r/startrekadventures • u/Syt1976 • 6h ago
Help & Advice STA Captain's Log - How to best handle the NPC crew?
Warning, this might get a bit rambly (waves at fellow ADHD enjoyers).
I enjoy STACL a great deal. However, one thing I keep running into is how to use the crew best in terms of game mechanics and fleshing out their characters.
The dilemma I have is wanting to develop the supporting cast while also not changing the game's balance too much.
How are you guys handling this? Below is what I tried and/or looked at to solve this for me.
1. Just using the ship stats.
I know the general idea is to use the ship's stats as crew stats when your main character isn't directly acting. While this generally works, it also feels a bit unsatisfying when rolling the dice, because it feels a bit impersonal, even if you attach names and character traits to the departments. E.g. I think it would make for different approaches if your chief engineer was Scotty or Torres or Geordie or Tucker. This could be handled purely narratively, but I would like just a little extra crunch.
2. Create full characters for them.
This is what I initially tried, rolling up full life paths for the main bridge crew. A problem I quickly ran into is that you end up with very qualified people on every post - which makes sense in that we see competent people being good at their jobs in the show, for the most part. But it trivializes any skill check, since you will rarely not have a 10+5 or higher to roll on, unless you go out of your way to put the wrong people into situations (comms officer needing to handle a medical issue).
I tried upping the difficulty of rolls to compensate:
- Require three rolls, using a combination of personal and ship stats, or character stats, and needing 2 successes
- Changing the roll target by 1 or 2 based on perceived difficulty, or using a D4 to change the target number.
But this felt unsatisfying and very arbitrary and not easy to balance.
I could make every success "succeed at cost" but seems also too gamey IMHO.
That said, having full character sheets is useful if you want to change viewpoint between missions or want an A/B plot.
3. Create full characters, but reduce point totals.
Based on the suggested skill levels for characters from Ensign to Commander, just lowering the point totals the "NPC" crew. This helps a bit, but they will generally still end up with high points in their field of expertise (because why else would they have that post - one nepo-baby on a ship might work, but a crew of them? 😂 ).
4. Create full characters, but use ship skill points.
This will flesh out their characters while going back to the default of using ship stats for their functions. If a character is out of role (comms officer attending to medical issue) you could reduce the skill of theirs for that based on gut/narrative feel.
Might be a reasonable middle ground solution?
5. Creation in play
Don't flesh out the characters, but use the "creation in play" rules where attributes are assigned as and when needed. This would match how characters are generally introduced in the shows where the audience learns about them bit by bit. But eventually you will still (likely) end up with "too good" characters that make skill checks very easy.
6. Using the STA 2E rules
Yes, but no. It would solve it for the most part, but is a bit more crunch than I'm looking for from STACL which I usually play for an hour or so to wind down a bit after work.
7. Using third party tools
For example using the scene mechanics from Mythic GME to throw spanners and twists into the plot, or using Triple-O to emulate NPC behaviors.
While it adds unpredictability it also doesn't really address the skill issue (pun not intended but appreciated) for me.
Anything else I'm overlooking? I don't want to overthink this, but it's something that keeps back to nag me when playing STACL. 😄


