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Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: Koltar on May 16, 2022, 05:33:47 PM

Title: GURPS 'Star Trek' campaign, NEW version, 10 years later...
Post by: Koltar on May 16, 2022, 05:33:47 PM
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.
Title: Re: GURPS 'Star Trek' campaign, NEW version, 10 years later...
Post by: Spinachcat 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?

Title: Re: GURPS 'Star Trek' campaign, NEW version, 10 years later...
Post by: oggsmash 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.
Title: Re: GURPS 'Star Trek' campaign, NEW version, 10 years later...
Post by: Opaopajr 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?
Title: Re: GURPS 'Star Trek' campaign, NEW version, 10 years later...
Post by: Koltar on May 16, 2022, 09:29:48 PM
Quote from: oggsmash on May 16, 2022, 06:33:55 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.
Title: Re: GURPS 'Star Trek' campaign, NEW version, 10 years later...
Post by: jeff37923 on May 17, 2022, 06:01:27 AM
Quote from: Koltar on May 16, 2022, 05:33:47 PM
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:

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/795d3e48-8432-4c7b-b51a-80b6014c57cb/dcrzfxm-f9c37466-6246-4f43-8fb9-ae8dc64691b7.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzc5NWQzZTQ4LTg0MzItNGM3Yi1iNTFhLTgwYjYwMTRjNTdjYlwvZGNyemZ4bS1mOWMzNzQ2Ni02MjQ2LTRmNDMtOGZiOS1hZThkYzY0NjkxYjcuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.pZn056o4WxumCkvCxG37ghUu37UNCj57HMUSjmfuhmE)

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/795d3e48-8432-4c7b-b51a-80b6014c57cb/d5fhj9b-796b2897-0aff-4172-b4c7-f68d2e270d9f.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzc5NWQzZTQ4LTg0MzItNGM3Yi1iNTFhLTgwYjYwMTRjNTdjYlwvZDVmaGo5Yi03OTZiMjg5Ny0wYWZmLTQxNzItYjRjNy1mNjhkMmUyNzBkOWYuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.faIm_N2RvtD0lHYoKoFaRMDFEzpOEvN0S8xbofcMEQU)

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/795d3e48-8432-4c7b-b51a-80b6014c57cb/d557jmy-cd8c4e35-8774-4366-8a15-a65f8d4aa0a1.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzc5NWQzZTQ4LTg0MzItNGM3Yi1iNTFhLTgwYjYwMTRjNTdjYlwvZDU1N2pteS1jZDhjNGUzNS04Nzc0LTQzNjYtOGExNS1hNjVmOGQ0YWEwYTEuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.rPrS6_ey1jaROJXn5Y9XK9eSqrrSZ3cVr_oXhnVYZVM)

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/795d3e48-8432-4c7b-b51a-80b6014c57cb/d32ru44-60b18cd6-d5cc-408d-939f-1252607516c2.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzc5NWQzZTQ4LTg0MzItNGM3Yi1iNTFhLTgwYjYwMTRjNTdjYlwvZDMycnU0NC02MGIxOGNkNi1kNWNjLTQwOGQtOTM5Zi0xMjUyNjA3NTE2YzIuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.tvImmxv6MPZghRfQwYpmqFOmkaUf6X9Vx59AyibucxI)

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/795d3e48-8432-4c7b-b51a-80b6014c57cb/d32exbn-19d94d46-0be6-4baa-9776-a658654714dc.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzc5NWQzZTQ4LTg0MzItNGM3Yi1iNTFhLTgwYjYwMTRjNTdjYlwvZDMyZXhibi0xOWQ5NGQ0Ni0wYmU2LTRiYWEtOTc3Ni1hNjU4NjU0NzE0ZGMuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.exxwQDeS6Ax6IaRCISqCUtwqSKATEszKCN-8x9UVfx4)

Title: Re: GURPS 'Star Trek' campaign, NEW version, 10 years later...
Post by: oggsmash on May 17, 2022, 07:06:34 AM
Quote from: Koltar on May 16, 2022, 09:29:48 PM
Quote from: oggsmash on May 16, 2022, 06:33:55 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.

