{"id":26056,"date":"2022-01-21T07:00:42","date_gmt":"2022-01-21T13:00:42","guid":{"rendered":"https:\/\/www.d20radio.com\/main\/?p=26056"},"modified":"2022-01-19T06:35:24","modified_gmt":"2022-01-19T12:35:24","slug":"tidbits-from-the-q-continuum-consequences-of-a-crew","status":"publish","type":"post","link":"https:\/\/www.d20radio.com\/main\/tidbits-from-the-q-continuum-consequences-of-a-crew\/","title":{"rendered":"Tidbits From the Q Continuum Consequences of a Crew"},"content":{"rendered":"<p><a href=\"https:\/\/www.d20radio.com\/main\/wp-content\/uploads\/2021\/12\/kirk.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"size-medium wp-image-26057 alignright\" src=\"https:\/\/www.d20radio.com\/main\/wp-content\/uploads\/2021\/12\/kirk-300x225.jpg\" alt=\"\" width=\"300\" height=\"225\" srcset=\"https:\/\/www.d20radio.com\/main\/wp-content\/uploads\/2021\/12\/kirk-300x225.jpg 300w, https:\/\/www.d20radio.com\/main\/wp-content\/uploads\/2021\/12\/kirk-768x576.jpg 768w, https:\/\/www.d20radio.com\/main\/wp-content\/uploads\/2021\/12\/kirk-678x509.jpg 678w, https:\/\/www.d20radio.com\/main\/wp-content\/uploads\/2021\/12\/kirk-326x245.jpg 326w, https:\/\/www.d20radio.com\/main\/wp-content\/uploads\/2021\/12\/kirk-80x60.jpg 80w, https:\/\/www.d20radio.com\/main\/wp-content\/uploads\/2021\/12\/kirk.jpg 778w\" sizes=\"auto, (max-width: 300px) 100vw, 300px\" \/><\/a>In <em>Star Trek Adventures<\/em>, when a player attempts a roll, and a d20 comes up a natural 20, bad things happen. These bad things are called Complications.<\/p>\n<p>Now, the player can still succeed on his roll. It isn\u2019t an instant fail like in many d20 games. It\u2019s more like having more Threat than Advantages at the end of a dice roll in <em>Edge of the Empire<\/em>. The roll succeeds or fails on its own merits, but something else, related to the skill attempt, happens.<\/p>\n<p>I\u2019m a big fan of taking away the crew\u2019s toys on the ship. Roll a 20 while attempting to scan a system? The scanners short out. Roll a 20 firing the phasers? Phasers short out. You get it. I fall back on these because it\u2019s easy to figure out what needs to be done to eliminate the Complication. The broken part of the ship needs to be fixed. Suddenly, the Engineer character gets to be the hero after taking a back seat to the crew members involved with diplomacy and combat for hours on end.<\/p>\n<p>When a Complication is rolled, it becomes a scene Trait that lasts until the crew can eliminate it. Getting rid of a Complication requires a Difficulty 2 task roll. This isn\u2019t the easiest thing to roll, but it appears to be a baseline of difficulty for rolls in <em>Star Trek Adventures<\/em>. And why shouldn\u2019t a moderate difficulty roll be the baseline? The characters in this game aren\u2019t start-up adventurers. They\u2019re the best of Starfleet at the top of their game. We\u2019ll talk about consequences of that in a future article.<\/p>\n<p>What kind of Complications can we do in Combat or physical scenes? Twisting an ankle. Breaking a bone. In the <em>Next Generation<\/em> era these injuries won\u2019t take a character out of action for more than a couple of moments, thanks to breakthroughs in healing. It makes sense that a Difficulty 2 Medicine roll would be sufficient for treating this injury, given what we see from the source material.<\/p>\n<p>My favorite kinds of Complications occur during the diplomacy scenes. Especially if there\u2019s a language barrier for some reason. Create Complications of Misunderstood Meaning to sow doubt amongst the alien diplomats about whether they want to have anything to do with the Federation. Have a character who\u2019s a lady\u2019s man like Captain Kirk? Create a Complication like Realized this Man Slept With My Wife. Bring in character backstories and personalities\u2026 so that the characters have to answer for their actions.<\/p>\n<p>An important thing about assigning a Complication is making sure there\u2019s a way to remove it\u2026 and even more importantly that there\u2019s a way for a character to shine when doing so. Let\u2019s take the Realized This Man Slept With My Wife Complication. There are many paths to take to remove this Complication. Using Command, a more diplomatic route is taken to ease ill feelings. Fitness can be used to resolve the matter in a good old-fashioned fist fight. Use that primal urge of men to beat their problems out of one another and then be good spirited towards one another afterward. Reason can be used to use logic to explain away the circumstances of the infidelity or create reasons why it should be disregarded. Presence is a fun one. That\u2019s putting on a huge smile and trying to make up\u2026 or intimidating the diplomat and making him feel ashamed for bringing personal feelings into diplomatic business. Daring can involve making a threat to do something rash if things don\u2019t calm down. Ordering the weapons to be brought online is a Daring move when used in a diplomatic way. Insight can be used to look within and empathize with the diplomat, understanding how he feels and feeling horrible this situation happened.<\/p>\n<p>Let\u2019s not forget about Disciplines. Conn is a difficult one. Changing the subject to admire the diplomat\u2019s ship and talk about its capabilities might work for a ship jockey like Tom Paris. Medicine isn\u2019t just fixing broken bones. It\u2019s also the skill for psychiatry. Getting into the diplomat\u2019s head and talking about his frustration knowing about this affair can get the diplomat to get past the incident.<\/p>\n<p>From this Complication that could halt all negotiations, we have ways using all the Attributes and some of the Disciplines to remove the Complication, making it a very effective Complication. With Conn, we have a way for the Conn officer to resolve it. With Medicine, we have a way for the Counselor to get involved. The offending party on the crew has a wide amount of tactics to try to weasel out of this unfortunate situation<\/p>\n<p>When assigning a Complication, don\u2019t think just how you\u2019re going to put a roadblock in the crew\u2019s way, but think of how you can get a wide variety of the crew to get a moment in the spotlight as they step up to resolve the Complication.<\/p>\n","protected":false},"excerpt":{"rendered":"<div class=\"mh-excerpt\"><p>In Star Trek Adventures, when a player attempts a roll, and a d20 comes up a natural 20, bad things happen. These bad things are <a class=\"mh-excerpt-more\" href=\"https:\/\/www.d20radio.com\/main\/tidbits-from-the-q-continuum-consequences-of-a-crew\/\" title=\"Tidbits From the Q Continuum Consequences of a Crew\">[&#8230;]<\/a><\/p>\n<\/div>","protected":false},"author":886,"featured_media":26058,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_ef_editorial_meta_date_first-draft-date":"","_ef_editorial_meta_paragraph_assignment":"","footnotes":""},"categories":[179],"tags":[3425,1419],"class_list":["post-26056","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-featured-articles","tag-q-continuum","tag-star-trek-adventures"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.5 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Tidbits From the Q Continuum Consequences of a Crew - d20 Radio<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/www.d20radio.com\/main\/tidbits-from-the-q-continuum-consequences-of-a-crew\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Tidbits From the Q Continuum Consequences of a Crew - d20 Radio\" \/>\n<meta property=\"og:description\" content=\"In Star Trek Adventures, when a player attempts a roll, and a d20 comes up a natural 20, bad things happen. 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