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Star Trek (movie) made me think of Star Trek RPG... so...
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<blockquote data-quote="Hawke" data-source="post: 4793778" data-attributes="member: 61721"><p>Over a decade ago I used to do simming on IRC - basically it was freeform (no-stats) RPG weekly on an IRC channel. Usually an hour long. The Captain of the ship took the role of the Captain and sort of GM light (they got the ability to control events and NPC enemies) while each character played a specific position (helm, ops, ceo, tac, etc). Since it wasn't tactical, there weren't rolls involved and usually the other players had almost as much say in the direction of the story as the Captain... with a good group and dynamic it was a great storytelling system and a fun way to spend an evening online (and eat up by-the-minute net costs). </p><p></p><p>If I were to do it again - i'd probably use a drama-heavy system. Something that avoided rolls but allotted players "drama points" that could be spent to twist the story a little bit in the direction. </p><p></p><p>To me, Trek seemed very teamwork and puzzle solving oriented but not very combat oriented. As much fun as it'd be to phaser klingons for several sessions, I think what could truly set your "Trek RPG" apart would be immersion into a story with a system that didn't emphasize combat so much. </p><p></p><p>I'd also take a look at systems like the SpyCraft stuff - I'm not super familiar but my understanding is SC has some really cool things that treats social/diplomacy stuff like combat. Never used it myself, but if the wind I'm getting is true a modified system could be used to solve diplomatic missions. Not sure if there's a "solve random technobabble science issue" system out there. </p><p></p><p>Good luck!</p></blockquote><p></p>
[QUOTE="Hawke, post: 4793778, member: 61721"] Over a decade ago I used to do simming on IRC - basically it was freeform (no-stats) RPG weekly on an IRC channel. Usually an hour long. The Captain of the ship took the role of the Captain and sort of GM light (they got the ability to control events and NPC enemies) while each character played a specific position (helm, ops, ceo, tac, etc). Since it wasn't tactical, there weren't rolls involved and usually the other players had almost as much say in the direction of the story as the Captain... with a good group and dynamic it was a great storytelling system and a fun way to spend an evening online (and eat up by-the-minute net costs). If I were to do it again - i'd probably use a drama-heavy system. Something that avoided rolls but allotted players "drama points" that could be spent to twist the story a little bit in the direction. To me, Trek seemed very teamwork and puzzle solving oriented but not very combat oriented. As much fun as it'd be to phaser klingons for several sessions, I think what could truly set your "Trek RPG" apart would be immersion into a story with a system that didn't emphasize combat so much. I'd also take a look at systems like the SpyCraft stuff - I'm not super familiar but my understanding is SC has some really cool things that treats social/diplomacy stuff like combat. Never used it myself, but if the wind I'm getting is true a modified system could be used to solve diplomatic missions. Not sure if there's a "solve random technobabble science issue" system out there. Good luck! [/QUOTE]
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Star Trek (movie) made me think of Star Trek RPG... so...
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