  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.
Title: Re: GURPS 'Star Trek' campaign, NEW version, 10 years later...
Post by: David Johansen 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.
Title: Re: GURPS 'Star Trek' campaign, NEW version, 10 years later...
Post by: HappyDaze on May 17, 2022, 02:28:19 PM
Quote from: David Johansen 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.
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.
Title: Re: GURPS 'Star Trek' campaign, NEW version, 10 years later...
Post by: Koltar on May 17, 2022, 02:41:07 PM
Quote from: HappyDaze on May 17, 2022, 02:28:19 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.
Title: Re: GURPS 'Star Trek' campaign, NEW version, 10 years later...
Post by: David Johansen 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.
Title: Re: GURPS 'Star Trek' campaign, NEW version, 10 years later...
Post by: HappyDaze on May 17, 2022, 03:32:46 PM
Quote from: Koltar on May 17, 2022, 02:41:07 PM
Quote from: HappyDaze on May 17, 2022, 02:28:19 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.
Title: Re: GURPS 'Star Trek' campaign, NEW version, 10 years later...
Post by: David Johansen 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.
Title: Re: GURPS 'Star Trek' campaign, NEW version, 10 years later...
Post by: HappyDaze on May 17, 2022, 08:57:25 PM
Quote from: David Johansen 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.
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.
Title: Re: GURPS 'Star Trek' campaign, NEW version, 10 years later...
Post by: Spinachcat 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? 

Title: Re: GURPS 'Star Trek' campaign, NEW version, 10 years later...
Post by: Spinachcat on May 19, 2022, 01:03:29 AM
Narrative Trek would be a major fail for me.

Though, after all the commie SJW bullshit drowning Trek, I would probably run Prime Directive / Star Fleet Battles universe instead.

Even more fun, run Klingons in SFB.
Title: Re: GURPS 'Star Trek' campaign, NEW version, 10 years later...
Post by: jeff37923 on May 19, 2022, 05:34:42 AM
Quote from: Spinachcat on May 19, 2022, 01:03:29 AM
Narrative Trek would be a major fail for me.

Though, after all the commie SJW bullshit drowning Trek, I would probably run Prime Directive / Star Fleet Battles universe instead.

Even more fun, run Klingons in SFB.

Kzinti in SFB FTW.

Although the quick scene in Lower Decks with the Kzinti teaching Leadership had me ROFL.
Title: Re: GURPS 'Star Trek' campaign, NEW version, 10 years later...
Post by: Koltar on May 19, 2022, 08:14:34 AM
Quote from: Spinachcat on May 19, 2022, 01:03:29 AM
Narrative Trek would be a major fail for me.

Though, after all the commie SJW bullshit drowning Trek, I would probably run Prime Directive / Star Fleet Battles universe instead.

Even more fun, run Klingons in SFB.

Have NO  idea what you are talking about...

Being obsessed with "SJW stuff" in one direction of the other has nothing to do with gaming or running a campaign.

As for "Star Fleet Battles"? - I thought it was mostly crap ever since I was a teenager. It never seemed to emulate or simulate anything recognizable as 'Star Trek'. - SO, never going to be used in any of my games.

If I have to run a space combat scene it will be a blend of the old FASA rules mixed with the GRPS spaceship combat rules.
Would more closely resemble the spirit of the Star Trek universe.

- Ed C
Title: Re: GURPS 'Star Trek' campaign, NEW version, 10 years later...
Post by: Koltar on May 19, 2022, 11:27:23 AM
Quote from: Spinachcat on May 19, 2022, 01:03:29 AM
Narrative Trek would be a major fail for me.


What do you even mean by saying "Narrative" Trek?

Is this a remnant of that annoying and stupid "GNS" stuff from over 10 years ago?

