, the world-spanning gestalt formed of their combined bodies and minds. It examines their politics, best described as a ‘fascist theocracy’ in which they are worshipped by their subjects upon whom they impose a strict order through their agents, the manipulative Vorta and the feared Jem’Hadar. Numerous worlds and species both within Dominion space and adjacent to it, are also detailed, such as the Drai, who serve as the Dominion’s geneticists and are thus regarded as a privileged member of the Dominion, and the T-Rogorans, a warlike species that aggressively expanding from its homeworld before encountering the Jem’Hadar and being almost wiped out… Notable worlds include the Founders’ Homeworld, essentially rock with little more than an atmosphere and the Great Link as a singular ocean; an Hur’q Outpost, an archaeological treasure house for anyone interested in Klingon history, the Hur’q having fled the Klingon homeworld thousands of years ago; and the Cursed Penal Moon, where the incarcerated are forced to fight in an ongoing war between two factions again and again as they find themselves resurrected each time they are killed. None can leave lest they die. All of these worlds and many of the species are ripe for visit by the Player Characters, whether as members of Starfleet or another faction.

Besides examining various species in the Gamma Quadrant, the supplement also looks at the various species in the Alpha Quadrant and their relationship with the Dominion. This includes the Breen, Cardassians, the Son’a, and the Orions, as well as potential allies like the Tholian Assembly, the Gorn, and the Nausicaans. The consequences of these potential alliances are also explored. Perhaps the most interesting inclusion here is that of the Kzin, a species rarely mentioned by Star Trek. Originally appearing in ‘The Slaver Weapon’, an episode of Star Trek: The Animated Series adapted by Larry Niven from his Known Space setting stories. However, they have been reintroduced into Star Trek in passing, or at least in mention. No stats are provided for them though in the Gamma Quadrant Sourcebook.

A detailed timeline of the Dominion War is also provided. It provides a background to the conflict as well as a look at the Cold War in which the Dominion began to infiltrate the Alpha Quadrant, secure allies, and foment conflict. This would lead to wars between the Klingons and Cardassians and then the Klingons and the Federation. Options are discussed for roleplaying in this Cold War period, before moving on to the loss and recapture of Deep Space 9, and coming to close with the current state of the war in 2374. Fortunately, supplement does not leave it there. Rather, it both gives 2374 as a default starting, ready for the Player Characters and their starship to become involved in the final operations against the Dominion, and then outlines the events of 2375 ready for the Game Master to run a campaign through this period.

To go with the numerous species discussed earlier, some twelve new species are given stats and details to make playable as both NPCs and Player Characters. This includes the Changelings! Their inclusion, of course, allows a player to roleplay a character similar to Constable Odo from Deep Space 9, and to that end, there is a discussion of how to include ‘Non-Starfleet, Unusual, Or Unique Characters’ in a Star Trek Adventures campaign. This is not confined to Changelings, of course, and there are plenty of species in the Gamma Quadrant Sourcebook, such as Lurians, Rakhari, or Wadi, which could be added as an unusual character to a campaign, let alone those in other supplements. A campaign based in a starbase, whether on a planet or in space, would more readily support this option than perhaps aboard a starship, but there are plenty of examples of such characters aboard a starship seen in Star Trek. Another option for a Changeling Player Character is to have them as infiltrators, undermining the efforts of Starfleet, the Federation, and its allies from within. Such an option does need careful handling, by both player and Game Master, with potential for redemption once the Changeling has been revealed and perhaps the person it was impersonating rescued from imprisonment. Notably, neither the Vorta nor the Jem’Hadar are included here. Instead, they remain adversaries, and are fully detailed in the core rulebook for Star Trek Adventures.

Numerous starships of the Gamma Quadrant are also described. These start with those vessels of the Dominion and its allies. Thus, the Jem’Hadar battleship and the Vorta Explorer, and the Son’a flagship and battlecruiser. The majority of the vessels are those of the Dominion War, all of them notable vessels. Amongst them are the U.S.S. Prometheus, the first vessel capable of Multi-Vector Assault Mode and the U.S.S. Valiant, the Defiant Class operated by members of Red Squadron from Starfleet Academy. An interesting option given is the vessels from the so-called ‘Frankenstein Fleet’, which saw starship frames previously mothballed by Starfleet upgraded with more advanced equipment and technologies. This would result in a radically different and genuinely unique vessel, a mixture of the old with the new.

Lastly, the Gamma Quadrant Sourcebook includes a wide selection of encounters and adversaries. Alongside a handful of encounter seeds for the Gamma Quadrant, there is a discussion of the Bajoran Wormhole and the role of the Prophets, and the nature of exploring the Gamma Quadrant. There is discussion too, of the types of campaigns that can be played throughout the period of the Dominion War, accompanied by several mission seeds and encounter types. Major NPCs given include General Martok of the Klingon Empire, Kai Winna Bajoran Vedek, the Cardassian leader, Gul Dukat, and the leading member of the Vorta species, Weyoun. Their inclusion enables the Player Characters to encounter and interact with some of the major adversaries of the Dominion War.

