Wednesday, July 31, 2019

Episode 21: Dungeons and Dragons - Character Creation

Episode 21: Dungeons and Dragons - Character Creation
Topic: Dungeons and Dragons, Character Creation

This week, in route to our eventual short D&D Adventure, we create a Character for my mom.  She chose some interesting options for her character, which I'm proud to see, so lets find out what kind of character she created.




Tutorial:
Before you begin, you will want the following:

·         Dice of various types, Ideally 4 D6 Dice
·         Character sheet
·         Scratch paper
·         Player’s Handbook, or Rule Book PDF via D&D Website
·         Pencil and Eraser

How to Build a character.
  1. Choose a Race
  2. Choose a Class
  3. Determine Ability Scores
  4. Flesh out your Character’s Story and Personality
  5. Choose Equipment
1) Race & Class
Typically decided on your own, not absolutely necessary for it to make sense, so long as it makes sense to you at the end of the day.

Keep in mind that Some classes give special abilities, added Ability scores, and even special interactions.  Choosing a Race is Very Important.

If you Race is what you are, then Class is what you’re a professional in. 

Be certain that your concept for your character is solid and well understood, as it will help figure out how to fill in your character sheet and how to score stuff


2) Ability Scores 
Key scores that outline your character

Average score is 10.  Above is better than others, below is weaker than others
  • Strength – Running, Jumping, Punching things in the face
  • Dexterity – Agility, Grace, balance, efficient in movement
  • Constitution – Health, Pain thresh-hold
  • Intelligence – Recalling information
  • Wisdom – Perception, aware of your surroundings, common-sense
  • Charisma – Self-confidence, personality around others
Take 4 D6 dice, roll and lowest score gets removed.  The added number is an ability Score.  Repeat for total of 6 times, then place as you wish in your character’s ability scores

Alternatively, you can use a “Standard Array” if you just want to get in to the action.  Thus no rolling, but more standardized numbers, ie: 15, 14, 13, 12, 10, & 8

Each Ability Score is really just a modifier at the end of the day.  As an example, lets say you needed to swing a sword, and you have a strength score of 15, then you get a +2 to your roll.  This mean that what ever to score, you get a +2 to that roll, regardless what you rolled.  So if you rolled a 14, it becomes a 16 because your modifier is +2.

You’ll keep track of this as well with your character sheet



3) Features, Proficiencies, and Filling in your Sheet

With your character’s race and class in place, you can start filling in some more of your character sheet.  Under “Features & Traits” we can start adding any features of your race and class.  Some Races & classes will give you additional Ability Scores, while others will give you special Features for your race.  Best to write them all down, if it you don’t understand them just yet.

You can add your character’s speed as well, IE smaller character take longer to walk places naturally, while taller characters take less time.

As well, you can calculate your Hit Points.  This is different for each class, so reference the Player’s Handbook as necessary.
  • Hit Dice: If you have a moment to rest, this can be rolled to see how much health you gain back

  • Hit Points (Starter): Differs, but is the basic starting hit points.

  • His Points (Later Levels): This is how you determine what additional hit points you’ll get.

Proficiency
Every class has a Proficiency Bonus at certain levels.  Think improvement in skills.  These can be added to your classes weapon bonuses, depending on what weapons or armor you might be proficient in.  Every class is different in what kind of weapons they’re proficient in. 

Saving Throws
These are basically your defense against things, IE: Dodging, Resisting Spells, Overcoming certain situations.  Based on the thing happening to you, it’s how you determine if you get hurt by it or not.  Every class has two Ability Scores that they can add their Proficiency bonus to. 

Skills
Every Class has a list of skills that they can be good at naturally.  You can pick two to start with, which would reflect your character.  These will act similar to your saving throws: you can add your proficiency modifier to your Ability modifier when using these skills.  You may get more skills later on as you level up, but you can also get some from your Background.

