Strange New Worlds for Star Trek Adventures
Strange New Worlds is the second mission compendium for Star Trek Adventures by Modiphius. The cover gives an indication that these are strange worlds as you see an away team being attack by flora and/or fauna. Opening the book you get a two page piece of art showing a starship being attacked by .. something! Scary, very scary. I think they are trying to tell us that these are not easy adventures.
So what do you get in the book. Nine adventures in chronological order. One set in the Enterprise era and Original Series and Next Generation eras get four each. There is advice for setting them in different eras if you so desire. A nice touch is each era has it's own background layout on the page so they are easy to identify.
It is hard to go into the adventures in too much detail as that would cause spoilers so a very brief intro for each
A Cure Worse Than The Disease
You receive a distress call from a planet asking for assistance with a viral outbreak
Plato's Cave
A resupply run to a far flung Federation archaeological outpost, when the players arrive there no life signs on the planet and investigate
Drawing Deeply From The Well
The players are sent to investigate incidents around an alien artifact
No Good Deed
Whilst out on an exploration, the players follow and investigate a signal the ship receives
The Whole Of The Law
The players starship encounters a large flat disk which generates it's own gravitational field Scans fail to penetrate the structure but the starship is hailed and invited to dock. This adventure does require certain specifics to be down to the GM and does have potentially mature themes
Footfall
Set in a pilgrim world for several species where the tensions have escalated into violence
A Cry From The Void
Had to say much about this without spoilers but the players end up in quite a sticky situation. This is a testing one for the players.
Darkness
The players respond to a distress call from a Vulcan Expeditionary Group
The Angstrom Operation
Patrolling the Cardassian DMZ, the players receive orders to go to the Angstrom Research Base and secure it and retrieve all data. They have been dogged by Cardassian cruisers whilst on patrol and must not let that data fall into the Cardassian hands.
There is a lot more going on in these adventures and I think they will give multiple entertaining sessions. Each adventure has it's own set of challenges and there is good variety among the adventures. All of the adventures require a solid read through and pre-planning (as much as you can plan for players actions in any game!) but, as already mentioned The Whole Of The Law I think requires more than the rest of them as more is left to the GM. I believe this is deliberate in design as there are mature themes in it, the GM tailors it to the players they have. The last adventure was written by Mr Pathfinder himself, Jason Bulman! The big plus to Star Trek Adventures game is because of the game universe it is not an all guns blazing game, you have the Directives you have to follow.
The last two pages of the book is like the front pages, a large piece of artwork, a shuttle trying to land on or take off from a frozen ice world. The art is strong throughout the book and the layout is two column per page which makes it easy to read. A strong addition to the Star Trek Adventures line
Fair Disclosure
This is based on a review pdf copy of the book provided by Modiphius.