So, which game system is the best one you'd suggest to use for running a Star Trek campaign?
Note: none of the various Star Trek RPGs are eligible!
RPGPundit
Twerps Twek of course! It comes with the complete stats (or should I say just complete stat) for classic NPCs such as 'Yeoman Randy Jan' and 'Loquacious of the Bore'.
The best ST game I ever played used the Buffy system. Their method for making support characters fun to play is excellent and it nukes lots of player concerns that crop up in ST games. Also, the Buffy mechanics do TV show RPGs nicely. The same GM ran A-Team with Buffy and it was a hoot.
When I ran ST, I used D6 which is my go-to system for cinematic, non-lethal RPGs.
Have you seen the new trailer? Seriously badass.
http://www.apple.com/trailers/paramount/startrek/startrek_trailer3_large.html
Christian Conkle's Lightspeed.
-clash
Quote from: RPGPundit;287563So, which game system is the best one you'd suggest to use for running a Star Trek campaign?
Note: none of the various Star Trek RPGs are eligible!
RPGPundit
My Manager surprised me with an answer to this question yesterday. (I didn't even know you were going to post the question)
I saw he had a
nWoD corebook near his stack of books. So I asked him "Why?"Y because I knew he didn't tewnd to run World of Darkness.
He said : "I'm planning on using their game system to run my
Enterprise campaign."
OKAY......Ed wasn't expecting that combination.
You see for months he has been talking about running an RPG campaign that features an NX-class ship
(The Capt. Archer era) and he was going to use either the
Columbia or the
Atlantis as the ship the players were on.
I had never thought of the combination before - Star Trek Universe with World of Darkness rules system.
- Ed C.
FGU's Starships & Spacemen, of course. It's a 1978 SF RPG that is basically Star Trek with the numbers filed off for legal reasons. :)
Quote from: RandallS;287607FGU's Starships & Spacemen, of course. It's a 1978 SF RPG that is basically Star Trek with the numbers filed off for legal reasons. :)
Or FGU's
Space Opera, which rips off everything SciFi from that era.
Quote from: jeff37923;287608Or FGU's Space Opera, which rips off everything SciFi from that era.
If you want to spend more type figuring out the game system than playing, go for it. Sadly, Space Opera was always in need of a second edition to really be playable.
Quote from: RandallS;287621If you want to spend more type figuring out the game system than playing, go for it. Sadly, Space Opera was always in need of a second edition to really be playable.
Its also mostly out of print.
- Ed C.
Yeah, i ran a long campaign with Space Opera, it is completely fuxored. Eventually we just went back to Traveller.
Quote from: Koltar;287622Its also mostly out of print.
It's still available in pdf -- as is Starships & Spacemen.
I'm shocked. The one time it would have made perfect sense to say GURPS, and Koltar doesn't say GURPS. :rolleyes:
RPGPundit
I was thinking of GURPS Prime Directive as a published Star Trek game I've always enjoyed the Star Fleet universe better than the Star Trek canon anyway.
I would use Prime Directive. I wouldn't mind using Hero, or any of the other scalable generics where I could create low-powered, but skilled characters and engineer insanely powerful technology.
Encounter Critical has Klengons and Vulkins built right in.
Quote from: RPGPundit;287659I'm shocked. The one time it would have made perfect sense to say GURPS, and Koltar doesn't say GURPS. :rolleyes:
RPGPundit
Yes it would have - except that in your opening post you said
NOT to suggest games that were already adapted to it. I took that to mean
GURPS: PRIME DIRECTIVE as well on a technicality.
If we are
not counting Prime Directive as one of those - then HELL YES I'd suggest
GURPS.
Heck , either on here or on the SJG forums I posted a version of Capt. Kirk statted out in
4/e GURPS mechanics.
- Ed C.
How converting Traveller for a ST game? I mean its pretty much the king of space RPG's.
I played in a short Star Trek campaign wherein the game was more story and narrative based. It was assumed that if you were in the position of helmsman, you could actually they the starship you were in charge of for instance. The only time you needed to make a roll was when there was a conflict of interests, and as I recall it was a simple system of drawing a number of playing cards equal to your ability or skill, and then playing it.
Ive also played in and run FASA's Star Trek system, and found the rules to be superfluous to the game itself, i.e. the amount of dice rolling was almost nil.
Star Frontiers and the Knight Hawks supplement.
Regards,
David R
I'd use FATE 3.0 with technobabble being a stunt.
Fate works well when everyone is on board with genre conventions. Star Trek is one of the most on-board genres I've ever seen, so I bet that would be sensational.
I've got a copy of the Cortex RPG, and am having had a go at using that. I would probably enjoy it, but I also think that Starblazer Adventures would be a good fit as well.
Craig J. Brain
I think I too would go with something like World of Darkness. It's relatively easy to handle and you can build all sorts of variants to plug on the main system (like Vulcan "disciplines" of sorts or Klingon martial arts).
Blue Planet, and we will make them suffer :D
Risus.
Savage Worlds - creating aliens/monsters on-the-fly is easy and you can model the technobabble using the appropriate trappings and Weird Science.
Quote from: noisms;291498Risus.
That's a credible argument, because of this (http://xbowvsbuddha.blogspot.com/2007/08/messin-with-risus.html).