Background
This provides some additional skills, proficiencies, features, and even some starter equipment based off who you are before you started adventuring.  Typically, these reflect your status before you were adventuring, like being a Noble would mean you might know an additional language, have a degree of nobility when you walk around, even some nicer clothes and money to start off with.  This will vary depending on the background. 

Along with backgrounds, they give you a sort of outline for your character as well. These include Personality Traits, Ideals, Bonds, and Flaws.  Think of them as quick little Roleplaying ideas/flair.  There are some already offered in the handbook, and you can even roll for them, but you can also make up your own.  These are meant to be guides for how you interact with the world and how to Roleplay in general.  Not hard and fast rules, but options.

Alignments
As previously mentioned, your Alignment can be a quick way you look at the world or how you’re looked at.  Some groups treat this as gospel while others are more relaxed about it.

Passive Wisdom (Perception)
Consider this like your natural ability to know what’s going on around you.  IE: Someone whose sleathed, pick-pocketing you, traps, and so forth.  Basically your ability to know what’s happening around you.
10 + Perception Skill Modifier.

Inspiration
This an optional rule that can be used by your Dungeon Master.  Ideally, for good roleplay or good actions, you can get an additional modifier point for your next roll.  You can’t pre-load it with numbers, but your DM will decide if it’s useful or not.

Initiative
This Score help you to figure out who goes first in a fight or battle.  Ideally, this decides to order in which you do stuff in, but atleast who will start first.  Typically, this is just your Dexterity Modifier, but you  may have special abilities or items that change it later on.
Dexterity Modifier + Bonuses from Feats/Abilities


4) Equipment & Attacks

For your basic or starter selection of equipment, you get two different options.  The first is a basic starter set, which lets you choose between some basic items that you might have on you.  Or, you can roll for your starter wealth, which is decided by your class.  You can do both if you want, or one or another, depending on your Dungeon Master.  If you choose the basic start options, you can always talk to your Dungeon Master as well if you need to change anything.  IE, if you’re a gnome, you might not be able to wield a large sword, so you might choose a half or short sword instead.

Armor Class:
Based on the type of Armor you wear will decide what a monster needs to roll to hit you.  Typically, when playing, you’ll be given the option to dodge an attack with a saving throw; if you fail that, then it depend on your armor whether you take damage or not when getting hit.  Higher score, more difficult it is to hurt you, but some armors aren’t ideal for some classes.  If you’re not proficient in that armor class, you may end up with a negative modifier or unable to cast spells. 

Based on your armor type + Dexterity modifier, determines your armor class, and thus, what kind of roll someone must do in order to do damage.

Weapons:
These come in various flavors and have rules for each of their damage type.  Typically, the bigger the weapon, the bigger the dice you need to roll to figure out how much damage they can do.  They’re broken up to a few different types, include Simple Melee, Simple Ranged, Martial Melee, and Martial Ranged weapons.  Think Simple as anyone could use these, verses Martial which requires some level of skill to use.  Melee require strength to use, while Ranged uses Dexterity.

Your attacks will take in to effect with your Proficiency Bonus, your Ability Bonus, and any additional bonuses you might have.  A fighter for example, might have a proficiency in swords and have a fighting style the focuses on swords.  So he would add his Proficiency Bonus, his Strength modifier, and his feature bonus for his fighting style. 


5) Additional Attacks
If you’re a spell caster, or a class with additional abilities, you may be able to learn a spell when starting out. 




 Mom's Character Sheet





Wednesday, July 24, 2019

Episode 20: Dungeons and Dragons Tutorial

Topic: Dungeons and Dragons



By personal request from mom, tonight, we dive head first in to the complex world of Dungeons and Dragons.  Because Mom wanted to know what on earth was going on at her dining room table at 11pm at night. 

Tutorial:

Like all fantasy, Dungeons and Dragons is based off J.R. Tolken’s Lord of the Rings trilogy and Hobbit books.

Created by Gary Gygax and Dave Arneson in 1974 as a spinoff of another game called ‘Chainmail’. 