The campaigns I run are role playing games with an emphasis on the characters and FUN - as in the players should likely have a good time.

- Ed C.
Title: Re: GURPS 'Star Trek' campaign, NEW version, 10 years later...
Post by: camazotz on May 19, 2022, 12:42:53 PM
Quote from: Koltar on May 19, 2022, 08:14:34 AM
Quote from: Spinachcat on May 19, 2022, 01:03:29 AM
Narrative Trek would be a major fail for me.

Though, after all the commie SJW bullshit drowning Trek, I would probably run Prime Directive / Star Fleet Battles universe instead.

Even more fun, run Klingons in SFB.

Have NO  idea what you are talking about...

Being obsessed with "SJW stuff" in one direction of the other has nothing to do with gaming or running a campaign.

As for "Star Fleet Battles"? - I thought it was mostly crap ever since I was a teenager. It never seemed to emulate or simulate anything recognizable as 'Star Trek'. - SO, never going to be used in any of my games.

If I have to run a space combat scene it will be a blend of the old FASA rules mixed with the GRPS spaceship combat rules.
Would more closely resemble the spirit of the Star Trek universe.

- Ed C

Spinachat is really, really broken. He has allowed his boogeymen to so badly ruin his brain its just embarrassing when he posts. The deep, visceral irony of  his grievance against Star Trek being "ruined" as he speaks would be funny if it weren't a sign of how damaged he is.
Title: Re: GURPS 'Star Trek' campaign, NEW version, 10 years later...
Post by: HappyDaze on May 19, 2022, 12:55:43 PM
Quote from: Koltar on May 19, 2022, 11:27:23 AM
Quote from: Spinachcat on May 19, 2022, 01:03:29 AM
Narrative Trek would be a major fail for me.


What do you even mean by saying "Narrative" Trek?

Is this a remnant of that annoying and stupid "GNS" stuff from over 10 years ago?

The campaigns I run are role playing games with an emphasis on the characters and FUN - as in the players should likely have a good time.

- Ed C.
It's narrative because you are trying to emulate a Star Trek film/epsisode and as such will make decisions that are less than optimal in a immersive sense (just as the characters on-screen often do). All those time a player would watch the show and groan out something like "just do X, it worked last episode" show the types of players that will have trouble with the narrative version of ST gaming
Title: Re: GURPS 'Star Trek' campaign, NEW version, 10 years later...
Post by: GhostNinja on May 19, 2022, 02:48:02 PM
I really dig the Star Trek setting, but I have get to game in it.   I have the STA book (which I will be selling) because I feel the 2D20 system is way over complicated.   I had Gurps as well and sold it because I thought the rules were way too overcomplicated.

Savage Worlds I know really well and is really emulate settings.  I know its not for everyone but maybe I will try to grab some resources and try to put something together.
Title: Re: GURPS 'Star Trek' campaign, NEW version, 10 years later...
Post by: jeff37923 on May 19, 2022, 02:48:30 PM
Quote from: HappyDaze on May 19, 2022, 12:55:43 PM
Quote from: Koltar on May 19, 2022, 11:27:23 AM
Quote from: Spinachcat on May 19, 2022, 01:03:29 AM
Narrative Trek would be a major fail for me.


What do you even mean by saying "Narrative" Trek?

Is this a remnant of that annoying and stupid "GNS" stuff from over 10 years ago?

The campaigns I run are role playing games with an emphasis on the characters and FUN - as in the players should likely have a good time.

- Ed C.
It's narrative because you are trying to emulate a Star Trek film/epsisode and as such will make decisions that are less than optimal in a immersive sense (just as the characters on-screen often do). All those time a player would watch the show and groan out something like "just do X, it worked last episode" show the types of players that will have trouble with the narrative version of ST gaming

Except when the goal of actual play is emulate an episode instead of being immersed in a setting and treating the problems presented in a realistic manner, you get the poor writing which produces episodes relying on time travel or are solved by technobabble. You know, the crux of the entire thread that spawned this one. When you have players in the middle of the game, not just trying to create a narrative episode of Star Trek, you get actual play experiences like DS9's "By The Pale Moonlight" or TOS's "The Trouble With Tribbles".

