Trek:Rules
To Boldly Go
[edit]To Boldly Go emphasizes capable characters, an ensemble crew, fast resolution, scientific discovery, command decisions, and dramatic starship action.
The rules are organized around what Starfleet characters actually do rather than around long lists of narrowly defined abilities.
Explore strange new worlds. Seek out new life and new civilizations. Protect the ship and crew. Confront difficult choices. Return next week to do it all again.
Rules Chapters
[edit]Create the character you want to play. Attributes, Disciplines, Focuses, Talents, Hindrances, species traits, personal history, and a character’s place aboard ship.
Character development without a relentless climb in power. New Focuses, changing responsibilities, character redesign, and the structure of a continuing campaign.
Scientific investigation, unfamiliar phenomena, first contact, diplomacy, extended challenges, and solutions to problems no one has encountered before.
Action scenes, physical conflict, phasers, injuries, environmental hazards, opposed rolls, Fortune, and the consequences of failure.
Leadership, responsibility, difficult decisions, coordinating the crew, assuming command, and earning the authority to occupy the center seat.
Bridge stations, departmental operations, supporting characters, damage control, away teams, and starship encounters.
The Mission Continues
[edit]These rules are intended to produce episodes rather than tactical exercises. Characters confront dangers, mysteries, and moral problems; contribute according to their abilities and responsibilities; and return from each mission with new experiences that may shape the stories still to come.
Understand the problem before trying to control it. Give every member of the crew something meaningful to contribute. Resort to force only when no better solution will protect the ship, the crew, or innocent lives.