Star Trek RPGs (a cautionary tale)
Aug. 10th, 2012 12:15 pmBeen considering running a Star Trek RPG, partly to please my wife and partly for a change of scene. Being a GURPS-head I naturally ordered "GURPS: prime directive" without really giving it much thought. This it turns out, was a mistake!
Firstly, although licenced GURPS, Prime Directive isn't an SJ games product. So the basic rules are sound, but I don't like some of the holes in their trek specific sections. However this isn't even close to the biggest problem.
The prime directive games (which come in a kaleidoscope of rules systems) are based in the universe of star fleet battles. This game (which holds a long term Trek licence) was created waaaay back when the most up-to-date Trek was the Original Series was the up-to-date star trek, and it looked like nothing else would ever be released. To keep things interesting they added their own content to the setting.
Then new Trek came along.. And.. They ignored it. And indeed continued to develop their parallel universe.
Turns out a lot of the Trek games (such as the Star Trek version of "call to arms") are set in this parallel universe. The differences seem subtle at first, a few invented races some different history, a more millitaristic feel, some terminology picked up from the wargame mechanics...
For the wargames these changes probably don't matter, but honestly for a Trek RPG it changes the atmosphere enough that you may as well call it Traveller! An authentic Trek could be found using GURPS Ultratech + Space & the existing Trek fluff to roll your own game.
There are other Trek RPGs, none of which are still alive. I initially wrote these off as probably having tinpot rules, but the last two licencees involved Kenneth Hite, a decent game designer, so may well be worth a look.
Or I might go, the ultra-tech/space route, or do something else entirely.
If you are considering a Trek game I'd strongly advise against any of the Prime Directive games. The tag line says it all "Roleplaying in the StarFleet universe!", see how that sentence seems naggingly wrong? The whole book is like that.
Firstly, although licenced GURPS, Prime Directive isn't an SJ games product. So the basic rules are sound, but I don't like some of the holes in their trek specific sections. However this isn't even close to the biggest problem.
The prime directive games (which come in a kaleidoscope of rules systems) are based in the universe of star fleet battles. This game (which holds a long term Trek licence) was created waaaay back when the most up-to-date Trek was the Original Series was the up-to-date star trek, and it looked like nothing else would ever be released. To keep things interesting they added their own content to the setting.
Then new Trek came along.. And.. They ignored it. And indeed continued to develop their parallel universe.
Turns out a lot of the Trek games (such as the Star Trek version of "call to arms") are set in this parallel universe. The differences seem subtle at first, a few invented races some different history, a more millitaristic feel, some terminology picked up from the wargame mechanics...
For the wargames these changes probably don't matter, but honestly for a Trek RPG it changes the atmosphere enough that you may as well call it Traveller! An authentic Trek could be found using GURPS Ultratech + Space & the existing Trek fluff to roll your own game.
There are other Trek RPGs, none of which are still alive. I initially wrote these off as probably having tinpot rules, but the last two licencees involved Kenneth Hite, a decent game designer, so may well be worth a look.
Or I might go, the ultra-tech/space route, or do something else entirely.
If you are considering a Trek game I'd strongly advise against any of the Prime Directive games. The tag line says it all "Roleplaying in the StarFleet universe!", see how that sentence seems naggingly wrong? The whole book is like that.