Physically, the Gamma Quadrant Sourcebook is a decent looking book. There are some inconsistencies in the layout, but otherwise the book is generally well-written and decently illustrated—though not always effectively—with a fully painted images. It does need a slight edit in places. The layout is done in the style of the LCARS—Library Computer Access/Retrieval System—operating system used by Starfleet. So, everything is laid out over a rich black background with the text done in soft colours. This is very in keeping with the theme and period setting of Star Trek Adventures, but it is imposing, even intimidating in its look, and it is not always easy to find things on the page because of the book’s look. The other issue is that the none-more black pages are easy to mark with fingerprints.

Throughout the supplement, the descriptions and game content are supported by a series of in-game documents, reports, diary excerpts, and the like. These typically reflect the mysterious nature of the Dominion and then the fraught nature of facing them and their agents in war, adding a sense of desperation in terms of its flavour and feel.

The Gamma Quadrant Sourcebook is three books in one, covering the Dominion, the worlds in and around Dominion space, and the Dominion War. It is also a companion volume, that to the Alpha Quadrant Sourcebook, which will provide the setting material for the Bajoran end of the Wormhole—Bajor, the Cardassian Union, the Ferengi Alliance, the Badlands, and the Demilitarised Zone. Like the Alpha Quadrant Sourcebook, the Gamma Quadrant Sourcebook sort of tiptoes around the subject of Deep Space 9. Yet despite this omission, the Gamma Quadrant Sourcebook is actually the most enjoyable and the most useful of the three sourcebooks dedicated to Star Trek’s quadrants to date. This is because it does not spread itself as thin as they do, its focus being firmly on the Dominion and their allies, the Dominion War, the consequences of the war, and involving the Player Characters. All of which is backed up by solid advice on running a campaign during just four or five years of Star Trek’s history.

To get the best out of the Gamma Quadrant Sourcebook, the Game Master will want access to the Alpha Quadrant Sourcebook, as that will anchor one end of the Bajoran Wormhole and Dominion War. Nevertheless, the Gamma Quadrant Sourcebook is the definitive guide to the Dominion and the Dominion War for Star Trek Adventures, as well as the other end of the Bajoran Wormhole.

Saturday, 16 January 2021

An Alpha Primer

The Alpha Quadrant Sourcebook is the second setting supplement for Modiphius Entertainment’s Star Trek Adventures roleplaying game following on from the Beta Quadrant Sourcebook. It is home to Federation member worlds such as Betazed and Tellar Prime, but its dominant powers are the Klingon Empire and Romulan Star Empire. However, these are not the focus of the Alpha Quadrant Sourcebook, which pushes out to the frontier where fractious borders exist between the Federation and the Cardassian Union, the Breen Confederacy, and the Tholian Assembly, whilst the Ferengi Alliance pursues between them all. Further, the Alpha Quadrant Sourcebook pushes out to the nexus of the conflict in the region—the planet Bajor, Deep Space 9, and the Wormhole (although the supplement is not a Deep Space 9 sourcebook)—and on a further year into 2372 from the 2371 of Star Trek Adventures and the Beta Quadrant Sourcebook. Although there are mentions of them here and there, the Alpha Quadrant Sourcebook is not a sourcebook for a campaign setting during the periods of Star Trek: The Original Series or Star Trek: Enterprise.

The slimmest book to date for Star Trek Adventures, the Alpha Quadrant Sourcebook is essentially a series of briefings given by Benjamin Sisko, the commander of Deep Space 9, to a Starfleet starship captain assigned to the quadrant. In turn, it covers the recent history of the quadrant with the recent liberation of Bajor from Cardassian occupation by the Bajoran Resistance, the discovery of the Wormhole through to the Gamma Quadrant, incursions by the strange forces of the Dominion from the other side of the Wormhole, and the Klingon Empire’s withdrawal from the Khitomer Accords which have maintained peace between the Klingons and the Federation for decades. Three worlds of the Federation are covered in some detail, Betazed, Denobula—probably the prime section of information for a Star Trek: Enterprise campaign in the Alpha Quadrant Sourcebook, and Tellar Prime, the latter completing coverage of the founding members of the United Federation of Planets. These are presented in some detail, not just Betazoid physiology, but also their political structure, legal system, culture, important locations, and more. There is a lot of nice background here, such as the Temple of the Great Houses where information about the no longer existing Great Betazoid Houses is kept, but which can be restored if descendants can be found; Quok’lox Trash Island on Denobula where everything on planet that cannot be recycled is kept and is rumoured to be home to Denobulans living apart from the rest of the planet; and the difficulties of Tellarite-Andorian relations, the former with their love of antagonistic debate, the latter with their propensity for martial action. Bajor, the Cardassian Union, the Ferengi Alliance, the Tzenkethi Coalition, the Breen Confederacy, and the Tholian Assembly are all given similar treatment, so for Bajor it looks at the effects of the Cardassian Occupation, the Provisional Government, Bajoran spirituality, whilst Deep Space 9 and the Wormhole are detailed under Places of interest. Full stats are given for Starbase Deep Space 9 as well. Included in the background to the Cardassian Union are details of Maquis, the resistance movement that resulted from the Federation-Cardassian treaty of 2370 which created the DMZ and saw some colony worlds transferred to the Cardassian Union, whilst the Rules of Acquisition are discussed in the section on the Ferengi Alliance. Various worlds of the Cardassian Union and the Ferengi Alliance are also described.

