Yes, I've listed the Captain role twice - it was pretty pivotal to have a good player playing a skilled/lucky captain. Other stations like the Captain and Science are situationally useful if the character has the appropriate abilities. The one I'm remembering is from 1st edtion not the boxed set.Ĭertan stations like the Captain and Engineering are generally much more useful if the player has appropriate skills.
Be sure to run a session and let us know how it goes! Good game - there are still a couple of supplements I never bought that I sometimes think about. The rules are straightfoward enough that you could use the system as the basis for a non-Star Trek sf game if you wanted - it has pretty much all the options you need. The GM book had some decent advice chapters, and there's that neat little system for generating and statting out your own systems. However, that just means that you get to buy this instead: Ship-to-ship combat is notably missing from the boxed set, although iirc the first edition had it. We used to handwave much of that, or default to a more D&D style combat round, iirc. The combat system - based on spending action points, with differing actions costing differing points - was interesting, but a touch too slow in play. In fact, senior bridge crew came out super-competent in their fields of speciality - which matches the source material really well. So if you wanted to play the ship captain, you could roll up that character pretty succesfully. You could progress a character as far into their career as you liked during chargen. I ran this back in the day - lots of fun.