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Author Topic: GURPS 'Star Trek' campaign, NEW version, 10 years later...  (Read 2752 times)

Koltar

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Jeff 37923 asked me a question - over in that train wreck of a Star Trek gaming thread.

Good 'ol Jeff37923 asked me: "By the way, how did your Star Trek campaign go for your friend?"

Glad you asked. Our first session we were supposed to have three players. One of them texted me that she would be 20 minutes late. That was fine, I had some already pre-printed NPcs that were usable as player characters.
She could jump in when she got to the place
We waited a bit, than the two players and I decided to go ahead and start playing - 20 to 30 minutes my friend who was hosting the game asked me to call the late player. On the phone the 'late' one waffled about whether or not she could make it to the House where we playing. I got signals from the other two to tell her "Don't worry about it. Don't bother".

It was decided to never invite her to another game session. SO, I had to run the game session with just TWO players I normally like a minimum of Three players.

So, we played at least two to maybe three hours.

It was fun, the characters were Starfleet officers between assignments in the year of 2261 and they are traveling in a shuttlecraft with a NPC pilot (also a Starfleet officer). Their destination was Deep Space Station K-7 (Yes, that place)

They encounter a strange phenomena, got attacked by a Klingon battle cruiser, then did a 'controlled' crash landing on a nearby planetoid. ....where they find....but that might be telling too much... 

NEXT SESSION - We will have more players - a married couple who wanted to play but they had schedule issues. Also their teenage son will play too.
Looking forward to it.

Pretty sure the husband of the couple will make a very good captain player.

- Ed C.
The return of 'You can't take the Sky From me!'
http://www.youtube.com/watch?v=gUn-eN8mkDw&feature=rec-fresh+div

This is what a really cool FANTASY RPG should be like :
http://www.youtube.com/watch?v=t-WnjVUBDbs

Still here, still alive, at least Seven years now...

Spinachcat

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Re: GURPS 'Star Trek' campaign, NEW version, 10 years later...
« Reply #1 on: May 16, 2022, 06:30:30 PM »
Koltar, what GURPS Star Trek rules do you use?

Your own? A DIY fan creation online? GURPS Prime Directive?

I've heard good things about GURPS Prime Directive, but I've never read the rules myself.

And why did you choose to not run the Modifartius 2D20 Star Trek RPG that's currently being published with the license?


oggsmash

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Re: GURPS 'Star Trek' campaign, NEW version, 10 years later...
« Reply #2 on: May 16, 2022, 06:33:55 PM »
  I think GURPS would be a great system for a Trek game.  I read a good deal of mixed reviews about that 2d20.

Opaopajr

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Re: GURPS 'Star Trek' campaign, NEW version, 10 years later...
« Reply #3 on: May 16, 2022, 07:19:54 PM »
Good to hear from you, Koltar!  8) Sounds like a good time was had, albeit attendance issues. I usually say keep the day and time consistent, be ready to run for a tiny quorum, and be easy going on apparent flakiness because shit does happen ("show if you can, we'll be gaming as usual over here and now").

What does GURPS provide over let's say Traveller for running Star Trek? Can I run it lite to ultra-lite, a la MongTrav or GURPS Lite? What handful of skills (5) would you define as core essentials, and second hand skills (another 5) to run an engaging Star Trek lite game?
Just make your fuckin' guy and roll the dice, you pricks. Focus on what's interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it's more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
-- talysman

Koltar

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Re: GURPS 'Star Trek' campaign, NEW version, 10 years later...
« Reply #4 on: May 16, 2022, 09:29:48 PM »
....read a good deal of mixed reviews about that 2d20.

The Modiphius game rules?
They have two BIG problems - the books cost too much, and that 2 D20 mechanic just feels a bit weird.

- Ed C.
The return of 'You can't take the Sky From me!'
http://www.youtube.com/watch?v=gUn-eN8mkDw&feature=rec-fresh+div

This is what a really cool FANTASY RPG should be like :
http://www.youtube.com/watch?v=t-WnjVUBDbs

Still here, still alive, at least Seven years now...

jeff37923

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Re: GURPS 'Star Trek' campaign, NEW version, 10 years later...
« Reply #5 on: May 17, 2022, 06:01:27 AM »
Jeff 37923 asked me a question - over in that train wreck of a Star Trek gaming thread.

