As August 25th is my 35th Gaming Anniversary and Star Trek gaming is my favorite pastime within a pastime, I do hereby decree that August is Star Trek RPG Month here at Barking Alien. All hands to battlestations!
Get up man! Didn't you hear? It's battlestations!
Now before we get to our month of fun and phasers there are a couple of things I want to talk about first. Let's begin with system, atmosphere and the different approaches to gaming Star Trek.
Originally and certainly throughout most of my experiences with Star Trek RPG campaigns, there was a singular approach and while systems differed in mechanics, they shared the approach that your PC and his or her adventures took place in a fictional though functioning universe. This was not a simulation of TV Show. Within the confines of your game, the United Federation of Planets, Starfleet, Transporters and all the other Star Trek elements existed.
The versions of the Star Trek RPG created by FASA, Last Unicorn Games, Decipher and others support this kind of play. They tend to be a bit crunchier, paying more attention to the details many true Star Trek fans live for like phaser settings and their effects and specifics on starships.
In recent years however, especially in the time since there has been no official Star Trek RPG on the market, many games emulate Star Trek as the TV Show as opposed to an existing universe.
The excellent MicroliteD20 based Where No Man Has Gone Before is most definitely a Star Trek RPG but quite camp in many places. Its tongue planted firmly in its cheek, WNMHGB has a chart for TV Ratings Results that can saddle you with a monkey sidekick if the episode/adventure didn't go over so well with the Nielsens.
Now these are two very different approaches and can create very different feels to your game. For me, I've always played it more or less straight, our campaign assuming you are people who live in the universe depicted in the Star Trek shows and movies but clearly it is real to its inhabitants.
At the same time, I do have the Captain repeat the "Space, The Final Frontier..." speech after I intro the session's scenario and I do call each adventure an episode. I give bonuses to PC activities if other players hum the appropriate background music and other such things.
I suppose in someways I combine the two approaches I mention to some degree.
What do you do? Is your game occuring in some flesh and blood universe or does it take place on a set at the Paramount Studios? Do you feel the choice of system effects your thinking on the matter of the game's atmosphere?
More as we approach August...two days away at our present speed...
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Barking Alien
Originally and certainly throughout most of my experiences with Star Trek RPG campaigns, there was a singular approach and while systems differed in mechanics, they shared the approach that your PC and his or her adventures took place in a fictional though functioning universe. This was not a simulation of TV Show. Within the confines of your game, the United Federation of Planets, Starfleet, Transporters and all the other Star Trek elements existed.
The versions of the Star Trek RPG created by FASA, Last Unicorn Games, Decipher and others support this kind of play. They tend to be a bit crunchier, paying more attention to the details many true Star Trek fans live for like phaser settings and their effects and specifics on starships.
In recent years however, especially in the time since there has been no official Star Trek RPG on the market, many games emulate Star Trek as the TV Show as opposed to an existing universe.
The excellent MicroliteD20 based Where No Man Has Gone Before is most definitely a Star Trek RPG but quite camp in many places. Its tongue planted firmly in its cheek, WNMHGB has a chart for TV Ratings Results that can saddle you with a monkey sidekick if the episode/adventure didn't go over so well with the Nielsens.
Now these are two very different approaches and can create very different feels to your game. For me, I've always played it more or less straight, our campaign assuming you are people who live in the universe depicted in the Star Trek shows and movies but clearly it is real to its inhabitants.
At the same time, I do have the Captain repeat the "Space, The Final Frontier..." speech after I intro the session's scenario and I do call each adventure an episode. I give bonuses to PC activities if other players hum the appropriate background music and other such things.
I suppose in someways I combine the two approaches I mention to some degree.
What do you do? Is your game occuring in some flesh and blood universe or does it take place on a set at the Paramount Studios? Do you feel the choice of system effects your thinking on the matter of the game's atmosphere?
More as we approach August...two days away at our present speed...
AD
Barking Alien