by Matthew Pook
Title: GURPS Prime Directive
Publisher: Amarillo Design Bureau
Written by Gary Plana with Stephen V. Cole and Alex Chobot
Illustrated by Dennis Calero (cover), Alvin Belflower, Dale McKee, Peter Bakija, and Robert Hubby
Price: $24.95
176-page perfect bound book
Almost a decade ago, the first ever book I was actually asked to review
was Prime Directive, the roleplaying game of the Star Fleet Battles
universe. I was not altogether complimentary and the authors were less
than happy -- but a far more flattering review appeared in issue #7 of
Pyramid magazine. The problem for me was the resolution system, which
although clever, was coupled with a dice pool mechanic that essentially
took any character skill out of the equation and thus negated the fact
that the Star Trek setting is highly skill oriented. Yet I persevered
with the Prime Directive line, purchased all of the books and even if I
never ran the game, I at least used the background material. Thus, when
Last Unicorn Games released their Origins award winning Star Trek: The
Next Generation RPG, I quickly translated all of the races appearing in the
Prime Directive books over to the ICON system.
Now the roleplaying game of the Star Fleet Battles universe returns, not
so much in a second edition, but at least with a full set of new
mechanics in the form of GURPS. Indeed, GURPS Prime Directive is the
fifth title to be released under the 'Powered by GURPS' label, which
means that it comes self-contained, unlike Transhuman Space and GURPS
Conspiracy-X, which both required the use of the GURPS Basic Set and
Compendium I. You certainly could use either of
the two books with GURPS Prime Directive, along with any combination of Space, Vehicles, Psionics, Compendium II, either
volume of Ultratech, and even GURPS Traveller and its associated series
of Deck Plans. But the 'Powered by GURPS' label assures you that no referee is compelled to use any of these books. GURPS
Prime Directive can stand on its own.
Setting the Course
The setting for Prime Directive is sourced from the original sixties
Star Trek series, with additional elements from the seventies cartoon,
before going its very independent way, by increasing the involvement of
the Gorn and the Tholians, as well as adding a slew of their own new
species. Those new to the game who expect elements from The Next
Generation and later series will be in for a disappointment, as there
are none here. Further, because it is based upon the Star Trek boardgame
equivalent of Advanced Squad Leader -- Star Fleet Battles -- the feel of Prime
Directive is distinctly militaristic. These are some of the
reasons why the original Prime Directive RPG was treated with disdain by
many Star Trek gaming fans. That said, neither the original Prime
Directive game nor this version can be said to be specifically aimed at
Star Trek fans in general, but are instead targeting devotees of the Star Fleet
Battles game who wish to add a roleplaying element to their
campaigns.
At first glance, GURPS Prime Directive looks like a standard GURPS
sourcebook, but turn over to the back cover and flip through the pages
and it is clear that it is anything but. The look and layout of the book
feels rather dated and this is not helped by the cartoon quality of the
illustrations. This dated look can mostly be ascribed to the rules
being organised as if they were for a wargame -- such as Star Fleet
Battles -- and not a roleplaying game. At the same time, references
within the text to other sections use both wargame rules notation and
ordinary page numbers, which is a little disconcerting to the reader.
By necessity, much of the book is taken up by the GURPS rules,
with the remainder given over to describing the setting and how to apply
the rules to it. Where Prime Directive concentrated solely upon players
taking the roles of 'Prime Team' members (Starfleet's equivalent of
special forces, hostage rescue teams, super scientists, and ambassadors, all
rolled into one), GURPS Prime Directive opens up the setting to allow
other campaign types. These include guidelines for the bridge crew, now standard to all
Star Trek RPGs, as well as fighter pilots, special
assignment as Federation Marshals, and freelance civilian campaigns.
Standard power level for a GURPS Prime Directive game is 125-points,
with cadets built on 75-points, green characters on 100, veterans on 150
and elite (Prime Team members) on 175. Heroic characters are
built on 200 points or more.
To create a character, a player buys a template for his character's race
and possibly a package to reflect his training, and with the rest of the
points, creates a GURPS character as they would for any other game.