Chainmail was an early predecessor that revolved around the rules for medieval miniatures and armies.  It provided the first major set of rules for miniatures and very popular.

Dungeons and Dragons was original Published by Tactical Studies Rules(TSR) and later bought by Wizards of the Coast(same people as magic the gathering card game.)

Dungeons and Dragons is considered the benchmark for ‘Table-top Role Playing’ games, with many variations on the game for different setting, time periods, and genre.

Game has had multiple editions over the years, with a number of additional books, reference, and modules available to expand your game should you want to.

Did have multiple controversies over the years due to its content, particularly in the 80s.  Has spawned toys, more books, basis for just about any other Table-Top RPG, and even had its own 80s cartoon on Saturday mornings and a Movie in the 90s.



Playing the Game:
A group of people come together to play.  Any number can be done, but optimum is 4-5 players, with more being unwieldy for some groups, and three or two being a bit boring by comparison.   

One person plays the Dungeon Master, also known as a Game Master.  Short Abbreviated as DM or GM.
• DM is the main narrator for the story, leading other players through stories and acting out additional characters, often known as NPCs or Non-Player Characters.
• DM also acts as a guide, steering and leading players through various Adventures.
Other people plays as their own Player Characters, or PC.
• Every Player Character has their own race, class, abilities, history, and powers.
• All of a Player Character’s information is on a ‘Character Sheet’, which allows people to review your character and their abilities, along with being a bench make for yourself.
• Players often spend days making a character, customizing it for your liking.
• Players can coordinate and each take different roles to group to better round out a group, or can make their own characters and see what happens.
• A group of players is known as a ‘Party’

Dungeons and Dragons is basically an imaginary game, but with defined rules.  Everyone had played this game on one level or another, but Dungeons and Dragons represents a codifying of rules for everyone to play around, thus making it fair for all participants.

Multiple sessions are usually had with the same characters over the length of time.  Some games last for a month or so, while others can last for years.  Depending on how you and your friends play, you may end up meeting every so often, once a month, or even once a week to play, which is up to you.
There are three types of games, 1) Rule Heavy Games, 2) Story Heavy Games, 3) Casual Games.
Most notable feature of Dungeons and Dragons is the dice, which helps determine your outcomes.  


Based on the event, skill check, environment, attack, defense, or even talking, you roll dice to determine if you are successful or not.  Dice help add some randomness and make it so no favoritism happens in a game, making it fair for everyone.  There are various dice for the game, from your standard 6 sided dice, to a 4 sided, 8 sided, 10 sided, and even 20 sided dice.  What you have to roll depends partly on your skill or stat being used, or the DM’s whim.  

All Adventures start in a tavern, which is a staple and hallmark of the series.  You’re presented with a quest or adventure to go on.  Depending on the DM, your adventure might take multiple sessions, the story itself plays out over multiple sessions even, or your adventure is over in a single day. 

How to get started:
Wizards of the Coast offer a basic rule set for Dungeons and Dragons 5th Edition online for free.  The 180 page PDF offers a lot of the basics of the game, a few of the races and classes, and if used, can be the basis for your own game campaign if you want.  It’s a free and easy entry point.
https://media.wizards.com/2018/dnd/downloads/DnD_BasicRules_2018.pdf
If you desire to play the game more long term, with an eye for being a DM at some point, the Core Set is a good place to start.  It includes:
Player’s Handbook
A good starting point for players as it has all the basic rules, expanded classes and races, and more help for building your characters

Monster Manual
A major collection of all sorts of Monsters, flavor texts, and additional information, so that you are all set for an adventure.

Dungeon Master’s Guide
For Dungeon Masters and helping with specific rules for things.  IE, NPC strength, fighting in different areas like Sea or underground, specific rules for different instances, etc.

The Player’s Handbook is likely the most useful, followed by the Monster Manual.  The Dungeon Master’s Guide is useful, but not required to run a campaign.
  
If you want to do more, additional books have more stories, settings, and even advanced classes and races to be, with some books focused purely on fleshing out the core class.  Only necessary if you intend on playing for long term, definitely a future purchase, not a beginning one.


