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Remembering STAR TREK Roleplaying Games
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<blockquote data-quote="scourger" data-source="post: 7662100" data-attributes="member: 12328"><p>I had much fun designing & running <strong>Savage Worlds Star Trek Heroclix Tactics</strong>. My idea was to integrate <em>Savage Worlds</em> (SW) and <em>Star Trek Heroclix Tactics</em> (ST) with SW characters, especially the heroes, commanding ST ships. Wild cards could affect ship-to-ship combat in simple but dramatic ways, which is fun for players captaining ships in play. It allowed each player character to captain a ship so there was no issue with command authority or all-or-nothing fleet combat in case of a total party kill (TPK). The extras were the hundreds of crew each player had at his disposal to send on away missions. In a nod to <em>Rogue Trader</em>, I made certain game objectives only possible for a command rank officer to achieve on site; which meant that the player character captains had to actually take part in certain away missions personally. Ship-to-ship combat used the click dials of ST ships with the captains able to affect the rolls in that part of the game through the SW benny economy. </p><p></p><p>I had a lot of fun with it. I set it a post <em>Deep Space Nine</em> (DS9) era with the intention that the heroes would interact with iconic characters from the show in their future and effect a large change in events for the Alpha quadrant. The Last Unicorn Games (LUG) <em>DS9 RPG</em> book was very handy for flavor. </p><p></p><p>But, my players were most familiar with <em>The Original Series</em>, and the game was short-lived once conflicts started. It was a good lesson in the need for collaborative game building, and I would do it again differently so that we all are on the same page before we play - even at the risk of spoiling some of the surprises in the reveals during play. </p><p></p><p>I never really got into <em>Star Fleet Battles</em> or <em>Prime Directive</em> but I sampled both and enjoyed reading them. </p><p></p><p>More recently, I found the <strong>Star Wreck</strong> RPG for free download: <a href="http://rpg.starwreck.com/index.php" target="_blank">http://rpg.starwreck.com/index.php</a> It has a very interesting engine with character inabilities in which the heroes get worse as they get promoted, but they gain special talents that make them look increasingly able.</p></blockquote><p></p>
[QUOTE="scourger, post: 7662100, member: 12328"] I had much fun designing & running [B]Savage Worlds Star Trek Heroclix Tactics[/B]. My idea was to integrate [I]Savage Worlds[/I] (SW) and [I]Star Trek Heroclix Tactics[/I] (ST) with SW characters, especially the heroes, commanding ST ships. Wild cards could affect ship-to-ship combat in simple but dramatic ways, which is fun for players captaining ships in play. It allowed each player character to captain a ship so there was no issue with command authority or all-or-nothing fleet combat in case of a total party kill (TPK). The extras were the hundreds of crew each player had at his disposal to send on away missions. In a nod to [I]Rogue Trader[/I], I made certain game objectives only possible for a command rank officer to achieve on site; which meant that the player character captains had to actually take part in certain away missions personally. Ship-to-ship combat used the click dials of ST ships with the captains able to affect the rolls in that part of the game through the SW benny economy. I had a lot of fun with it. I set it a post [I]Deep Space Nine[/I] (DS9) era with the intention that the heroes would interact with iconic characters from the show in their future and effect a large change in events for the Alpha quadrant. The Last Unicorn Games (LUG) [I]DS9 RPG[/I] book was very handy for flavor. But, my players were most familiar with [I]The Original Series[/I], and the game was short-lived once conflicts started. It was a good lesson in the need for collaborative game building, and I would do it again differently so that we all are on the same page before we play - even at the risk of spoiling some of the surprises in the reveals during play. I never really got into [I]Star Fleet Battles[/I] or [I]Prime Directive[/I] but I sampled both and enjoyed reading them. More recently, I found the [B]Star Wreck[/B] RPG for free download: [url]http://rpg.starwreck.com/index.php[/url] It has a very interesting engine with character inabilities in which the heroes get worse as they get promoted, but they gain special talents that make them look increasingly able. [/QUOTE]
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