D&D Tips from Star Trek TNG’s Manhunt


Four D&D Tips from Star Trek TNG’s 13th Worst Episode

The episode originally aired on June 19th, 1989, and currently has an IMDb rating of 6.1. It is entitled “Manhunt.” Deanna Troi’s mother once again visits the Enterprise, this time as a full ambassador, and is on the hunt for a new husband.

This episode never really comes together. We get another “sexy” episode. I will say that Mrs. Roddenberry’s performance was excellent, but why? Writer Tracy Torme asked that a pseudonym be used in the credits because so many changes were made to his script. I really liked the idea of Worf praising the appearance of fish-like aliens as a way to explore prejudices surrounding physical appearance, but it doesn’t go anywhere, like most things in the episode.

Dungeon Master Tip Number One: Assassination Plots

The Antedean delegation are actually assassins intending to blow up a diplomatic conference. Assassination plots or attempts are staples of action fiction. They provide instant drama, high stakes, and can kick off chases, investigations, or just plain combat. Use them in your games.

Dungeon Master Tip Number Two: Recurring Characters

“Manhunt” not only features the return of Lwaxana Troi but also the return of Dixon Hill, Picard’s holodeck alter ego. Recurring NPCs can be a fun addition to our D&D games. Having the same beggar show up whenever the party enters a city can be a running gag. A trickster NPC can play tricks on the party anytime they make camp. An NPC quest giver or contact is always a useful device.

Dungeon Master Tip Number Three: MacGuffins

The Enterprise needs to transport the Antedean delegation and Mrs. Troi to a diplomatic conference. The conference bears little on the episode except to set events in motion. It is the very definition of a MacGuffin. We can use things like this in D&D. Guarding a merchant caravan to the next town doesn’t have to involve anything special at the destination. It can merely be the trigger to set off a series of combat and non-combat encounters along the route. Delivering letters can be used in the same way. The simple job of exploring the forest near a sawmill for a gold piece can be the backdrop for the party finding a dungeon.

Dungeon Master Tip Number Four: False Identities

Captain Picard goes into the holodeck to escape from Mrs. Troi. He returns to the world of 1941 and assumes the identity of private investigator Dixon Hill. When Commander Data joins Picard, he becomes Carlos from South America. False identities can be fun for both DM and player alike. Having characters need to adopt a false identity can lead to amazing sessions. The standard trope is a ball or other large social function with a strict invite-only policy. We’ve seen it in dozens of movies. Use it in D&D.

Four D&D Tips from Star Trek TNG’s 13th Worst Episode.

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