Character Creation:
This can be fun, but intimidating the first time.  Depending on your fellow players, you may want to take up a certain role to round out the group.  You may also just want to invent your own character and play whatever way you want.  It’s a good idea to think of a character you want to play, but be willing to work with your fellow players if roles want to be assigned.
Steps to Create a Character:
1) Choose a Race
2) Choose a Class
3) Determine Ability Scores
4) Flesh out your Character’s Story and Personality
5) Choose Equipment
1) Choose a Race
There are lots of Races to choose from.  Some do better as certain types of classes, but even if they aren’t great in that class, it doesn’t really hinder play at all.

Dwarf
Short in stature(under 5 feet tall), living over 400 years, Love mountains

Elf
Slender and Graceful, living over 700 years, more attune to nature

Halfling
Small and Practical(about 3 feet tall), live for about a 150 years, Think hobbits from Lord of the Rings

Human
Broad Spectrum, the most basic race, good at just about anything

Dragonborn
Humanoid Dragons, over 6 feet tall, get a bonus to breathe magic based off type of dragon

Gnome
Like Halfling and Elf mixed together, small in stature, naturally intelligent

Half-Elf
Human and Elf hybrid.  Very much like humans.

Half Orcs
Human/Elf/Half-elf and Orc Hybrid.  Grey/green skin, very brutish and strong, think Hulk.

Tiefling
Human and Demon/Infernal Hybrid.  Human in nature, but with demonic appearance.




2) Choosing a Class
This is primarily how you will fight and be identified.  Usually, your class represent was your good at doing and potentially bad at.  IE, you can be a wizard and swing a sword around, but you’re not necessarily great at it, nor do you get a lot of buffs/spells/abilities to get any better at it.

Barbarian
Close combat melee class, relies on anger and brute strength. Easy to play.  Doesn’t have to wear armor.

Bard
Jack of all Trades character. Good at buffing and debuffing. Typically a traveling musician with adventuring skill.

Cleric
Pray to a singular god to become powerful. Like a life god to become great healer.  Various branching path.  Religious in nature.

Druid
Shapeshifter.  Similar to the Cleric, but more about Nature instead of religion.  Uses nature around them.

Fighter
Similar to Barbarian, but instead of fighting harder, it fights smarter. Possible Tank

Monk
Hand to hand Fighter.  Kind like a Kung-fu master.  Non-traditional fighter.

Paladin
Similar to Cleric and Fighter in one.   Various roles

Ranger
Typical long range fighter. Bows and arrows.  Think Legolas from Lord of the Rings.

Rogue
Typical thief and great at dodging.  Specializes in small talents, but great at them

Sorcerer
Innate magic caster.  Able to modify their spells when cast.

Warlock
Made a pact with a god/demon for power.  Must appease their god/demon, but gain power as a result of it.

Wizard
Study magic, not born with it.  Able to learn more spells than other spell class.




3) Determine Ability Scores
Once the race and class are chosen, your stats and abilities must be chosen.  Your stats dictate your natural abilities, ie: Naturally strong, charismatic, or if you have enough willpower.  This is generally decided by dice, but some abilities, your race, or your class might offer bonuses to your preferred stats for your character.
This is also when you start defining your character with abilities.  If you’re a Spell Caster, this might be what spells you know. For a Barbarian, it might be the type of proficiencies you have or rage abilities.  These essentially outline what you’re character knows how to do and how they can interact with the world.  Some abilities are universal, but a great deal may be limited to certain classes or even certain stats that you might have.
Don’t worry about getting the best character just yet.  Your character is just starting out, and you can get more abilities and stats later on.  As your character levels, you’ll get more powerful over time.

