d20 Prime Directive

uraniumdragon said:
Yeah, well, their decision to use the D&D model versus the d20 Modern model is rather sad. The classes in the d20 Modern rule set allows for more flexibility than the D&D rule set. No such thing as clerics and mages in Star Trek, but there are a wide range of smart, strong or charismatic characters.

I'm reasonably certain that they're going to take the same approach as, say, d20 Aberrant and provide their own core and prestige classes, none of the D&D classes will be used. They'll probably refer to the PHB for the combat system, some skills and feats, stat generation, and the XP table, otherwise what you'll use will be in the Prime Directive rulebook. While it'll say the PHB is required (since that's a requirement of the d20 license), I'd be willing to bet it'll work fine with any d20ish core rulebook.

Besides, with Enterprise cancelled, it's a little late to be designing yet another Star Trek rule set. There are far too many variant rule sets to pick up or generic rule set to modify to fit your own Star Trek Universe. Where are they expecting to find a market?

From Star Fleet Battles players mostly, and to a lesser extent from players who liked the original (Kirk/Spock/etc.) series but don't like what's become of it; the Star Fleet universe is pretty clearly grounded in the original series era and diverges widely after that. Possibly also from completists in the various game systems they're licensing, which would explain why they'd want to do a d20 version even if GURPS and d6 are probably more appropriate.

Ranger Reg said:
Hehehe. It would be interesting if it does have rules to integrate SFB with PD d20. I played it, it's not biggie. I have played complex wargames before. It separates the men from the boys.

I have GURPS Prime Directive. GPD has two options for starship combat; first is to use the SFB rules, for which they provide a section on character roles that allow a character's skills to affect the ship's performance (the engineer can give you more power, the communications officer can decrypt enemy codes, and so on). Also guidelines as to what kind of stats/skills a character needs to qualify as a legendary officer in SFB. Second is to use the starship combat rules in GURPS Space, with a chapter on conversions and genre-specific rules (like Tholian webs). I'd expect the former approach in a d20 book, I don't know about the latter.
 

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If they publish a scenario that gets good reviews I doubt I'll be able to resist this. An alternate Trek w/out Berman & Braga's malign influence sounds like heaven to me. Plus miniskirts. They still have miniskirts, right?
 

S'mon said:
They still have miniskirts, right?

Absolutely. And communicators that remind younger gamers of "old-fashioned" cell phones, and Klingons that have neither much makeup nor the Bushido-style philosophy, and so on.
 

TerraDave said:
I am curious, as a fan of the original source, and having played that funny little spaceship battle game a few times (and yes, what we should be getting is an expanded and more militaristic version of the original Start Trek universe).
It's no more militaristic than FASA's version of the Official Star Trek RPG. :cool:


TerraDave said:
But I don't feel a whole lot of confidence looking at the exchange at the website. Doing a D20 game is not a trivial thing...
Sighs. I know. Even I am skeptical as well. We've yet to know who will design the d20 adaptation of PD. For now, my only expectation for this product? "What rules components (OGC) I can salvage for my own d20 game?"
 

SWBaxter said:
I'm reasonably certain that they're going to take the same approach as, say, d20 Aberrant and provide their own core and prestige classes, none of the D&D classes will be used. They'll probably refer to the PHB for the combat system, some skills and feats, stat generation, and the XP table, otherwise what you'll use will be in the Prime Directive rulebook. While it'll say the PHB is required (since that's a requirement of the d20 license), I'd be willing to bet it'll work fine with any d20ish core rulebook.
Of course, The Trinity Universe core rulebooks are not the first to do that. I believe T20: Traveller's Handbook is the first d20 product released before d20 Modern and it offers its own classes-by-archetype for its non-fantasy futuristic genre game.

Spyrcraft followed; also released before d20 Modern. Instead of using a rogue class, you'd use a fixer.
 

Ranger REG said:
You want to elaborate on your bad d20 experience?

Not by name. That kind of post seems to draw out legions of other users who instantly jump on their perceived need for a counter-offensive. Plus, I'd rather accentuate the positive and eliminate the negative. One gamer's trash is another gamer's treasure, after all. I've sold off most of the d20 books that I realized that I would never use, probably the equivalent of 2 copier paper boxes full. I;ve got more that could go, but I'm holding what I've got for now. Even the worst ones had some redeeming points--even if very small ones. PD20 could be another in that vein, or it could be one of the great d20 games. There's only one way to tell for sure, and I won't have that opportunity until about July it seems.

EDIT: As I ponder it, I realize all those unplayed games had a common feature--little or no modules. I just think it's critical for a game to have adventures to play. It's kind of like a grocery store's cost leader items. They drive sales of other, more profitable items.
 
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scourger said:
Not by name. That kind of post seems to draw out legions of other users who instantly jump on their perceived need for a counter-offensive.
Darn.

*comes out from a pouncing state* :]


scourger said:
EDIT: As I ponder it, I realize all those unplayed games had a common feature--little or no modules. I just think it's critical for a game to have adventures to play. It's kind of like a grocery store's cost leader items. They drive sales of other, more profitable items.
Hmm. I agree with you, that there is a lack of "ready-2-run" games for newbies as well as for veteran gamers. Adventure scenarios are a good way to boost interest in a fresh, new game. Of course, in this economy, it's better to sell individual adventures in a small pamphlet format, or take cues from Goodman Games and their Dungeon Crawl Classics series.
 

Adventures are the key to this game for me. I could run PD20 with the DragonStar Raw Recruits module that I've held on to despite the fact that the guys I play with don't want to play "D&D In Space" (notwithstanding that they turned Star Wars d20 into exactly that!). Raw Recruits has a great set-up, but it does feel a little hokey being on a starship with elves, dwarves, gnomes, halflings & half-dragons. Frankly, I'm a little starved for d20 material so far this year with the inability of my FLGS to get Slavelords of Cydonia as I ordered in mid-January and Mongoose's indefinite delay of The Horned God. Prime Directive d20 and Northern Crown feel very far away.
 

Ranger REG said:
It's no more militaristic than FASA's version of the Official Star Trek RPG. :cool:

Good! That would be a great feel to have...I don't really remember the rules, but that game had a certain style (and different subraces of Klingon to include both the 60's version and the ones introduced in the movies) ;)
 

TerraDave said:
Good! That would be a great feel to have...I don't really remember the rules, but that game had a certain style (and different subraces of Klingon to include both the 60's version and the ones introduced in the movies) ;)
Heh. It's the only official game line that have a Klingon race book (actually comes in two thin volumes). :]
 

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