Captain Anorak's Guide to Gaming
Star Trek

I've played several games of the Star Trek game from Last Unicorn (only one of the many Star Trek RPGs that have existed over the years) and I really enjoyed them when I got into them.

To start with I had really big reservations about the game, because I like a game with a background that makes coherent sense, and ST can never do that and be true to the TV shows. The shows are simply too contradictory to allow any writer to build a consistent world. Also, there are certain things that people could obviously do in ST but don't (like using replicators to build a Dyson sphere of replicators, then using those to build a fleet of robot warships to take over the galaxy).

To overcome this, the players and GM have to develop an understanding about how the game is going to be played. If players are always asking 'Why can't I do this?' then the game is going to die. Players have to suspend disbelief and just go with it.

I found that an enjoyable approach was this: whenever confronted with a problem, try to come up with a Star Trek way of solving it. So I might suggest to the GM that we modify the main deflector dish to emit some unusual kind of pulse, or think of a new kind of particle that could be useful in this situation. If you do this, then the games become authentic Star Trek in flavour.

Star Trek RPGs won't be to everyone's tatse. I think they can only ever appeal to ST fans. You have to know the world tolerably well, and you have to be able to get into the roles of different races. If you aren't interested in ST, then I reckon you'll find any kind of ST RPG miserable.

But I like it.