Whilst Star Trek has always been formative across the generations and a popular diversion from parody to philosophy, there hasn't really been an opportunity to froth about it properly on this blog. There were some brief conversations last week at the club as to how certain things will be handled mechanically together with the overarching backgrounds to the various series. Much can only be learnt when we literally roll out the play test but, understandably, one of the first questions on a role players mind when approaching new systems and creating characters is how easy is it to die ?
These issues are prevalent in the Star Trek universe.
Whilst I can understand that in a horror game this is a more pressing issue, it often comes down to tentacles, teeth or claws. Basically a character may not see a vampire coming but a player would not necessarily be surprised to face a grisly death. But at the frontier of space exploration, alien cultures and creatures one would have no idea whether a small purple cube is in fact an air freshener or weapon of mass destruction or indeed both. Pile on top of this that certain cultures may insist on killing several ambassadors as a mark of respect before establishing trade relations, one can see the importance of a non expendable communications officer.
Further piling on top of this is another layer of sleek, stylish and occasionally reliable Starfleet ships systems - Starships are inherently dangerous places particularly with their notorious exploding consoles, transporter glitches, leaking plasma conduits and eminently bypassable security systems. Its a wonder we ever left the planet, but tracing Starfleet Engineering Core's history back to the days of Cochrain banging on a warp core with a spanner in one hand and beer bottle in the other, things start to make a little more sense.
So in the 24th century it would still seem prudent to cross ones fingers when flushing the turbo toilet.