From the Arbazan and the flight-cable, bewinged Aurelians—complete with rules for flight—to the Ktarians and the Zaranites, the Alpha Quadrant Sourcebook introduces eleven new species available as playable options, including the Ferengi, whilst the inclusion of the feline Caitains and the tripedal Edosians are sure to please fans of the Star Trek: The Animated Series. Some ten starships are detailed for the Cardassians, the Ferengi, the Breen, the Talarians, and the Tholians. These range from the Cardassion Hideki-Class Corvette and Keldon-Class Heavy Cruiser to the Spinner and Weaver vessels of the Tholian Assembly. As in other supplements for Star Trek Adventures, these are poorly illustrated, or not all, and as with the Beta Quadrant Sourcebook, there are no starships given for the Federation, but again, this is less of an issue.

Rounding out the Alpha Quadrant Sourcebook, its ‘Encounters and Adversaries’ explore some campaign ideas and present various NPCs across the Demilitarized Zone, the Badlands, and the Federation Border. As well as background they come with encounter seeds and campaign ideas, such as a Maquis-themed campaign and a Federation Border campaign, and write-ups of major NPCs such as Gul Dukat, Ro Laren, Michael Eddington, and Thomas Riker. These are all useful and the campaign ideas point towards the potential of the Alpha Quadrant and the Alpha Quadrant Sourcebook.

There is a wealth of detail in the Alpha Quadrant Sourcebook, especially when it focuses upon the various polities at the far reaches of the quadrant and their particular worlds. The write-ups of the Betazed, Denobula, and Tellar Prime are all decent, as are those of the Cardassian Union and Ferengi Alliance, and the campaign ideas and adversaries all support the material in the supplement. Yet, the Alpha Quadrant Sourcebook is far from perfect. Its problems are fivefold. First, it is not the Alpha Quadrant Sourcebook, but the ‘Alpha Quadrant Sourcebook in 2372’, so there is no timeline and no sense of history to the region as if nothing really happened until recently. Second, it covers just a handful of worlds and third, whilst it gives numerous new species to play or use as NPCs, it does not give them a great deal of background or details of their worlds. In many cases, they are not illustrated either, leaving the Game Master to work with some really underwritten descriptions—for example, the reader is left with no idea what the Tzenkethi look like. Fourth, there is an avoidance of the technical elements that a Science Fiction setting and roleplaying game would seem to want. So, in addition to the lack of a timeline and the lack of illustrations for certain species, starships are not illustrated when detailed, worlds are pictured, but not mapped, and so on. Fifth, the writing is often unengaging, especially in the case of the sidebars, which all too often add flavour but not substance.

Physically, the Alpha Quadrant Sourcebook is a decent looking book. There are some inconsistencies in the layout, but otherwise the book is generally well-written and decently illustrated—though not always effectively—with a fully painted images. The layout is done in the style of the LCARS—Library Computer Access/Retrieval System—operating system used by Starfleet. So everything is laid out over a rich black background with the text done in soft colours. This is very in keeping with the theme and period setting of Star Trek Adventures, but it is imposing, even intimidating in its look, and it is not always easy to find things on the page because of the book’s look. The other issue is that the none-more black pages are easy to mark with fingerprints.

Ultimately, just like the Beta Quadrant Sourcebook, the Alpha Quadrant Sourcebook has much to cover—and it is a lot—but it is not quite up to the job. Again, there are whole sections, like the Cardassian Union and the Ferengi Alliance, the Badlands and the Demilitarised Zone, which could have had whole sourcebooks and campaigns of their own devoted to them, and as good as the information is on say, the Cardassian Union and the Ferengi Alliance, the Alpha Quadrant Sourcebook does not feel comprehensive. Further, the focus on the one period of Deep Space 9 and relations with the Cardassian Union and Bajor, do leave the treatment of both the rest of the Alpha Quadrant and its history lacking by comparison. The Alpha Quadrant Sourcebook is interesting and informative, but it never gets away from feeling like an introduction to a sourcebook on Deep Space 9 or the Cardassian Union, and again, the Game Master is left wanting more.