Playing to create a narrative like a Star Trek episode doesn't sound like something fun in actual play. It actually sounds more like "Red Shirts" by Jon Scalzi.
Title: Re: GURPS 'Star Trek' campaign, NEW version, 10 years later...
Post by: HappyDaze on May 19, 2022, 03:44:56 PM
Quote from: jeff37923 on May 19, 2022, 02:48:30 PM
Quote from: HappyDaze on May 19, 2022, 12:55:43 PM
Quote from: Koltar on May 19, 2022, 11:27:23 AM
Quote from: Spinachcat on May 19, 2022, 01:03:29 AM
Narrative Trek would be a major fail for me.


What do you even mean by saying "Narrative" Trek?

Is this a remnant of that annoying and stupid "GNS" stuff from over 10 years ago?

The campaigns I run are role playing games with an emphasis on the characters and FUN - as in the players should likely have a good time.

- Ed C.
It's narrative because you are trying to emulate a Star Trek film/epsisode and as such will make decisions that are less than optimal in a immersive sense (just as the characters on-screen often do). All those time a player would watch the show and groan out something like "just do X, it worked last episode" show the types of players that will have trouble with the narrative version of ST gaming

Except when the goal of actual play is emulate an episode instead of being immersed in a setting and treating the problems presented in a realistic manner, you get the poor writing which produces episodes relying on time travel or are solved by technobabble. You know, the crux of the entire thread that spawned this one. When you have players in the middle of the game, not just trying to create a narrative episode of Star Trek, you get actual play experiences like DS9's "By The Pale Moonlight" or TOS's "The Trouble With Tribbles".

Playing to create a narrative like a Star Trek episode doesn't sound like something fun in actual play. It actually sounds more like "Red Shirts" by Jon Scalzi.
Don't make the mistake of thinking I prefer the 2d20 narrative approach. I do not. My personal preference is the Decipher ruleset, which is rather traditional.

However, with the right group, and if all are on board with it, the 2d20 narrative version can deal well with some of the headaches of the Trek setting.  I can say that even though I'm not likely to be one of those that would be the right group for it.
Title: Re: GURPS 'Star Trek' campaign, NEW version, 10 years later...
Post by: Ghostmaker on May 19, 2022, 03:53:28 PM
I like those cargo carrier ships, though. Reminds me of a design I sketched out, with the drive nacelles on either side and the cargo pod snugged up under the relatively small ship body.

Probably steers like the starship equivalent of a fully-loaded 18-wheeler though :D
Title: Re: GURPS 'Star Trek' campaign, NEW version, 10 years later...
Post by: Koltar on May 19, 2022, 04:02:49 PM
Quote from: Ghostmaker on May 19, 2022, 03:53:28 PM
I like those cargo carrier ships, though. Reminds me of a design I sketched out, with the drive nacelles on either side and the cargo pod snugged up under the relatively small ship body.

Probably steers like the starship equivalent of a fully-loaded 18-wheeler though :D

The original version of those cargo ships can be seen in the remastered version of "Charlie X" on blu-ray and DVD. The CGI artists took the robot cargo ships from TAS episode "More Tribbles, More Troubles" and added that front crew section to it. In the remastered live action episode it is the ship Antares.
Here:
Title: Re: GURPS 'Star Trek' campaign, NEW version, 10 years later...
Post by: Aglondir on May 19, 2022, 05:49:57 PM
Quote from: HappyDaze on May 19, 2022, 03:44:56 PM
My personal preference is the Decipher ruleset, which is rather traditional.

