And neither is mine sometimes.

There. I said it.

I have played Star Trek Adventures for years. I’ve written for the game. I’ve run campaigns, played campaigns, written adventures, interviewed designers, created characters, blown up starships, negotiated treaties, investigated spatial anomalies, fought Klingons, argued with admirals, and violated the Prime Directive for extremely defensible reasons.

And I’ve increasingly come to believe something uncomfortable:

A lot of the Star Trek games we play aren’t really Star Trek.

They’re science-fiction adventure games wearing Starfleet uniforms. That isn’t necessarily bad. Sometimes that’s exactly what I want to play. But there is a difference.

We Have Gotten Very Good at Simulating Star Trek’s Stuff

Give Star Trek fans a new RPG and we immediately want to know whether it can simulate the things we recognize.

How does ship combat work? What does a phaser do? Can I play an Andorian? What are the stats for a Galaxy-class starship? How fast can my ship travel? Can I command a Klingon Bird-of-Prey? What’s the Difficulty for reversing the polarity of something that absolutely should not have polarity?

These things matter. They help make the universe feel authentic.

But they aren’t what makes Star Trek Star Trek.

Consider some of the franchise’s most memorable stories.

A Starfleet captain discovers that his own government may have committed an atrocity. An android goes to court to establish whether he owns himself. A doctor has to decide whether curing a disease might interfere with another civilization’s development. A captain realizes that maintaining his principles may cost his entire crew their lives. A Ferengi bartender becomes the unlikely conscience of a space station during wartime. A captain helps deceive an enemy empire into entering a war—and discovers that he can live with it.

Now, this is some Trek!

Strip away the transporter beams, starships and forehead prosthetics and those stories still work.

Because the technology isn’t the story.

The decision is the story.

Star Trek Isn’t About Solving Only Sci-Fi Problems

This may be the greatest trap in running a Star Trek RPG.

Most sci-fi roleplaying games train us to solve sci-fi problems.

There’s a monster. Kill it. There’s a dungeon. Explore it. There’s a conspiracy. Expose it. There’s a villain. Defeat them. There’s an anomaly. Technobabble at it until the warp core stops making that noise.

But some of the best Star Trek stories aren’t asking: “Can the crew solve this problem?” They’re asking: “Who will the crew become because this problem cannot be solved cleanly?”

That is an entirely different kind of adventure.

Imagine that your players encounter a pre-warp civilization dying from a planetary disease. Starfleet possesses the cure. That’s not an adventure yet. The adventure begins when you tell them that administering the cure will permanently alter the civilization’s natural development.

Now the captain has to decide.

Make matters worse. The civilization discovers your crew has the cure. Better. A member of the crew secretly gives it to them. Better still. The crew member is someone the captain loves. Now we’re playing Star Trek.

Stop Giving Players the Right Answer

Was M’Benga right or wrong to go what he did to Dak’Rah?

I think Gamemasters—including me—sometimes make things too easy on our players. Not mechanically. Morally. We create dilemmas with secret correct answers.

Save the colony and preserve the Prime Directive. Prevent the war and expose the conspiracy. Rescue the crew and protect the timeline. Convince the hostile aliens that Starfleet was right all along.

That’s satisfying. It’s also frequently less interesting.

Sometimes there shouldn’t be a third option. Sometimes Picard should have to choose. Sometimes Janeway should have to choose. Sometimes Pike should have to choose.

Sometimes your captain should stare across the gaming table at five friends and realize: Whatever I decide, somebody is going to pay for it.

And then the GM should shut up. That silence might be the most Star Trek moment of the entire session.

Your Villain Probably Thinks They’re the Hero

Here’s another test I’ve started applying to adventures: Can the antagonist explain their position without sounding insane? If not, I may need to rewrite them.

Was Cal Hudson that far off base? I don’t think so.

Star Trek certainly has monsters. Khan isn’t misunderstood because nobody sat down and listened to his feelings. But Trek’s most interesting conflicts frequently involve competing worldviews.

