Tales of the Triangle: Story 1. The House of Korvok
At the intersection of the Klingon, Federation. and Romulan boarder lies someone intent on restarting an old war.
$15.00
/ Session
Details
Weekly / Sunday - 5:30 PM UTC
May 3 / Session 1
Session Duration / 3–4 hours
3 / 5 Seats Filled
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Schedule
About the adventure
A once-mighty Klingon House lies in ruin - its name unsung, its honor forgotten. Haunted by the betrayal at Khitomer, and sidelined during the Dominion War, General Korvok, refuses to die in obscurity. Rallying a fleet of aging warships and loyal warriors, he prepares for one final glorious battle against the Romulan Star Empire. The Federation, desperate to prevent another war, dispatches a handpicked Starfleet crew to intercept the renegade fleet. Their mission: negotiate if possible… but stop him however necessary.
Game style
Sandbox / Open World
Theater of the Mind
Roleplay Heavy
Tactical / Crunchy
Game themes
Meet the Game Master
2 years on StartPlaying
1 game hosted
Highly rated for: Storytelling, Creativity, World Builder
Average response time: 1 hour
Response rate: 100%
About me
As a kid, I always found joy in daydreaming and creating immersive stories, fantasizing about going on adventures with the characters from my favorite shows. When I was introduced to Vampire: The Masquerade 2e back in high school, I was instantly hooked by its lore, drama, and even the janky mechanics. Since then, I've loved exploring systems and have even ventured into a bit of homebrew game design when I couldn’t find a system that fit my needs. I’ve been doing this for over 25 years now and am still discovering new things and exciting ways to GM. To this day, it feels like I’m only just beginning to uncover everything this hobby has to offer.
View Profile →Character creation
Creating your character
Character creation will be done together at session zero.
What to expect
Preparing for the session
I use Discord as a home base for players to talk and make plans between session. Zoom is preferred for actual play. Having accesses to those before session zero is helpful. Having a copy of the the core rulebook yourself is helpful but not mandatory.
What Andre brings to the table
How the players approach and interact with the world and situations will wildly effect how the story plays out. The major inhabitants of the game have goals and motivations that can lead to violent conflict or strong friendships. If diplomacy fails and violence is called for, the theater of the mind will switch to tactical grids and a surprisingly robust conflict system.
Homebrew rules
I feels the rules of the game are very important as they are the language of the world, but never so important that they get in the way. I do have some suggested house rules that will be discussed in session zero, mostly involving the use and function of transporters, and just exactly what kind of clever effects you can actually get away with making up.
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How Andre creates a safe table
Gaming is supposed to be fun for everyone and I believe everyone has a responsibility to ensure others are comfortable, so as the first line of protection I ask everyone to "read the room" and be mindful of each other. Session zero, open door, and breaks are a given, but further tools will be added depending on the needs of the group.
Content warnings
Safety tools used