4) Flesh out your Character’s Story and Personality
At this point, you might want to flesh out your character’s back story and personality.  This can be useful for when interacting with the world, as you get in to the spirit of your character, you might interact with stuff differently than you might normally. 
If your character is a druid, they might have a greater appreciation for nature than others.  Thus, if they see a burning forest, it will affect them more than others most likely. 
If your character is very religious, and someone spit or tries to tarnish your religion, you might get angry and attack them. 
This stuff is up to you, but it aids the DM when creating stories and plots, as it can be personal to your character, thus enabling you to have a deeper story and involvement. 
Alignment system:

Based somewhat on morality, it helps define how your character might interact in general with the world around them.  Not a necessity, but helpful when defining your character in a ‘Broad’ scope.
  -Lawful Good: Follows a strict moral code & always fights evil.
  -Neutral Good: Always does the right thing, even if the Law is not on his side.
  -Chaotic Good: Fights the system to do what he thinks is Right.
  -Lawful Neutral: Believes so strongly in Justice, he will carry out any Order.
  -True Neutral: Unaffected by the petty squabbles of the masses
  -Chaotic Neutral: Cares only for himself ignoring morality and the law.
  -Lawful Evil: Power above all Else, Uses the law to maintain control.
  -Neutral Evil: Pursues evil at all costs
  -Chaotic Evil: Exists purely to destroy.  Revels in acts of evil.

5) Choose Equipment
Ideally, the last part, depending on your class, some races, and rolls earlier for stats, this will dictate what kind of gear or weapons you can equip.  Some Races have natural affinity for armor classes, while other classes immediately give you the ability.  Typically, you choose gear that helps you do what you want to do.  IE, if you’re a ranger, you want a bow, now a staff.  Same for a Wizard, they won’t be wearing plate armor to battle typically. 
There are a number of appendix and lists to choose from for this.  

Humors, yet informative videos



Tuesday, July 16, 2019

Episode 19: Star Trek Review

Episode 19: Star Trek Review

Topic: Star Trek Review

Last week we discuss the long lineage of Star Trek, how it's had a fixed rotation in syndication for decades after it went off air, it's dominance in the 90s, and it's revival over the last decade.  For our review, I had Mom watch some newer episodes of Next Generation.  It's an interesting conversation we had.

Review:







Offspring, Season 3, Episode, 16

Data creates an offspring called “Lal” and attempts to raise it as his own child.  Starfleet eventually learns of this and tries to take the project/android to be studied further, prompting Captain Picard to Step in.  Eventually, “Lal” is overwhelmed with emotions, causing a malfunction in its brain, which eventually causes her to shutdown forever.
(Directed by Jonathan Frakes)


The Pegasus, Season 7, Episode 12
Admiral Pressman is trying to find the Pegasus, a starship lost to an asteroid field, using the Enterprise to do so.  Pressman and Riker have history and the Riker is coy about what really happened during a mutiny on the Pegasus. Romulans are also looking for ship. Eventually discovered that Pressman was designing a cloaking device because he feels the Federation/Romulan treaty is a tactical disadvantage thanks to cloaking technology. Enterprise find the Cloaking Device, use to escape an asteroid, and Pressman is court-martialed.
(Directed by LeVar Burton)


The Drumhead, Season 4, Episode 21

Due to an explosion thought to be sabotage, Starfleet send an investigator to uncover the truth, Norah Satie.  Satie believes a Klingon delegate caused the explosion because he was trying to secretly steal starship plans.  Though the explosion is determined to not be sabotage, Satie presses on, trying to undercover more crimes, calling in an Admiral to overhear the tribunal. Eventually, Satie tries to blame Picard of breaking the prime directive and uses Worf to do so, calling Picard a traitor. Eventually the Admiral walks out, believing it to be a witch hunt.  Satie leaves in disgrace, and they carry on. 
(Directed by Jonathan Frakes)


Tapestry, Season 6, Episode 15

Picard seemingly dies of an unknown injury and meets Q in the afterlife.  Given a second Chance, Q offers Picard the chance to redo a portion of his life, a fight while just out of the academy, which is believed to be the point in his life where things changed for him. After redoing this point in his life, he returns to the Enterprise, not as the captain, but an ensign who never took chances and played it safe. Hating what he became, he begs Q to re-do his life once more, and this time he, gets involved in the fight and gets stabbed as a result. He wakes up in sickbay believing it to be a dream, or some crazy nightmare.


