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FASA's Star Trek RPG
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<blockquote data-quote="Mark Hope" data-source="post: 6080164" data-attributes="member: 27051"><p>I ran this back in the day - lots of fun.</p><p></p><p>You could progress a character as far into their career as you liked during chargen. So if you wanted to play the ship captain, you could roll up that character pretty succesfully. In fact, senior bridge crew came out super-competent in their fields of speciality - which matches the source material really well.</p><p></p><p>The combat system - based on spending action points, with differing actions costing differing points - was interesting, but a touch too slow in play. We used to handwave much of that, or default to a more D&D style combat round, iirc. Ship-to-ship combat is notably missing from the boxed set, although iirc the first edition had it. However, that just means that you get to buy this instead:</p><p>[ATTACH]56167[/ATTACH]</p><p>Which is awesome.</p><p></p><p>The GM book had some decent advice chapters, and there's that neat little system for generating and statting out your own systems. The rules are straightfoward enough that you could use the system as the basis for a non-Star Trek sf game if you wanted - it has pretty much all the options you need. Good game - there are still a couple of supplements I never bought that I sometimes think about. Be sure to run a session and let us know how it goes!</p></blockquote><p></p>
[QUOTE="Mark Hope, post: 6080164, member: 27051"] I ran this back in the day - lots of fun. You could progress a character as far into their career as you liked during chargen. So if you wanted to play the ship captain, you could roll up that character pretty succesfully. In fact, senior bridge crew came out super-competent in their fields of speciality - which matches the source material really well. The combat system - based on spending action points, with differing actions costing differing points - was interesting, but a touch too slow in play. We used to handwave much of that, or default to a more D&D style combat round, iirc. Ship-to-ship combat is notably missing from the boxed set, although iirc the first edition had it. However, that just means that you get to buy this instead: [ATTACH=CONFIG]56167._xfImport[/ATTACH] Which is awesome. The GM book had some decent advice chapters, and there's that neat little system for generating and statting out your own systems. The rules are straightfoward enough that you could use the system as the basis for a non-Star Trek sf game if you wanted - it has pretty much all the options you need. Good game - there are still a couple of supplements I never bought that I sometimes think about. Be sure to run a session and let us know how it goes! [/QUOTE]
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