Star Trek by LUG


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I have the rules, and I'm getting an itch to try it out with my group -- though there is considerable skepticism (despite the fact that we are a group of rabid Trekkies).

Any opinions?


I guess the main problem I have encounter in the past trying to play Star Trek (beside the fact that my players were not Trekkies) is that Star Trek episodes are not RPG sessions and that most of the time a lot of players don't have a role to play in a lot of part of the adventures...
Playing a Transporter Ops could be cool but they serve a very limited role in most situation... the same with the medical or science officier... they could play a major role in the story but will probably need to past half the game session doing research in the labs trying to find a cure or analyzing cosmic particules that will save the planets population...

So basically, if your are not the Captain, the First Officer, Engineerer, security officer of Consular, you will find part of the game session pretty boring...

In my opinion, Decipher games rules are better than those of LUG (and closer to the d20 system game mechanic) but the Icon system is pretty solid too. And LUG publish a lot of really good adventures (Planetary Adventures) and Dave Biggins have written a few free excellent adventures there:
Memory Icon Site.

Good luck! :-)


It is possible to do you just need to make sure that you give each member of the crew something to do.

Or another option is to let all you players role up more than one character on the ship that way if their areas of expertise don't overlap with a character then they may with another, keeping them involved in the game.


hmm; how does the game work; is this an rpg?


I have several of the LUG books but have never gotten he chance to play.
Which era are you thinking of playing? I have the TNG and TOS main books. if you get "the Price of Freedom" book for it they have the Merchant Marines info in that. I thought that would be an interesting way to run a ST group.

Scarab Sages

Tatterdemalion wrote:

I have the rules, and I'm getting an itch to try it out with my group -- though there is considerable skepticism (despite the fact that we are a group of rabid Trekkies).

Any opinions?

I ran a very successful Dominion War campaign in this system about 5 years ago. I will condense out my advice to the following:

1- Don't even try to set it on a big ship. Think destroyer or large scout & you'll have no problem with people not being involved. In a small crew, many folks wear multiple hats, and everyone is expected to be a generalist as well.

2- Use your Sci Fi experience to carve out a "new frontier" for your players to explore. I integrated the races from C.J. Cherryh's Chanur series. The players ship (40 man crew, I forget the name but it is just a saucer section from the nebula class. sort of a poor man's Defiant) was sent to this sector to gain alien allies for the war and harrass dominon shipping. That brings me to point 3:

3- Open ended orders are a key. 5 year surveys. Long term security duties. Patrolling the neutral zone. You get the picture. if the characters interact with command too often, they'll end up relying on them too often. A sense of isolation can lead to a satisfying self reliance in the Pc crew.

4- IF you agree with the 1st 3, then this one is the kicker. Make your NPCs important, lovable, and real. With a small crew on a long mission, when you get an adventure idea that won't work for your party as written, hand them the NPC crew sheets. They know these guys intimately and will appreciate the chance to spread their wings a little.

Anyway, that's what I've got for you. Good luck!


Underling how well did the mechanics work?

Scarab Sages

swirler wrote:
Underling how well did the mechanics work?

If my somewhat rusty memory of the system is accurate, it ran alot like world of darkness. you have target numbers, dice pools, etc...

I remember the mechanics being streamlined & never really getting in the way of my story. My overall impression was positive enough that I refused to switch to Decipher. Also, I had no need of a new edition (uh oh, that sounds familiar...)

Overall, with the material that is available for free (6+ unpublished sourcebooks) plus several books you can get cheaply 2nd hand, it can be a great way to play a little Trek.

If you have specific questions, I'll be happy to pull out my campaign binder & peruse my notes/adventure logs.

The 'Ling

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