Role-Playing on
the Final Frontier
There have been four role-playing games released for the Star Trek
universe. The first (which came out in 2 editions) was by the now
defunct FASA Corp. The FASA game used a "d%" system, where all
attributes and skills were expressed as percentages. FASA also released
several adventures for the game, most of which were excellently written.
The FASA version of the game was also supported by a starship design
and combat game called "Star Trek Starship Combat Simulator". All told,
the FASA effort was superb. Unfortunately, Paramount and Gene
Roddenberry thought the game was not politically correct enough. In any
case, Paramount pulled the license in 1985 and the game sadly went out
of print. Nevertheless, it was one of the best role-playing games I've
seen in a long time and it simulated the Trek universe pretty well.
There was an unofficial GURPS version of Star Trek and a more
official version based on ADB's Star Fleet Battles called GURPS: Prime
Directive. The Star Fleet Battles universe is based on the 1979
Starfleet Technical Manual by Franz Joseph Schnaubelt.
Franz Joseph Schnaubelt was a true Trekker and knowing that the
series wouldn't continue (at least not so soon), he carefully
supplemented the information on screen with his own creations, such as
the Articles of the Federation, flags and emblems of member worlds, a
design for an orbital Starfleet Headquarters and his famous starships.
This is where some sort of dispute is going on. Especially many older
fans still regard the Star Fleet Technical Manual as canon, considering
that Franz Joseph had Gene Roddenberry's support on it. Some time prior
to TNG, Scnaubelt and Roddenberry had a falling out, and it is said that Roddenberry
intentionally laid out technical specifications of TNG so as to devalue
Franz Joseph's work - this is probably part of the generally leftward
drift of Roddenberry's socio-political viewpoint that went on later in
his life. Personally, I find Franz Joseph's work to be of uniformly
high quality and while parts of the Technical Manual have been
contradicted by later Trek, a good deal of it has not. Some parts, like
the Articles of Federation, enjoy almost universal fan acceptance.
In 1996, Paramount awarded the Star Trek RPG license to Last Unicorn
Games. Last Unicorn (or LUG for short) turned out an excellent and
well-supported game with extremely high production values. The game
itself used a new engine called the "Icon System". While it represented
the Trek universe relatively well, I never could keep the task
resolution engine straight.
In 2000, Wizards of the Coast bought Last Unicorn but Paramount had
PC issues with D&D so it pulled the license again, re-awarding it to
Decipher. Decipher is better known for it's CCG's. It was
the producer of the Star Trek CCG (which is actually not bad... and as
someone who HATES CCGs, that's a rave). Decipher promptly hired the
entire LUG team (and then fired them again in late 2003). They used a
system that bore more than a passing resemblance to the Traveller
system. Which I guess isn't surprising since Mark Miller served as a
technical consultant to Decipher during the redevelopment of the game.
The Decipher game was pretty good but it is not nearly as well supported
as the LUG game was. Fortunately, the two are similar enough that
translating from one to the other is not difficult. Decipher declined to
renew their license for Star Trek RPG in 2007 citing poor sales, the
game went out of print in December 2007.
While quite a bit of the material on this site will be for the FASA version which
I ran the entire time I was in college and graduate school (1983-1989),
most of the new material will be for the Decipher system - which as an
old Traveller grognard - appeals to me on a visceral level.