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12

You can't prevent many of these. They're a major part of the genre. Taking them in turn... 1 Using the Transporter to Save the Day You need to clearly define your allowed limit on transporters. "Decanonize" certain episodes to prevent "repaterning" people. But, once those limits are set, further nerfing simply makes you a bad GM, and is not indicative of ...


5

In the canon Trekverse, all of those brilliant things have risks and consequences associated with them. You never see any of the main characters fail catastrophically, but they do take those risks. The "always successful" rule in the movies should not necessarily apply to your characters. They should risk terrible outcomes when they attempt such things. ...


3

GURPS Prime Directive Amarillo Design Bureau Setting: Star Fleet Universe Major statistics: Attributes, Skills, Advantages, Disadvantages Character Generation is point based; Attributes 10-normed, skills purchased to TN based upon governing attribute. Advantages and disadvantages in same pool. Tasks: 3d6 for (skill + modifiers) or less. Combat: ...


2

Star Trek RPG FASA. Out of print; license revoked for cause in 1989. Editions: 1st Edition - monolithic rulebook including starship combat and personal combat mechanics as boardgames, in addition to roleplay. Ship combat presumes players doing particular position based roles, and using a Constitution Class; antagonists and smaller ships as GM-only ...


2

I asked on the Star Fleet Universe Discussion Boards, and received the following answers: Answer 1: The two rules sets are somewhat different and while a good GM can make either one work with the other (after a fashion) d20v3.5 and d20M are effectively different game systems. Answer 2: The two rule books (like all the Prime Driective ...


2

Starships and Spacemen Fantasy Games Unlimited, later Goblinoid Games. In print, softcover and PDF. Major Statistics: Attributes, Class, level Setting: "Galactic Confederacy" Star Fleet Service. Character generation: Random attribute rolls (3d6+ racial mods), pick class. Level and rank tied together; your level is your rank. Class determines what gets ...


1

Star Trek: Adventures in the Final Frontier Heritage Games Setting: TOS/TAS only. Major Statistics: 6 attributes, class. Combat focused rule set, intended primarily for miniatures play. Very limited mechanics, no skill system. Published in 1978.


1

Assorted Home Brew There are a variety of games being released under Paramount's current (last 3 years) web policy. Paramount and Viacom are apparently not currently seeking licensees for roleplaying games, and the games licensees are not companies which have Roleplaying Games. There are Star Trek adaptations for several systems (Settings): Microlite 20 ...


1

Prime Directive PD20M Amarillo Design Bureau; in print. Setting: Star Fleet Universe Key Statistics: Attributes, Skills, Feats, Class, Level Game System: d20 Modern SRD derived. All supplements contain the same non-rules text as their GURPS Prime Directive equivalents, but the rules mechanics are all adapted to PD20. System is pretty tight to the SRD ...


1

Prime Directive 1E Task Force Games, later Amarillo Design Bureau Setting: Star Fleet Universe Major statistics: Attributes and Skills, some racial abilities. Attributes range, typically, 1-8, with potential for higher. Skills range 1-10, typically in the 3-5 range. Character Generation is Academy Template plus Branch School Template, plus randomly ...


1

Icon System Decipher. License not renewed circa 2006 Note: many elements appear to be adapted from LUG's Icon system implementation. Settings: TOS, TNG, DS9, Voyager, Enterprise Separate Player's Guide and Narrator's Guide, several supplments; hardcover or PDF. All books are multi-setting. No adventures released. Major Statistics: Class, Attributes, ...


1

Icon System Producer: Last Unicorn Games Official Settings: TOS, TNG, DS9, Voyager Major statistics: Attributes, Edges, Skills, Specialties, Advantages. Attributes are rated 1-5 Edges are rated as a 0-normed modifier, typicall in the range -2 to +2 Skills range from (typically) 1-5. Specialties are labels; you function at +2 skill level within, -1 ...



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