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Remembering STAR TREK Roleplaying Games
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<blockquote data-quote="CarlZog" data-source="post: 7662071" data-attributes="member: 11716"><p>The issue of command authority is, I think, the main reason that there are so few military RPGs in general. It definitely takes a set of players willing to buy into a certain group dynamic. If your PCs tend toward the chaotic, you may have a tough time with any kind of defined group structure. But in my experience it also takes players with a reasonably well-honed sense of real world leadership to successfully lead a PC group - and be led -- in that kind of setting.</p><p></p><p>As for the ST vibe, I think the reason it's so hard to recreate is that so much of it is built on the shows' incredibly strong lead characters. Generally speaking, the plots could largely be dropped into any RPG with little difficulty, but it's how those iconic characters responded that makes it ST. I've seen a lot of successful ST one-shots that solve the problem by just making the PCs be the show characters, but it's easy for those to slip quickly in satirical parody -- even when that may not have been the session's intent.</p><p></p><p>I think the answer is a developing a really strong PC group with interesting relationships. Forge them into the same kind of tight-knit crew that was featured in all the ST properties.</p></blockquote><p></p>
[QUOTE="CarlZog, post: 7662071, member: 11716"] The issue of command authority is, I think, the main reason that there are so few military RPGs in general. It definitely takes a set of players willing to buy into a certain group dynamic. If your PCs tend toward the chaotic, you may have a tough time with any kind of defined group structure. But in my experience it also takes players with a reasonably well-honed sense of real world leadership to successfully lead a PC group - and be led -- in that kind of setting. As for the ST vibe, I think the reason it's so hard to recreate is that so much of it is built on the shows' incredibly strong lead characters. Generally speaking, the plots could largely be dropped into any RPG with little difficulty, but it's how those iconic characters responded that makes it ST. I've seen a lot of successful ST one-shots that solve the problem by just making the PCs be the show characters, but it's easy for those to slip quickly in satirical parody -- even when that may not have been the session's intent. I think the answer is a developing a really strong PC group with interesting relationships. Forge them into the same kind of tight-knit crew that was featured in all the ST properties. [/QUOTE]
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