It's coming along, in fits and starts
Things keep changing before they are done :T The latest attempt is folding in the ability for missions to "chain", so by completing one it shuffles new missions and encounters into their respective decks that have consequences later. Thing is, it's a lot of grunt work, and I can get easily distracted when I run into snags. While I try to think of a way around that I'm re-writing the master rules.
I'm in a bit of a conundrum of what to do with this, ultimately. The problems I had a few years ago are still there on the legal side because it's licensed. There are
free to play Star Trek Tabletop games out there, and the example I mentioned even was approached for publication but the company that tried ghosted on him.
On one hand, I could package this up and pitch this to a company- I'm thinking modiphius entertainment, since I have a connection there. Sometime soon I want to put together a sales sheet for this and pitch it.
On the other, and if Modiphius is not interested, I may just up and release it. The reason why is because this game is set explicitly in the 23rd century and contains a healthy dose of characters (and some references) to the obscure 80s canon which may or may not complicate matters for a release. And while I have designs for the TNG era, it's not my first choice, and if the "marketable" decision is to push the ship selection into more popular craft (or, -
Shudder- cross-era play), I'm not interested.
But if I don't try the official avenue of trying to publish it will I get landed with a C&D when I release it for free? Ughf!
This effort is as much a love letter to the abandoned 23rd century TMP era as it is my own escapist desires to have that ship-crew-mission experience no other game delivers. I want to share that with others, as much as to let all of you play it as well as it to serve as my flagship portfolio piece.