AbdulAlhazred
Legend
I don't recall S&S being much like Star Trek, though honestly I have not really seen it played in practice. It was a rather obscure game.In my experience, players don't want to play themselves as anything less than a super hero...
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.
This game was the first really significant Star Trek RPG and the one I'm discussing. While it is, in fairly classic early '80s RPG tradition, lacking in highly explicit character motivation/direction/restriction there is a VERY strong setting and it is abundantly clear in this game that Star Fleet doesn't put up with monkey business. Should your character go off the rails and do 'whatever', they will certainly be court martialed and face dismissal from the service, at the very least. There was some provision for playing non-Star Fleet characters, IIRC but not a lot. So basically, given that the rest of the party is probably still on your ship, you basically become an NPC at that point. That's assuming you don't get dropped on that psycho rehabilitation penitentiary world! So, I don't really agree with you, though it isn't perhaps spelled out in explicit mechanical terms, you are one of the good guys in FASA ST, or else!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 Heritage game was rather poorly known. I really have not even seen a copy of the thing, and I was pretty into that stuff. Gamescience actually put out quite a bit of early Trek stuff, including the first star ship combat rules, and there were some semi-official RP rules associated with that. I forget all the details. Anyway, Heritage's ST game didn't even cover ships, all action takes place on a planet or using the ship/shuttles/etc as plot devices only, and the rules are basically "D&D in Space" with 3d6 based 6 attribute characters. IIRC the game was really intended to have the players run the bridge crew of the Enterprise. It wasn't a particularly successful or innovative game, and thus the FASA Star Trek is really the first complete usable RPG set in that milieu.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.)
Also, FASA Star Trek was published in 1982, so it is still a fairly early game and there wasn't much of a gap between the Heritage and FASA versions. I'm pretty sure we played it a good bit in college when we got bored of AD&D.
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