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Klingon military...

Only the novels have suggested a prolonged Hur'q occupation that allowed the Klingon slaves to learn the secrets of their masters' fantastic space technologies (an idea that precedes the Hur'q in Trek novels - Barbara Hambly called her version the Karsids).

Wouldn't it be cool to learn that the Klingons call them the Hur'q (which they do), while they call themselves the Karsids. Much the same way as one author had the Romulans call themselves the Rihanssu (sp?).
 
It seems shame that we have wondered substantially off topic. As a fellow ST RPG Gamesmaster, I would love to hear and discuss more about the OP's planned Klingon campaign.
We get sooooo few ST RPG threads here so shame to wander off one of the very few.
People have been responding to the question. If it's a dedicated RPG thread you're looking for, we have a Trek Gaming forum.
 
I have no idea what to do. I want to make a Klingon centric campaign but its intomidating trying to design adventure modules. Much easier it seems to have players portray Star Fleet characters.

One idea I had was to change up the looks for the Klingons a bit in TOS prime timeline. JJ Abrams new design for them was kinda cool and intimidating. Also dont want these over the top portrayals you see later on like in TNG and DS9...fun but a bit much.

If anyone can give me advice on hiw to put a Klingon campaign together I would welcome it. Was hoping Modiphius would put out something but they seem to just care about the later incarnations of the show.

Thank you


It seems shame that we have wondered substantially off topic. As a fellow ST RPG Gamesmaster, I would love to hear and discuss more about the OP's planned Klingon campaign.
We get sooooo few ST RPG threads here so shame to wander off one of the very few.
 
Klingon (or any alien) centered campaigns will always be harder to write than SF ones because SF is a humanocentric organisation and so easy for us Humans to understand. So my advice is first decide which incarnation of Klingons you want to play.
TOS - sneaky, expantionistic, very pragmatic, externally agressive, driven, high structured society
 
Site just lost most of my post, so continuing...
TOS Movies - moving along a line towards TNG version.
TNG - Swashbuckling, obsessed with personal power and honor, monocultural, externally and (mostly) internally aggressive, chaotic. And in the last seasons they develop a mystic messiah.
I haven't regularly watched new ST series or movies since TNG, so maybe another can comment. All I can say is that DS9 Klingons seemed similar to TNG, but with aggression directed more externally.
So, once you have chosen your general Klingon type then dont try to write a game supplement all by yourself (unless you particularly want to!). I see you have already posted about the GURPS Klingon supplement, which I never read so can't comment. The only other (and one that I know VERY well) is the FASA one. I have to go into work soon, but will post more about that, and the excellent Klingon centered novel "The Final Reflection" by John Ford, who also co-authored FASA's supplement, tonight.
 
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Well if it is going to be about gaming, then off to Trek Gaming it goes. Remember, it only takes one post to make a difference.
 
So as you have probably guessed by now, I totally recommend "The Final Reflection" and the FASA Klingon supplement. Since John M Ford wrote TFR and co wrote FASA K, the two compliment each other perfectly. And since FASA K is 90% fluff you can use it with any STRPG rules set. My only caveat is that this version of Klingons was totally bypassed when TNG designed their Klingons and so it is totally non-canon. I mean it couldn't diverge anymore from canon without no longer being ST. Some fan sites openly vilify it for gods sake! So if you worry about that stifling stuff then this is not for you.
Having said that it is impossible to find any place where this vision of Klingons veers in any meaningful way from TOS Klingons in portrayal, tone, society or values. My opinion is that TOS Klingons are as they appear, interpreted by limited Human understanding, whillst JMF's are the whole truth through their own eyes.
So what's so good about JMF K for RPGs? Loads of atmosphere and plot ideas and what makes Klingons tick pychologically, sociologically and physiologically. A fully realised society with history, proverbs, a game (and my, what a GAME!!), power structures, worthy enemies, beliefs and philosophy. Anyway more examples and details later.
 
