Remembering FASA's Star Trek RPG
by , 10-24-2011 at 12:49 AM (12565 Views)
I played D&D Sunday night, and something came up that I thought I'd share with everyone. I was fondly remembering FASA's Star Trek game from my high school years. I left D&D in 1981 (not returning until 2005), but for a brief time in high school (1982 or 1983), I bought up materials from the FASA Star Trek game and played it a couple of times. I really miss that game and would like to do a 1-shot or 2-shot game. In 2007, I played the Demand of Honor adventure, which involved the Gorn, but online play was very "unsocial" and lacked the feel of true RPGing.
Can I Cook or What?
I've been very lucky to have founded a group that's open to trying other systems. We're currently in the midst of a Savage Worlds: Weird Wars campaign because we tried out that system one night (in the Deadlands setting). We've also played some Dragon Age RPG but have done nothing more than create some characters and run through a single sample encounter. Tonight, Hal Mangold of Green Ronin Publishing gave me two sourcebooks for DC Adventures, the Hero's Handbook and Heroes and Villains Vol. I, and although I've never been a comic book fan, I played a demo at GenCon run by its creator, Steve Kenson, and so it remains a candidate for our next experiment.
Still, FASA's Star Trek would be my first choice for doing something different. As the one who'd be pushing the system, I probably wouldn't get to be a player, but I love GMing as much as I do playing, so I can live with that.
What's the Big Deal?
Of all the systems I've played (admittedly, not many), none immersed me as much into the setting as the bridge combat system. The hand-to-hand combat system was good, but when dealing with inter-ship battles, I felt like I was on the bridge of a starship. It was so good that they sold the system as a separate product. It could stand on its own.
Visualize the bridge of an Original Series starship. You have the science officer at one workstation, the helmsman at another, the communications officer at yet another, and so on for navigation, engineering, weapons control (for the Original Series movies), and of course the captain's chair. Other than the captain, this is what the gaming table looks like. Everyone has their spot around a common center. The only difference is that, in a game, everyone always looks towards the center rather than occasionally.
Each of these work stations would necessarily have a different control panel on it. The science officer had a goofy sensor viewing thingy, the helm had it's own in the Original Series, navigation had a star chart, weapons control had targeting systems and what amounted to "triggers" for the weapons, and so on. For the game, each of the players had their own control panel on paper tailor-made for their handling their responsibilities and tracking the resources for which they were responsible, roughly simulating a bridge workstation. The captain would make decisions on how to proceed, then ask the relevant character to carry out the order. This would usually necessitate a skill roll on the d100 system, and not surprisingly the character was built to contribute in ways appropriate for his position on a star ship.
In other words, there was a chain of command, but it was still a cooperative game, just like 4e. Although it's certainly possible to play a 4e game without a leader, it helps if you have a healer. The same was true of Star Trek. Yeah, the captain's in charge but can't do it all. The time for the captain's hands to get dirty was when it was time to make contact with others, and captains certainly were built to be good at that.
The game also addressed technology thoroughly, from starship weaponry, to sidearms, to medical and science equipment. All of the major races were addressed, including the Caitian from the animated series. In fact, at DDXP last year, I got to play one. My Gamma World GM created pre-gens for his game, and one of them was a Catian lieutenant from the Star Trek universe who had been stranded here by the Big Mistake. (At the time, he was playing in a FASA Star Trek home game.)
The game even had an ingenious explanation for why Original Series Klingons looked so different from the movie Klingons: The ones from the Original Series were "human fusion" Klingons, genetically combined with humans to make a Klingon better suited to deal with humans. The game took this to the next logical step, introducing Romulan-fusion Klingons as well. The Imperial Klingons (from the movies) existed, but they weren't the first choice for dealing with humans, so you never saw them on the TV screen. Taking this level of detail even one step further, the game provided a ton of words from the Romulan language. This attention to detail is exactly the sort of thing a fan of the Original Series, like me, would love.
Finally, because everything was handled via the skill system, it wasn't a burden to have a long list of skills for each character. This allowed each player to customize their character. Kirk liked to ride horses, Picard had a strong background in archaeology, and Riker played the trombone. Your character had plenty of skill points to spend. If you were an optimizer, you could certainly max out your engineering, but you didn't have to do so. In fact, the game was basically built assuming some characters would be optimizers and others actors (i.e., role-players). Any character could be played by any player type, but because there was always a need for both role-playing and roll-playing, both player types could find a home somewhere on the bridge. Making sure everyone at the table is happy is a goal I've set for myself with organized play, but FASA Star Trek makes it easier.
Oh, and FASA Star Trek called them opportunity actions long before D&D had them. :-)
What If This Isn't for Me?
Obviously, feeling immersed in the setting isn't important if the setting doesn't matter to you. I'll ask my group if they're interested, but I won't beg them to do it. "Play what you like," implies, "Don't play what you don't like." This might prevent me from every playing the game again, as I might have to find a table of players willing to do so and the time to play outside my group, but there's always hope.
So Much to Do, So Little Time
Of course, there just isn't enough time to do all the things I want to do. I'm currently having trouble focusing on a few projects for the Gamers' Syndicate, and I'm essentially in a job hunt. Once successful in my job hunt, my time might become even more precious. We can't have everything we want, and I can accept that, but there's so much out there to do, I don't see how I could ever get bored.
Either way, consider (re)visiting this game if you enjoyed watching Star Trek. You shouldn't be disappointed.