Security versus liberty. Individual rights versus collective survival. Noninterference versus compassion. Truth versus stability. Justice versus reconciliation. Duty versus family. And the frightening thing is that intelligent, decent people can land on opposite sides.

That’s fertile territory for roleplaying because suddenly a character’s Values aren’t flavor text. They’re ammunition.

Maybe We Need Fewer Phaser Fights

I love starship combat. I love Klingons charging across a corridor. I love Borg cubes emerging from transwarp conduits.

But imagine ending an adventure without defeating anyone. Nobody gets arrested. Nobody gets vaporized. Nobody admits Starfleet was correct. Instead, your crew encounters something genuinely alien, spends four hours attempting to understand it and finally establishes just enough common ground for both civilizations to say: We should speak again.

That’s Star Trek.

Roll credits.

And pulling that off at a gaming table might actually be harder than defeating a Borg tactical cube.

To save SAM’s life, the Doctor overcomes his own past trauma—the memory of losing his holographic daughter Belle—and uses a simulation to “parent” SAM, thereby saving her program from deletion. What a story! And no phasers!

The Test

So here’s the experiment I want to propose. Before your next Star Trek Adventures session, take your adventure and remove every proper noun from it.

No Federation. No Klingons. No Vulcans. No warp drive. No phasers. No Starfleet.

What’s left? If the answer is: “The heroes must stop the bad guys from obtaining the powerful device…” you may have written a perfectly entertaining science-fiction adventure.

But put the nouns back in and ask yourself one more question: What is this story actually asking the characters to believe?

That’s where Star Trek lives.

Maybe the question is whether peace requires forgiveness. Maybe it’s whether tolerance has limits. Maybe it’s whether a synthetic being deserves rights. Maybe it’s whether cultural traditions deserve protection when those traditions cause suffering. Maybe it’s whether the needs of the many really outweigh the needs of the few. Maybe it’s whether telling the truth is still moral when the truth could start a war.

And perhaps your players won’t agree.

Good.

In fact, that’s the point.

Because the greatest achievement of a Star Trek RPG isn’t making your players feel like they’re standing on the bridge of the Enterprise.

It’s putting them in the captain’s chair—and making them understand why that chair is so damned difficult to sit in.

My two cents…

Just ask Worf. Being a captain is not a cushy job… which is why, I guess, he went into Starfleet Intelligence instead.

9 responses to “Your Star Trek Game Might Not Be Star Trek”

  1. I almost entirely disagree with everything in this article.

    The Star Trek you describe is a very particular Star Trek. It isn’t, for the most part, The Original Series.

    The Original Series was about solving problems, even if the solution wasn’t perfect. It had as many, and as few, Phaser fights as it needed and so does my Original Series Era campaign. My players usually agree, while their characters definitely do not.

    Even when are our sessions are ‘stop the bad guys from obtaining the powerful device’, there iare always the questions of ‘what makes the bad guys ‘bad”, ‘is there a way to do this without bloodshed’, and ‘what does it mean to possess a device this powerful? If they shouldn’t have it…should we? Should anyone?’.

    That’s what makes Star Trek Star Trek IMHO but it doesn’t in validate Phasers, Warp Drives, and Romulans. They enhance each other.

    1. Michael Dismuke Avatar
      Michael Dismuke

      I read your comment. I think we actually agree. Maybe you sped read my article. lol. I think I needed to clarify something in the article. I meant to say “solving just sci-fi problems” after another follower noted that omission. Maybe with the fix you will see I agree with you.

  2. I’ll sort of agree.

    Moral dilemmas are important but if your game is just that over and over, it’s going to become “moral dilemma of the week” which can be as tedious as “monster of the week”. So having some sessions where the team can all be together and face a common foe are really good for making the team feel like it’s a team. That’ll make the moral dilemmas feel A LOT stronger when they hit.

    I also think it’s important to really understand your table. Moral dilemmas that pit players vs. players can end up being too much for some groups. If that’s the case, stick to “mere sci fi” or make sure not to put those in.

