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Star Trek Adventures: Stolen Liberty

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Will Your Crew Dare to Break the Prime Directive?

“This is Interlunar Probe Twelve. We are in immediate distress. We are caught in Zafrel’s gravity well. Our orbit is decaying into its outer atmosphere and we are unable to generate sufficient thruster power to break free. We are in full eclipse from Jinidar and unable to contact Master Control. If any other listener is somehow able to receive this message, please respond and advise! Repeat, this is Interlunar Probe Twelve…”

When the crew responds to a call for help, they soon find themselves faced with an ethical dilemma. Does the crew hold to the Federation principles of non-interference, or break regulations to provide assistance?

This standalone 19-page PDF adventure by Christopher L. Bennett is for the Star Trek Adventures Roleplaying Game and is set during The Next Generation era. This adventure also contains advice for adaptation for use in campaigns based in other Star Trek eras.

TM & © 2019 CBS Studios Inc. © 2019 Paramount Pictures Corp. STAR TREK and related marks and logos are trademarks of CBS Studios Inc. All Rights Reserved.

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Discussions (3)
Customer avatar
Joseph M November 15, 2020 11:34 pm UTC
PURCHASER
Here comes the Train. A very good story, but not a very good adventure. My group's second attempt to play a Modiphius Star Trek game, and first run at Stolen Liberty. I followed the adventure as written, including preparing support characters to step in if and when the PC's decided to follow the regulations. Medical Officer T'Prel acted to save lives, while everyone else was willing to watch the astronauts perish. Then, while the PC's were very moved by the Pochai plight, they were unwilling to break the Prime Directive. When I handed out the NPC's and gave them values that would encourage them to help the Pochai, I used Social Conflict rules, 2 of 3 Support characters gave the Pochai assistance, and only 1 directly (the security officer wouldn't get them phasers type 3s, the nurse gave Tomilor a hypo full of anesthetic to take out their guards, and the shuttle pilot willingly piloted the stolen shuttle off the ship). At this point, when I read that despite being able to do so earlier, just under difficult circumstances,...See more
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Megan R February 27, 2020 3:47 pm UTC
Read my review at https://www.rpg-resource.org.uk/index.php?article=9968&visual=4
Customer avatar
Robb S November 14, 2019 7:53 pm UTC
PURCHASER
My only problem with this module, as with most ST:A products, is it's ridiculous treatment of the Prime Directive... something handled inconsistently across the ST:A product line. The Prime Directive is so important that officers are supposed to die, even sacrifice their ships and crews to uphold... but civilians are allowed to hand out phasers to cavemen without repercussion. Yet Starfleet officers are expected to interfere with the perfectly legal activities of these civilians, rather than the Federation passing a law. ST:A products routinely set up false dilemmas, where past activities clearly show "interference" is permissible. Now the Prime Directive requires Starfleet to kidnap two aliens rather than returning them home, as if the aliens telling their people or not about the Federation is Starfleet's call to make in the first place. Modiphius produces the best ST product since FASA, but they have to nail this Prime Directive thing down.
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Customer avatar
Jim J November 14, 2019 8:53 pm UTC
The Prime Directive has often been used broadly (and often inconsistently) in the various television series for dramatic purposes. We're continuing that tradition, and will continue to do so until or unless our CBS Studios review team recommends otherwise. Any given gamemaster or player is, as always, welcome to modify or revise the adventures to suit their particular needs and interpretations of the Prime Directive. Thanks for supporting the game!
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Customer avatar
Robb S November 15, 2019 8:45 pm UTC
PURCHASER
90% of what you guys do is great, and you're right: A GM can change things to suit his game. Inconsistency is one thing, Deus Ex Machina is another. Making up a false dilemma to force the crew into a particular path, and asserting that the players can simply fix it themselves, is just lazy writing. There are ways to do this without changing the meta, the rules of the background universe, with every module.
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Product Information
Gold seller
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Pages
19
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MUH051433-PDF
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7.68 MB
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File Last Updated:
November 14, 2019
This title was added to our catalog on November 14, 2019.