Looking forward to the Prime Directive next year. But I can't wait! I have a great desire to run a solo trading game now that my current gaming group has broken up. And the familiarity of the Trek universe makes the solo gaming easier and in some ways more enjoyable.
I want to engage in the classic Traveller cargo transport or trade activities, etc, with encounter tables and what not, NPC reaction tables to recreate crew interactions. I have the following resources I'm planning to link together to help, can you think of any more?
1) Most of Deceipher Trek in PDF form for all the setting details.
2) Traveller for all the rules.
3) Thousand Suns for creating a Star Trek Sector (20ly cube with 6-10 earth-type worlds; 10x that number of stars)
4) Mythic GM for helping with events
5) Fan sites full of wonderful deckplans for many ships and many eras!
6) My own USS High Guard: http://zozer.weebly.com/uploads/3/4/3/3/3433372/uss_high_guard.pdf, for creating Starfleet personnel. If I go with the TOS I would use Dreaming Badger's wonderful Mongoose supplement called: Roleplaying in the UFP for MGT (https://skydrive.live.com/?cid=20273372de129cbd&sc=documents&id=20273372DE129CBD!856#)
I initially considered speculative trade. Although with warp 9.99999 communications any trade deals might be done prior to departure, or en route, rather than on arrival. Though for ease of play, the standard, sell for what you can get it upon arrival, might be more viable. Of course Starfleet don't engage in speculative trade ... but they do run cargo and transport ships, including the Miranda (version of the Reliant) and the Nebula. I'm not too bothered about space combat at all. I like to focus on NPC interactions amongst the crew.
Which era though? Love the TOS uniforms, but hate the 'sets'; love the Movie uniforms and sets, but TNG is by far most familiar to me, even though I hate all the fitted carpets and potted plants approach! Must decide today....
I want to engage in the classic Traveller cargo transport or trade activities, etc, with encounter tables and what not, NPC reaction tables to recreate crew interactions. I have the following resources I'm planning to link together to help, can you think of any more?
1) Most of Deceipher Trek in PDF form for all the setting details.
2) Traveller for all the rules.
3) Thousand Suns for creating a Star Trek Sector (20ly cube with 6-10 earth-type worlds; 10x that number of stars)
4) Mythic GM for helping with events
5) Fan sites full of wonderful deckplans for many ships and many eras!
6) My own USS High Guard: http://zozer.weebly.com/uploads/3/4/3/3/3433372/uss_high_guard.pdf, for creating Starfleet personnel. If I go with the TOS I would use Dreaming Badger's wonderful Mongoose supplement called: Roleplaying in the UFP for MGT (https://skydrive.live.com/?cid=20273372de129cbd&sc=documents&id=20273372DE129CBD!856#)
I initially considered speculative trade. Although with warp 9.99999 communications any trade deals might be done prior to departure, or en route, rather than on arrival. Though for ease of play, the standard, sell for what you can get it upon arrival, might be more viable. Of course Starfleet don't engage in speculative trade ... but they do run cargo and transport ships, including the Miranda (version of the Reliant) and the Nebula. I'm not too bothered about space combat at all. I like to focus on NPC interactions amongst the crew.
Which era though? Love the TOS uniforms, but hate the 'sets'; love the Movie uniforms and sets, but TNG is by far most familiar to me, even though I hate all the fitted carpets and potted plants approach! Must decide today....