The Inner Light, Season 5, Episode 25

Picard is struck by a satellite’s beam and transported to a different world, where he is a different person all together. At first it takes him a long time to adjust to the fact that he is not in Starfleet, and that no such space force exists on this planet. He eventually resides to his life and lives out 40 years before the planet is overtaken by a supernova. Upon awaking, only a few minutes had passed in the real world, but the satellite was designed to keep the memories of the people of the planet alive.
(Considered best TNG Episode, Flute)

Tuesday, July 9, 2019

Episode 18: Star Trek Tutorial

Ep 18: Star Trek Tutorial

Topic: Star Trek Tutorial
We've been talking a lot about fantasy and wrestling, and figured we needed to get back hard in to Nerdy stuff.  Thus, one of the most popular fantasy topics, I present Star Trek.



Tutorial

Broad-scope of Star Trek, not in-depth.

Created by Gene Roddenberry
Originally pitched as “Wagon Train to the stars.”
Each episode was meant to work on to levels, one of morality and one of suspenseful adventure stories.

Trekkie or Trekker = Star Trek Fan

Things to know:
Enterprise is main Ship
Starfleet is like united nations: Peaceful, Diplomatic, Explorers, multiple Alien Races
Klingons = bad, but not all the time
Symbol for Starfleet is the Starfleet Delta, it changes through out time.
Many gadgets and inventions made their way to real life (iPads, Cellphones, wireless communicators, Alexa/Google home)
Uniforms have a purpose, which shows ranks and which division you are with
Captains = Main Character


Enterprise (22nd Century)
•The Original Series (1966–1969) on CBS
 A bit more in the vein of “Wagon Train to the Stars”.
 Very Episodic
 Campy to a Fault at times
    o William Shatner as Captain James T. Kirk
    o Leonard Nimoy as Spock
    o DeForest Kelley as Dr. Leonard "Bones" McCoy
    o James Doohan as Montgomery "Scotty" Scott
    o Nichelle Nichols as Uhura
    o George Takei as Hikaru Sulu
    o Walter Koenig as Pavel Chekov
 Still popular in syndication for nearly two decades
 Considered ground breaking for multi-racial cast
 Tackled some civil rights issues
 Popularized Fan conventions & Fan Fiction


•The Animated Series (1973–1974) on CBS

 Reprised a majority of the Cast
 Not well received by Many Trek fans
 Considered non-Canon

Movies 1-6 based on Original Cast

Modern Series (23rd Century)
• The Next Generation (1987–1994) on Independent channels

  Created because the Movies did so well, but Paying William Shatner and Leonard Nimoy would be costly, so new unknown cast = cheaper to produce
  Created to continue longevity of franchise.
    o Patrick Stewart as Captain Jean-Luc Picard
    o Jonathan Frakes as Commander William Riker
    o Marina Sirtis as Deanna Troi
    o Michael Dorn as Worf
    o Gates McFadden as Dr. Beverly Crusher
    o LeVar Burton as chief engineer Geordi La Forge
    o Brent Spiner as Data
    o Wil Wheaton as Wesley Crusher
  Reintroduced Star Trek to Modern audience, popularized many races that would play rolls in later series
  Episodic in Nature, but many episode would have themes/character returning to reprise conflicts
  Popularized the Season Ending Cliffhanger
  Movies 7-10 Based off TNG Cast


