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JJ: SNW was actually the first book in the line that I was largely responsible for from concept to finalization, so it holds a special spot in my developer’s heart. What were some of the challenges you faced in developing Strange New Worlds? This is the first game product we’ve produced for the line that provides an adventure-oriented toward Enterprise-era gamers, so I’m excited to hear what fans and gamers think of the adventure and its design elements.
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JJ: I’m excited about the diversity of adventures presented in the book, and the fact that we were able to represent the three major Star Trek eras ( Enterprise era, The Original Series era, The Next Generation/Deep Space Nine/Voyager era) with at least one adventure per era. What are you most excited about within Strange New Worlds? That can be accomplished in person at local game stores, or online in a variety of venues. Getting the core rulebook would be the next step, and then finding a group of players to play with.
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If gamers like the free quick-start, they can grab the boxed starter set which includes dice, tokens, maps, an abbreviated version of the rules, and a three-part adventure designed to teach the system as the adventure is played through. I’d encourage anyone interested in the game to check out the free quick-start first, since it contains pre-generated characters, a short rules explanation, and a short adventure. JJ: There are currently three entry points to the game: the free quick-start PDF, the boxed starter set, and the core rulebook itself. What are some good ways for a player new to roleplaying to get into Star Trek Adventures? It’s both exciting and humbling to be in something of a unique position that enables me to capitalize on my relationships and bridge the Star Trek literary and tabletop gaming worlds. I was able to leverage my responsibilities on the STA line to hire many of those writers to work with me on various game-related projects - and so far, no one has turned me down.
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Bennett, Scott Pearson, Derek Tyler Attico, Kelli Fitzpatrick, and others. By going to those conventions, I ended up building relationships with many fellow Star Trek authors, including Dayton Ward, Christopher L. JJ: Sure! Thanks to my experiences being published by Simon and Schuster in Star Trek anthologies, I’ve had the opportunity to attend many conventions over the years, most notably being a regular guest at Shore Leave in Hunt Valley, MD. Since exploring strange new worlds is part of the Star Trek ethos and Starfleet mandate, it made sense to use that for our first themed adventure anthology.Ĭan you tell us more about the team of writers you’ve had on board? The first anthology was a delightful mélange of standalone adventures that didn’t have any particular theme we wanted the second volume to be a bit more focused. SNW presents nine original adventures all themed around the concept of illustrating some form of strange new world. JJ: Strange New Worlds is the game’s second anthology of original adventures, following up from the first volume, These are the Voyages. I was just recently promoted to line manager, where I’ll work to shepherd current and future material to completion and help shape the future direction of the game line.Ĭan you tell us about Strange New Worlds? depending on what was needed for each project.
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I joined the Modiphius Entertainment Star Trek Adventures design team in May 2016 as a contributing writer and editor, and gradually took on more responsibilities for most of the products on the line, including writing, editing, art direction, proofreading, conceptualizing, etc. By subscribing to the Star Trek newsletter, which may include personalized offers from our advertising partners, you agree to our Terms of Use and acknowledge the data collection and usage practices outlined in our Privacy Policy.