aramis erak
Legend
In my experience, players don't want to play themselves as anything less than a super hero...Would you say then that the personal authenticity of a player can be seen in RPG play in the case that the player is playing themself?
I think the OP means to include RPGs in which players are normally not playing as themselves, such as Blades in the Dark or Apocalypse World. So that is what my comments relate to, although it perhaps does shed some light to think about playing-as-self in this context.
So authenticity is already flown out the door do to their own lack of self-honesty.
If you're talking FGU's 1978 Starships & Spacemen, it's not got anything that describes player-intended behavior (IE, no psych nor alignment) other than class and species; it does indeed have some odd encounters, some of which are more like the original Lost In Space than Star Trek. It only prescribes behavior by reward - XP awards differ by class. What a security officer gets XP for isn't the same list as the Doctor or Engineer. It's also not labeled as Trek, even tho' it was intended as a trek RPG.Even within the milieu of classic Star Trek there's far more that would make sense than simply playing super upstanding regulation characters! I mean, consider Captain Merrick from the Roman Empire planet episode. Granted he's portrayed as washing out of Star Fleet, but he's not exactly made of Kirk-like material. Even Spock goes off the reservation in The Managerie. The original (FGU?) Star Trek RPG had the characters being fairly 'cut and dried' out of the gate, but even there you'd always get hit by some weird scenario straight out of TOS that was going to make you have to figure out how to bend the rules into a pretzel, just like Jim Kirk!
If you're talking the 1984 licensed one, Star Trek: The Roleplaying Game, that's by FASA, and again, has no player-intended behavior indications other than species. Nor does it even have XP to shape behavior. The only behavioral restrictions are by species.
The first license I'm aware of was Heritage Models' Star Trek: Adventure Gaming in the Final Frontier... 1978, same time frame as FGU.
It lacks any significant story suggestions; it's sample mission is essentially a refluff of The Galileo Seven. It's rules are almost purely ground combat; no encounter tables, no ship rules. (yes, I'm looking at it. I have not run it.)