• Deep Space Nine (1993–1999) on Independent channels

  Created as Star Trek was BIG
    o Avery Brooks as Commander/Captain Benjamin Sisko
    o Nana Visitor as Major/Colonel Kira Nerys
    o RenĂ© Auberjonois as Odo
    o Armin Shimerman as Quark as Bar
    o Alexander Siddig as Lieutenant Julian Bashir
    o Terry Farrell as Lieutenant/Lieutenant Commander Jadzia Dax
    o Nicole de Boer as Ezri Dax
    o Michael Dorn as Commander Worf as
    o Colm Meaney as Chief Miles O'Brien
    o Cirroc Lofton as Jake Sisko
  Episodes are more Serialized than Episodic
  Instead of a traveling ship, set in a stationary star base, allowing writers to create more compelling and dramatic character interactions/Interpersonal Conflics.
  Mix of Religious and Science conflicts
  Shows a full scale War from eyes of Starfleet
  No Movies were made


• Voyager (1995–2001) on UPN

  Created with the intention of starting a new network/tv channel.
  Paramount wanted two series running at the same time
    o Kate Mulgrew as Captain Kathryn Janeway
    o Robert Beltran as Commander Chakotay
    o Tim Russ as Lieutenant commander Tuvok
    o Robert Duncan McNeill as Lieutenant Tom Paris
    o Roxann Dawson as B'Elanna Torres as Chief engineer
    o Garrett Wang as Ensign Harry Kim
    o Robert Picardo as The Doctor
    o Ethan Phillips as Neelix
    o Jennifer Lien as Kes
    o Jeri Ryan as Seven of Nine
  Created with intention of giving writers new stuff to play with, recreating the feeling of Original Series
  Introduced new creatures and continued intrapersonal conflicts
  Decisive amongst fans
  Episodic in nature, wonky with continuity
  First series to use fully CGI ships/effects


Before Original Series
• Enterprise (2001–2005) 22nd Century on UPN

  Paramount wanted more Star Trek, but Creators wanted to do something simpler
  Decided to focus on Pre-Starfleet and Federation
    o Scott Bakula as Jonathan Archer
    o Jolene Blalock as T'Pol
    o Connor Trinneer as Charles "Trip" Tucker III
    o Dominic Keating as Malcolm Reed
    o Linda Park as Hoshi Sato
    o Anthony Montgomery as Travis Mayweather
    o John Billingsley as Travis Mayweather
  Decisive amongst fans/critics for its place in continuity
  Tries to explain future events/characters (Klingons)
  Considered campy and bland compared to other Star Trek Affairs
  Seasons 1 and 2 are episodic, 3 & 4 are more Serialized
  Very unhappy ending


• Star Trek Reboot Movies

  Rebooted in 2009 after Paramount broke away from CBS
  Directed by J.J. Abrams
  Movies Include: Star Trek, Into Darkness, Beyond
    o Chris Pine as James T. Kirk
    o Zachary Quinto as Spock
    o Leonard Nimoy as Spock Prime
    o Zoe Saldana as Nyota Uhura
    o Simon Pegg as Montgomery "Scotty" Scott
    o John Cho as Hikaru Sulu
    o Anton Yelchin as Pavel Chekov
  Set in alternate timeline where events didn’t act out quite the same way.
  Added more Humor, Action, and much needed Glitz and Glamour to Star Trek.
  New Cast well received, introduction of Leonard Nimoy was welcome addition


• Discovery (2017–present) 21st Century on CBS

  Considered a prequel to The Original Series, Takes place on USS Discovery
  First new Tv series since Enterprise ended in 2005
    o Sonequa Martin-Green as Michael Burnham
    o Doug Jones as Saru
    o Shazad Latif as Voq / Ash Tyler
    o Anthony Rapp as Paul Stamets
    o Mary Wiseman as Sylvia Tilly
    o Jason Isaacs as Gabriel Lorca
    o Wilson Cruz as Hugh Culber
    o Anson Mount as Christopher Pike
  First time focus on 1st Officer and not Captain
  Carries over design style from Star Trek Movies
  Ship is considered a proto-type and uses a space drive that can go anywhere


Review
Star Trek TNG
Offspring, Season 3, Episode, 16
The Pegasus, Season 7, Episode 12
The Drumhead, Season 4, Episode 21
Tapestry, Season 6, Episode 15
The Inner Light, Season 5, Episode 25