    1. Michael Dismuke Avatar
      Michael Dismuke

      Good points. I agree.

  3. I think any time you start with a premise of “Star Trek is…” or “Star Trek should be…” you’re talking about an IP that’s existed across sixty years, in animated, live, episodic, film, game, and print forms and you’re never going to be right, though you’ll always be able to find support episodes to show how that worked well in Star Trek.

    Even if you just talk about TOS, though, there’s likely an episode that breaks any statement about what, Trek, fundamentally has to/needs to/must be. “Shore Leave” is very much a science fiction adventure that could happen in any science fiction show (and does), and really the only Trek thing about it is how it wears Star Trek uniforms.

    It’s definitely worth looking at what makes some of the episodes shine for you and your players, for sure—I’ve always considered Trek shines brightest as a romance of competence, where people realize someone else has more insight/knowledge, and experts are listened to—but one of my favourite episodes, “Inner Light,” doesn’t have any big decisions, any experts, anything at all.

    It’s a ghost story, really. In a Trek uniform.

    I think Trek exists just as much in those exceptions as it does elsewhere. The fact that Star Trek can (and does) tell ghost stories, horror stories, farces, comedies, deeply moving tales, war stories, human rights stories, morality plays, romances, philosophical stories, legal stories, and sometimes just blows stuff up for a pew-pew adventure?

    I think that’s a feature, not a bug.

  4. If you just said “Star Trek is about characters and the choices they make,” I would agree with you. It is more about the characters than many other tv shows and it is difficult to translate that into an RPG because the conflict is so obscure (not the right word but don’t know how else to say it).

    One of the things I notice, and understand because you are younger, is that you point to decisions that are in what I will call “New Trek.” DS9, DSC.

    But consider this: What made Star Trek was the first 25 years. TOS, TNG, (TAS if you count it), and 6 TOS. That is the basis of Star Trek and why it is popular. Without them you don’t have any other Trek.

    Yet look at those characters. They didn’t make the morally questionable decisions. They had a clear understanding, for the most part, of “this is right and that is wrong.” It was then about them overcoming. Imagine Captain Kirk or Picard saying, “Well, I am going to break my oaths, commit war crimes, but hey my crew will live.” Never going to happen. Today we have a movie about Section 31. They used to be the enemy.

    This is not to say those morally gray characters don’t have a role or a game to be played. I mean the great thing about RPGs and the Cinema Screen is that there are all kinds of stories to be seen and heard and we can just find the one we want.

    1. Hunter G Goetzman Avatar
      Hunter G Goetzman

      Michael lays out examples from across the 60 year history, not just “new Trek”, so your response sounds more defensive than you perhaps meant it. But Kirk absolutely made difficult decisions! For example, he destroyed the artificial intelligence that regulated Betan society and the red hour. That was such a controversial decision, within the context of non-intervention. In fact, a player in my group made a Betan character who loudly resented Kirk, and thereby sometimes questioned Starfleet, for changing his people’s history/trajectory. That player watched that episode when it originally aired, by the way, in case there was an argument of age again.

      Picard was also often quite cavalier about the prime directive. But more, he struggled with his decisions all the time. Whether he was ready to admit he was Ahab chasing his white whale, sending an unprepared Bajoran into an impossible mission, or ignoring lawful orders given to him by an admiral.

      All this is to say that you’re right that there all kinds of stories. You agree with Michael in that we will all find the stories that we want to experience (he says as much, too). But the point was that what makes Trek special are those moments that change it challenge a character’s values. And this plays out whenever “best episodes” lists are created by fans or compiled by ratings data. This post was a reminder to find those moments to make STA more like Trek, and not simply a sci fi adventure with a delta in its shirt.

      But correct me if I’m wrong…

      1. You caught my point for sure.

    2. Hunter G Goetzman Avatar
      Hunter G Goetzman

      Oh, and I think you could use the word “abstract”. The conflict is so abstract.

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