I've tried all of the Trek RPG systems, couldn't get the right feel from any of them, and found that characters couldn't actually do some of the things they should be able to from screen canon in any of them. I think a big part of that is that an RPG has to have *some* game balance, whereas Trek has always had super-powerful equipment and relied on the characters not really thinking about all the ways they could use it.
I've found that the best way to do a Trek RPG session (or campaign) is to use something that is rules-lite like Feng Shui or Fudge and get the game system out of the way of the GM's storytelling and the players' choices. It also helps, I think, to set the game in nuTrek, because one thing nuTrek did for RPG balance was to actually put a demonstrated SKILL back into the use of transporters. (Before, they were nightmarishly powerful for RPG purposes if your players have ANY imagination.)
Mongoose also publishes a version of Traveller, (why do they insist on spelling that with two Ls??)...
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