It was actually quite good. I wish Decipher could have made a 2nd edition to polish up some of the rough edges. Move away from the more overt D20-isms (Prestige classes being a noted example.) I liked Decipher's take on LOTR as well, but it had even more rough edges. Sold them both long ago.
Title: Re: GURPS 'Star Trek' campaign, NEW version, 10 years later...
Post by: Aglondir on May 19, 2022, 05:57:23 PM
Quote from: Ghostmaker on May 19, 2022, 03:53:28 PM
I like those cargo carrier ships, though. Reminds me of a design I sketched out, with the drive nacelles on either side and the cargo pod snugged up under the relatively small ship body.

Probably steers like the starship equivalent of a fully-loaded 18-wheeler though :D

You might like the transport/tug from the Star Trek Manual.

Title: Re: GURPS 'Star Trek' campaign, NEW version, 10 years later...
Post by: Spinachcat on May 19, 2022, 07:17:49 PM
Quote from: camazotz on May 19, 2022, 12:42:53 PMvarious idiot noises.

Star Trek has become nothing more than a shitshow of moronic social justice political correct garbage with a segment of holdover fans desperate to watch anything with the Star Trek name attached.


Title: Re: GURPS 'Star Trek' campaign, NEW version, 10 years later...
Post by: Jaeger on May 19, 2022, 07:19:16 PM
Quote from: Koltar on May 19, 2022, 08:14:34 AM
...
If I have to run a space combat scene it will be a blend of the old FASA rules mixed with the GRPS spaceship combat rules.
Would more closely resemble the spirit of the Star Trek universe. 

Given the rep GURPS has as a toolkit tome...

How much curating do you do to whittle GURPS down into a digestible form for star trek gaming?

How big is the skill list, how much combat detail do you put in? etc...

The one thing I've never really seen is a breakdown on how someone takes the gurps brick of options, and moves it into something workable for them.

If there is a blog link somewhere I'd happily read that as well.
Title: Re: GURPS 'Star Trek' campaign, NEW version, 10 years later...
Post by: Chris24601 on May 20, 2022, 09:44:46 AM
The biggest problem with nearly every licensed property RPG is they're doomed from the get go. Either they don't make enough to cover the license and fold quickly, or they're enough of a hit that as soon as the license comes up for renewal the license holder jacks the price up past the point the rpg company can be profitable with it and they're then forced to come up with a generic setting for the mechanics to try and keep it afloat with dubious results.

This is why you're always better off creating your own setting so you own the IP outright. I'd never attempt a for profit RPG project based on an established property... I'd make an Orville-like setting tailored for the different needs of RPGs (vs. scripted stories) that people could run the setting with a wink and a nod.
Title: Re: GURPS 'Star Trek' campaign, NEW version, 10 years later...
Post by: Koltar on May 20, 2022, 10:15:42 AM
Quote from: Chris24601 on May 20, 2022, 09:44:46 AM
The biggest problem with nearly every licensed property RPG is they're doomed from the get go. Either they don't make enough to cover the license and fold quickly, or they're enough of a hit that as soon as the license comes up for renewal the license holder jacks the price up past ...and other gobledy gook...
Yeah, and THIS thread is  not about ANY of that.

This thread is about my GURPS Star Trek game that I started on April 30th of this year.

I am using 'GURPS 4e' and am NOT being talked into or persuaded to use any other 'game system'.

-Ed C.
Title: Re: GURPS 'Star Trek' campaign, NEW version, 10 years later...
Post by: David Johansen on May 21, 2022, 08:39:01 AM
Did Amarillo Design Bureau ever publish GURPS Starships stats for Prime Directive?  Will you be using GURPS Starships, the Space Opera Combat System, or something else?
Title: Re: GURPS 'Star Trek' campaign, NEW version, 10 years later...
Post by: Banjo Destructo on May 23, 2022, 09:57:33 AM
So I must have missed other context, why is this "10 years later" ? I think its cool whenever people get a trek campaign going, I've tried once before and failed to keep it going after 1-2 sessions.