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So, what is the FASA/Ford setting?
Well. . .. . .
Physiology that makes them grow fast, live fast and so age and die fast. So a corresponding need to achieve while they can. And a psychological need TO achieve, enshrined in their society. Constant growth is all, standing still is stagnation and death. So society is constructed to equip the achievers to achieve more (or die trying!). And this is all wrapped up in a "societal game" of achievement, which is reflected in a 3D chess like board (although it often transends that!) game. Almost everyone belongs to a House which is both support network and dues taker. And the more powerful the House the more powerful and influential its members. Subtle power struggles (and occasional secret wars) between them maintain their influence and position in society. Then there is Imperial Security that watches everyone (unless they are too powerful) and tries to maintain the PTB position. And then Imperial Intelligence which works to maintain the Emperors power and position - but not necessarily the current Emperor!!
And in all this you have the Fleet and Marines exploring strange new worlds, conquering and subjugating the inhabitants and getting every last resource they can from it, for the Empire, and the commanding offices both taking a cut for themselves and to pay back some dues to their House.
All in all an exciting setting for STRPGing, and nothing like SF!!
 
So how does does this translate to running a Klingon RPG campaign?
Well.......
A whole campaign can be set around the manipulations, lies and power struggles between the Houses, between IS & II to be "kingmakers", and between the few truly strategic thinkers (Klingons excel at tactics but struggle with long term thinking) and their differing plots. Certainly the four or five published FASA Kingon scenarios are mostly of this theme.
But it doesn't need to stop there, Kingons explore just like SF does, but exploitation is their motive not just exploration in its own right. One way of getting scenario ideas is rewriting televised ST episodes and adding a Klingon twist. I started a thread in the TOS & TAS forum here, not too long ago entitled "Space-another frontier to conquer" with exactly this thought.
Or, even better, mix the two.
I wrote and ran a FASA Klingon campaign back in the 80's, which did just this, it had the exploration, mysteries encountering etc and also a healthy dose of Klingon politics and intrigue.
Two mysterious and aggresive alien races (one of which I designed to seriously challenge Klingon philosophy and beliefs).
A shadow war between II and IS - who were sponsoring a great House to usurp the throne.
And all the mysteries of space that makes it ST.
 
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For what it's worth, the incarnation of the Klingon Empire in the Star Fleet Universe (as portrayed in Prime Directive Klingons) does indeed make extensive use of subject species, albeit ones which have been created for use in the SFU.

The SFU Klingons were themselves a subject (or client) species of a precursor realm, ruled by beings known in modern times as the "Old Kings". Unlike the Hur'q over in Franchise Trek, the Old Kings did not attack or occupy the Klingon home word directly, but rather negotiated an agreement in which the Klingons (who at the time of First Contact were still in their pre-spaceflight era) would receive a degree of Old King tutelage in exchange for service in the Old King military. A handful of other species also served the Old Kings in this manner, and would in turn be incorporated into the Klingon Empire.

Once the Old Kings abandoned the Alpha Octant and the Klingons reached the point of building a star-faring empire of their own (initially by reaching and re-activating derelict Old King hulls left in their home system), the view they would take of their own soon-to-be subject planets was shaped by this Old King experience. While not quite considered as "politically reliable" as ethnic Klingons, the Empire would allow most of their subject planets to more or less run their own affairs (albeit with a watchful eye from the Klingon secret police to ensure loyalty), would use colonists from said planets to help populate various new colony worlds, and would recruit subject species Marines, technicians, and other enlisted crewmembers for use on Klingon starships. However, the prospects of career advancement for anyone from the subject species would be quite low.

For example, the position of "most trusted subjects" within the Empire proper - not counting the Vudar Enclave, which is in a distinct category of its own - is held by the Dunkars, orange-skinned humanoids native to a world close to the border with the felinoid Lyran Star Empire (or hex 1112 on this map). The Dunkar home planet is classed as a major industrial world, and in fact has a slightly higher standard of living than the Klingon capital itself; indeed, the King of Dunkaria is simultaneously Count of the surrounding Klingon province. However, while Dunkars are frequently recruited as colonists and for service in the armed forces, it is quite rare for individual Dunkars to rise up the officer ranks.

While this is by no means on the same level as the degrees of Federation membership provided for in the Star Fleet Universe (and outlined in Prime Directive Federation), it is a step above the treatment meted out to subject species in certain neighbouring empires - such as in Lyran space, where their counterparts are essentially confined to their respective home planets and placed under harsher conditions.
 
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