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Remembering STAR TREK Roleplaying Games
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<blockquote data-quote="Kannik" data-source="post: 7662286" data-attributes="member: 984"><p>I played in a great LUG Trek game that I unfortunately had to leave when I moved out of the city. The campaign started on Outpost Zeta 717, which was as important as it sounded. Tucked away in a corner of the quadrant, as much a backwater place as there could be in the Federation. Much of the crew (the PCs, naturally) were misfits or screw-ups in one way or the other, with interesting histories to match. We weren't bad or incompetent or nasty per se, just all "off" compared to the shiny Starfleet norm and ideal. </p><p></p><p>But funny how little, out of the way places can find intrigue and action when the camera is turned onto them… </p><p></p><p>For the times I was there, it was an amazing game. It was fun having our crew, during the first gaming session, just start working together because, well, that's what you do when you've been trained as part of Starfleet. We did some Starship combat, we explored nearby planets, hunted Romulans, repaired and investigated things, and endured tense standoffs. And the GM was brilliant, it is one of the few times where she led us all astray and had the entire table of players cheering when she sprung the surprise.* The system worked well enough, and the conceit and trappings of the universe and "crew on a starship/starbase" as a foundation came off like a charm.</p><p></p><p>That character is one of the ones that lives on in the back of my mind, still running adventures so many years later.</p><p></p><p>LLAP,</p><p></p><p>Kannik</p><p></p><p>* - Our first officer was this complete ditz, always juggling fourteen PADDs and dropping most of them, never putting together a briefing that made any sense, seemingly oblivious, always being chewed out by the captain. Fast forward to where we were being held at phaser-point in an airlock by a gaggle of pirates, all of us players stalling for time and trying to figure something out while the first officer (drunk! after a tour of the mining facility) stumbles about, no one paying her any heed. Without warning, she straightens up, looks at us with a fire in her eyes, yells "Get a move on you lunks!" and pounds the airlock open door and runs out, catching the pirates off guard (and off-helmet). Five seconds of silence and dumfounded faces ensued before the table erupted in cheers. (Followed by many of the PCs scrambling for their own helmets!)</p></blockquote><p></p>
[QUOTE="Kannik, post: 7662286, member: 984"] I played in a great LUG Trek game that I unfortunately had to leave when I moved out of the city. The campaign started on Outpost Zeta 717, which was as important as it sounded. Tucked away in a corner of the quadrant, as much a backwater place as there could be in the Federation. Much of the crew (the PCs, naturally) were misfits or screw-ups in one way or the other, with interesting histories to match. We weren't bad or incompetent or nasty per se, just all "off" compared to the shiny Starfleet norm and ideal. But funny how little, out of the way places can find intrigue and action when the camera is turned onto them… For the times I was there, it was an amazing game. It was fun having our crew, during the first gaming session, just start working together because, well, that's what you do when you've been trained as part of Starfleet. We did some Starship combat, we explored nearby planets, hunted Romulans, repaired and investigated things, and endured tense standoffs. And the GM was brilliant, it is one of the few times where she led us all astray and had the entire table of players cheering when she sprung the surprise.* The system worked well enough, and the conceit and trappings of the universe and "crew on a starship/starbase" as a foundation came off like a charm. That character is one of the ones that lives on in the back of my mind, still running adventures so many years later. LLAP, Kannik * - Our first officer was this complete ditz, always juggling fourteen PADDs and dropping most of them, never putting together a briefing that made any sense, seemingly oblivious, always being chewed out by the captain. Fast forward to where we were being held at phaser-point in an airlock by a gaggle of pirates, all of us players stalling for time and trying to figure something out while the first officer (drunk! after a tour of the mining facility) stumbles about, no one paying her any heed. Without warning, she straightens up, looks at us with a fire in her eyes, yells "Get a move on you lunks!" and pounds the airlock open door and runs out, catching the pirates off guard (and off-helmet). Five seconds of silence and dumfounded faces ensued before the table erupted in cheers. (Followed by many of the PCs scrambling for their own helmets!) [/QUOTE]
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