Playing around on the Internet Archive recently, I came upon some old issues of Different Worlds magazine. This was a magazine I was unaware of in my youth, and I’ve enjoyed looking at another take on the RPG world in its infancy. One article in particular, “Kirk on Karit 2” by Emmet F. Milestone in issue No. 4 (1979) brought to my attention the first licensed Star Trek RPG, Star Trek – Adventure Gaming in the Final Frontier. I did a little hunting, and found a copy for sale, and I’m glad I did.
Written by Michael Scott in 1978 for Heritage Models to support their range of Star Trek miniatures, Star Trek (which is what I’ll call it from now on in this review to save time and space) is a dandy little game – very old school, very rules lite. In fact, some folks seem to think it a little too rules lite, but not me. I love discovering these little games from the hobby’s origins, because they remind you just how much you can do with a very light rules set.
Here are a few highlights –
The game is very focused on its mission, which is to simulate Star Trek landing parties – I think it does this pretty well. In fact, you could spin this thing into doing Star Trek dungeon crawls with very little trouble.
Being written in 1978, it is all original Trek, including the animated series, which I really dig. This means you get stats for creatures like the K’zin and Skorr.
The rules are really simple – in the basic and advanced versions – and meld pretty well with old school D&D. The six ability scores are Strength, Dexterity, Constitution, Charisma, Luck and Mentality. Not too difficult to track those to D&D. Ability scores range from 3 to 18 (3d6). Characters get a modifier that is positive for every point a score is above 12 and a negative for every point a score is below 9. They also have a hand-to-hand combat value and equipment. In th basic game, you play one of the characters from actual Star Trek – Kirk, Spock, McCoy, etc. In the advanced game you can roll up a character yourself.
Combat is simple – roll 1d6 to attack, adding strength, dexterity and hand-to-hand bonus to determine total potential damage while the defender subtracts 1d6 plus luck and hand-to-hand modifiers. The resulting damage, if there is any left, is deducted from the defender’s constitution score. If damage equals more than half of the character’s remaining constitution, they are knocked out. Ranged combat is a little different, but just as simple – you have to roll below a number based on your dexterity score, with modifiers for a few common situations. Damage is based on the ranged weapon used.
The advanced game has more hand-to-hand weapons, which involve rolling more d6’s for the attack, and armor to reduce damage suffered.
Skill checks are a roll of 3d6 which must be less than or equal to whatever ability score makes the most sense. If Spock is trying to use his tri-corder to pick up signs of life, he makes a roll against his Mentality. Easy … but I would personally change it to a d20 roll rather than 3d6.
Psionic powers work basically the same way – roll under Mentality.
There is no experience point or leveling system in the game, but the author mentions that as characters succeed in adventures their hand-to-hand rating can improve or they can get bonuses to certain tasks. I like the idea of advancement being kind of arbitrary, though you would need a good Mission Master to keep things from getting out of hand.
The game has stats for all sorts of Star Trek monsters – again, a Trek dungeon would probably be lots of fun. Given that Kirk and Spock had to deal with ancient Rome, the Roaring ’20s and the Old West, a dungeon crawl would not be too outrageous … and nicknaming the hirelings “red shirts” would be entirely appropriate.
Spock: “I use my tricorder to scan for life forms on the other side of the door.”
MM: Rolling … “You detect no life forms.”
Kirk: “I bust open the door and somersault into the room.”
MM: The room contains four Klingon warriors – roll for initiative!
I really grok how simple this game is – you can pick it up and get going within minutes if you have players who understand the basics of role playing games and Star Trek. I especially love that it instantly lit a fire in me to play it and play with it – why not work up quick stats for Doctor Who characters and creatures, or Star Wars or Next Generation or whatever – it would be so easy!
If you get a chance, check it out. Expect simplicity, “rulings not rules” and lots of thinking on your feet, but also a game that you can get up and running quickly.
Also – check out that article I mentioned above – Emmet F. Milestone came up with a dandy little scheme for characters falling in love with one another – a must if Kirk is in your boarding party, though as Emmet often remarks, “Kirk has no luck in love, so his Luck modifier is never added in a Romance Roll”. I instantly want to use this in my next D&D dungeon crawl.