Good 'ol Jeff37923 asked me: "By the way, how did your Star Trek campaign go for your friend?"

Glad you asked. Our first session we were supposed to have three players. One of them texted me that she would be 20 minutes late. That was fine, I had some already pre-printed NPcs that were usable as player characters.
She could jump in when she got to the place
We waited a bit, than the two players and I decided to go ahead and start playing - 20 to 30 minutes my friend who was hosting the game asked me to call the late player. On the phone the 'late' one waffled about whether or not she could make it to the House where we playing. I got signals from the other two to tell her "Don't worry about it. Don't bother".

It was decided to never invite her to another game session. SO, I had to run the game session with just TWO players I normally like a minimum of Three players.

So, we played at least two to maybe three hours.

It was fun, the characters were Starfleet officers between assignments in the year of 2261 and they are traveling in a shuttlecraft with a NPC pilot (also a Starfleet officer). Their destination was Deep Space Station K-7 (Yes, that place)

They encounter a strange phenomena, got attacked by a Klingon battle cruiser, then did a 'controlled' crash landing on a nearby planetoid. ....where they find....but that might be telling too much... 

NEXT SESSION - We will have more players - a married couple who wanted to play but they had schedule issues. Also their teenage son will play too.
Looking forward to it.

Pretty sure the husband of the couple will make a very good captain player.

- Ed C.

Sorry for the flaky player, but the rest is very good to hear.

If you don't mind another suggestion, ST: Strange New Worlds. I watched the premiere episode and it looks like they have brought sexy back to Trek. Lets hope that they continue doing that. Oh, and if you are interested in some fantastic illustrations of TOS material, Rob Caswell is still putting out a lot of art. See below:











"Meh."

oggsmash

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Re: GURPS 'Star Trek' campaign, NEW version, 10 years later...
« Reply #6 on: May 17, 2022, 07:06:34 AM »
....read a good deal of mixed reviews about that 2d20.

The Modiphius game rules?
They have two BIG problems - the books cost too much, and that 2 D20 mechanic just feels a bit weird.

- Ed C.

  Yes.  I have the Mutant Chronicles and their iteration of Conan and I have never playtested the system but in reading it, it does feel odd.  It seems like a system made just for the sake of making something different...not something better.

David Johansen

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Re: GURPS 'Star Trek' campaign, NEW version, 10 years later...
« Reply #7 on: May 17, 2022, 02:18:05 PM »
I think a lot of 2d20 came out of the Mutant Chronicles kickstarter where Modiphius was asking what people wanted.  But I think the basic mechanic was pretty much set in stone and they had no intention of changing it.

I have run Mutant Chronicles 2d20, had an Ashigaru cut an attack helicopter out of the air at one point.  It's pretty cinematic.  I think it works okay but does force the GM into a very adversarial role.  I liked Dread in the game where your fumble range increases as your stress level increases.  I disliked momentum because it was very easy to milk it with minor spells and skills.  I hated the talent trees and thought they were largely absurd, poorly named, fiddly, and annoying.

I also hated that they made The Brotherhood less horribly evil and corrupt.
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HappyDaze

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Re: GURPS 'Star Trek' campaign, NEW version, 10 years later...
« Reply #8 on: May 17, 2022, 02:28:19 PM »
I think a lot of 2d20 came out of the Mutant Chronicles kickstarter where Modiphius was asking what people wanted.  But I think the basic mechanic was pretty much set in stone and they had no intention of changing it.

I have run Mutant Chronicles 2d20, had an Ashigaru cut an attack helicopter out of the air at one point.  It's pretty cinematic.  I think it works okay but does force the GM into a very adversarial role.  I liked Dread in the game where your fumble range increases as your stress level increases.  I disliked momentum because it was very easy to milk it with minor spells and skills.  I hated the talent trees and thought they were largely absurd, poorly named, fiddly, and annoying.

