SteveCole said:
[...] The background of the SFU is frankly more consistent and logical than the TV show, which was... a TV show. [...]
I might comment that you can go download some really cheap sample adventures using GURPS and PD20M rules from e23. Look for the code word "aldo" and you'll find two of them (and a third within a two weeks). The third one (Starship Aldo) may be very much "Travelleresque" in its set up (a bunch of ex-military types in a post-war galaxy driving around in a war surplus ship looking for enough salvage to keep the ship going until a really big score let's them all retire).
SFU is very big (probably as much total material as trek itself), and you can find a lot of things in it.
SFU is often said to be "very military" which isn't really true. We have certainly published a LOT wargames and the military parts of SFU are widely covered in those games, but the military is no greater percentage of SFU than it is of the world we live in. The RPGs cover the military but spend more pages on civilian stuff, culture, history, legal systems, political systems, medical systems, and so forth.
If you want to be a military officer, you certainly can be one in our published RPGs and in this one. If you want to do Bridge Crew Adventures (which I personally find silly and unrealistic) the rulebooks show you how to do it. If you want to be a prime team you can be, but you obviously don't have to be.
The two primary modes I've seen people play are bridge crew and primary action team. Without being in Star Fleet, the Kl DSF, or the Rom ISF, or their marine equivalents, it just utterly lacks the Trek Feel.
Starship Aldo reads like a D&D module, not a Trek one. It isn't even very travelleresque... Traveller's classic tropes are Mercs on the ground, merchants on the spacelanes, and enigmas to be solved; Aldo is in the much derided smash-n-grab motif. (The Prime Team mission in the mid-90's Tournament pack is a FAR better Trek adventure - it highlights both trek tech and the Prime Team mode much better.)
Re Playing a bridge crew:
A ship's bridge crew on duty doesn't, in normal ops, interact with the drive crew, the deck department, or the gun crews. Let alone the mess crew, the laundry crew, the medical crew, nor the electronics crew. They interact with each other, and with controls. The Drive Crew don't OPERATE the drive systems; they maintain them and monitor them, and when damaged, fix them. The Gun Crew doesn't fire the gun, but loads, maintains, and repairs it. The Deck Crew sweeps, mops, paints, and totes... but have no bridge-directed duties. The Deck Officer directs them based upon priorities set in regulation, and by the skipper. The Medical Department does what it does autonomously, even in combat, unless someone on the bridge is hurt.
The only guy whose gunnery skill matters in gunnery is the guy inputting the fire solution parameters; the other guys maintain it, maybe feed the ammo on cue (so their ammo handling skill might matter for ROF), and keep it in shape.
The only helmsmen who matter are the one or two on the conn stations at a given point... the others are off shift. Same with the Navigator.
The only comm tech who matters is the one feeding info to the command crew; the others report stuff to them (and are actually surprisingly few, anyway - often only 1 comm tech per shift).
The sensor techs, when not on the bridge, report interesting stuff which gets relayed to the command crew, but again, only the guys ON the sensors matter, and if the sensor tech on the bridge is the best on shift, he's going to take over that sensor remotely anyway if he can...
As for the other hundreds? They perform maintenance. They try to repair stuff. They can easily and successfully be abstracted much as they are in SFB: damage control ratings and minimums for extended operation.
And those hundreds also mean not having to use the same NPC's every week, and having a few you can lose dirtside.
Task Force got it mostly right in the style of play: Military Crews on military missions; their miscalculation was no bridge crews. Just go back through the SFUBBS archives and see what people asked for in PD1: ship crews, and more races.
After all, we don't see:
Star Trek: Rules of Acquisition on anyone's radar... Tho' I'm certain that Arman Shimmerman could carry such a show, it would lack the trek feel badly, even if it had all the Trek tech.
And FASA's rules for merchants were quite playable, yet, I've never actually met anyone who used them, in 20 years since they came out... I've encountered 4 groups playing KDSF bridge crews of D6's and D7's, and one playing a Fed KFD7 (yes, I had a group of feds capture a D7 rear hull in a pre-PD Trek campaign set in the SFU).
Deck Plans: My copy of FASA Trek shipped with full plans for both the Kl. D7 and Fed CA, in 7.5mm scale. 9 sheets 11x17 for the Enterprise, 6 for the D7, each double sided, and a 32 page book for the plans' text. Later, rereleased in double size for use with 15mm minis...
But to run a bridge crew game, I don't need them. I need a bridge plan, officer's quarters, Sickbay, Shuttle and Shuttlebay, and main engineering spaces, a chunk of crew quarters hallway, and a guide to what's on each deck. (Funny, that... all those happen to be in the SFTM, no?) I can use full plans; they ARE useful, but are not essential.
The G1 is useless to me for several reasons:
1 - it's Klingon... my players are likely to want to be feds and feds only
2 - it's short ranged... even if playing Klinks, it's not an autonomous ship
3 - it's a pure combat vessel. Again, even if playing klinks, it's not the kind of ship suited to non-combat missions
4 - RPGing isn't just Tactical Character Scale Minis any more.*
* well, outside of D&D.