I also hated that they made The Brotherhood less horribly evil and corrupt.
Star Trek Adventures has some of these issues but not all. It doesn't have the Tale t tree issue. Most characters have only a small selection of talents, they aren't in trees at all, and character growth is minimal. Momentum can still be gamed, but that goes back to players being adversarial. A lot of STA is based on an understanding that the narrative is more important than the characters. If either the GM or the players forget this, this system goes to shit. Players have to remember that they are not playing characters as much as they are playing actors that are playing characters, the GM is the director, and everyone is collectively a writer. Very narrative, but it fits Star Trek television/films well, even as it sucks for an immersive simulation of a Star Trek setting.

Koltar

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Re: GURPS 'Star Trek' campaign, NEW version, 10 years later...
« Reply #9 on: May 17, 2022, 02:41:07 PM »
....A lot of STA is based on an understanding that the narrative is more important than the characters. If either the GM or the players forget this, this system goes to shit. Players have to remember that they are not playing characters as much as they are playing actors that are playing characters, the GM is the director, and everyone is collectively a writer. Very narrative, but it fits Star Trek television/films well, even as it sucks for an immersive simulation of a Star Trek setting.

And THAT is the Key problem with the Game.
Then Modiphius is VERY Wrong in their focus and emphasis.

This is why I always prefer 'GURPS' - the emphasis is on the characters and their choices - just like it is in the better "Star Trek" episodes.

- Ed C.
The return of 'You can't take the Sky From me!'
http://www.youtube.com/watch?v=gUn-eN8mkDw&feature=rec-fresh+div

This is what a really cool FANTASY RPG should be like :
http://www.youtube.com/watch?v=t-WnjVUBDbs

Still here, still alive, at least Seven years now...

David Johansen

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Re: GURPS 'Star Trek' campaign, NEW version, 10 years later...
« Reply #10 on: May 17, 2022, 02:53:25 PM »
Let me put it another way.  There were good points to Mutant Chronicles Resurrection but the 2d20 mechanics weren't among them.
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HappyDaze

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Re: GURPS 'Star Trek' campaign, NEW version, 10 years later...
« Reply #11 on: May 17, 2022, 03:32:46 PM »
....A lot of STA is based on an understanding that the narrative is more important than the characters. If either the GM or the players forget this, this system goes to shit. Players have to remember that they are not playing characters as much as they are playing actors that are playing characters, the GM is the director, and everyone is collectively a writer. Very narrative, but it fits Star Trek television/films well, even as it sucks for an immersive simulation of a Star Trek setting.

And THAT is the Key problem with the Game.
Then Modiphius is VERY Wrong in their focus and emphasis.

This is why I always prefer 'GURPS' - the emphasis is on the characters and their choices - just like it is in the better "Star Trek" episodes.

- Ed C.
Not everyone wants the same things out of a game. My preference for Star Trek is Decipher's fairly traditional system, but when I play it I can still feel that the Star Trek universe was never really meant to be used for deeply immersive simulation-styled gaming. The 2d20 system acknowledges that upfront and makes no effort to try, instead being a system that perfectly fits emulating Star Trek entertainment...even if it isn't necessarily what I look for in a RPG.

David Johansen

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Re: GURPS 'Star Trek' campaign, NEW version, 10 years later...
« Reply #12 on: May 17, 2022, 08:38:43 PM »
I did play in one session of 2d20 Star Trek Adventures.  My character is a Gorn, Federation starship captain.  He's pretty silly.
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HappyDaze

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Re: GURPS 'Star Trek' campaign, NEW version, 10 years later...
« Reply #13 on: May 17, 2022, 08:57:25 PM »
I did play in one session of 2d20 Star Trek Adventures.  My character is a Gorn, Federation starship captain.  He's pretty silly.
No more so than a Klingon security officer on the Federation flagship or a holographic doctor. Main cast members in Star Trek tend to be special snowflakes.

Spinachcat

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Re: GURPS 'Star Trek' campaign, NEW version, 10 years later...
« Reply #14 on: May 19, 2022, 01:01:25 AM »
Jeff, that Ranger Class Scout Escort looks quite cool.

What era is that ship?

Where can I get the stats and more info?