There are almost fifty racial templates included, which cover not just
members of the Federation, but also the Gorn, the Romulans, the Klingons
(and their client races) and the Orions, but also many species native
only to the Star Fleet Battles universe, including one or two
which are thought to have become extinct over the course of the
setting's timeline. Many of these suffer from the 'pets in space'
syndrome: the equivalent taking your family dog or other pet, making it bipedal, giving
it opposable thumbs and shoving the end result into a spacesuit and
handing it a blaster. The resulting race is thus available and ready to
use in said game as both player character and NPC. Classic examples of
this are the Aslan and Vargr from the Traveller universe.
Of interest to most gamers will be the inclusion of the Kzinti as an NPC
race, but these are not quite the classic hormone driven, "look before
they leap" Kzinti of Larry Niven's Known Space stories. The
Kzinti of the Star Fleet Battles universe have these aspects, and
while still fairly tough, are not quite as physically capable as in
Niven's stories. They are more technologically advanced than in Known
Space and it is actually possible to play a female Kzinti.
The packages provided are all for the Federation Academy and allow the
creation of enlisted crew and officers in Starfleet, the marines and the
merchant marine. Two additional packages are for more high-powered games
that include members of the Galactic Intelligence Agency or the
Federation Marshals Service. Future releases for the line will cover
other races and services, but in this first book they are all geared
towards Federation based campaigns. Skill levels are suggested in case a
player wants their character to have gained professional certification
in areas such as helm/navigation, transporter operator or Special
Forces. The latter is the nearest that this supplement comes to allowing
the creation of a Prime Team member.
A notable departure the book makes from traditional GURPS is a simplification of the rules for
psionics. This simplification allows Vulcan psionic masters to be created with greater
ease and a lower point cost. Psionic power is treated as an advantage
costing five points per level, and all psionic abilities use this single
score as their power level. Psionic skills are bought as mental skills,
but instead of being based on the IQ attribute, are based upon the
character's Will statistic. New psionic skills include the Vulcan Nerve
Pinch and Mind Meld.
Gamemaster's Log: Stardate 2060.5
The Star Fleet Battles setting is built around a lengthy timeline that
begins in approximately 2060, when humanity first encounters the Vulcans,
and runs through to about 2285. The standard notation of 'Y' followed by
the year number is used throughout. The referee is free to set their
games at any point along this timeline as there are no set periods or
eras and this is helped by the GURPS technology levels that are used
throughout, running from TL9 -- the 'Non-Tactical Warp' era to the
'X-Technology Era' of TL13, with the introduction of each level noted
for all of the main races. Of course, technology in this setting is
slightly different, as transporter or matter transmission is commonly
available at TL 10 instead of TL 15 as is standard in GURPS. The chapter
on technology not only covers shipboard and personal equipment that most
characters will use, but the various pieces employed by the different
races as well.
Besides the long timeline, which is still just a list of the wars fought
between the various races, the setting chapter explains the
nature of the Star Fleet Battles universe. There is an example of Star
Fleet Battles combat provided before discussing how to use it for
ship-to-ship combat in a game of GURPS Prime Directive. Much like other
Star Trek RPGs, the book suggests how player characters can become directly
involved in shipboard operations during starship combat (who'd want to sit it out?). A separate chapter
also looks at modifying GURPS Space to handle ship-to-ship combat. These
two options cover both means of coming to GURPS Prime Directive: as
GURPS players wanting a Star Trek RPG, or as Star Fleet Battles players
wanting an RPG to accompany the boardgame. This is backed up with a
single sample vessel from more powerful governments, done in the GURPS
Space format.
Other sections detail different aspects of this divergent Star Trek
universe, including Klingon subject races, Federation and Starfleet
awards and decorations, the various types of prime teams employed by the
different factions, the Romulan Code of Honor and the full deck plans
for a free trader and its many variations. Though this feels a little
out of place with the rest of the book's contents, it is nevertheless
useful. A map shows the positions of the many empires, on a hexagonal
grid with a scale of 500 parsecs per hex. Most of the major worlds of
the Star Fleet Battles universe are listed and several of those in the
neutral areas between the empires are discussed in passing. This
information feels a little spotty, but adds enough color and flavor to
differentiate this setting from any other Star Trek universe.
The book is rounded out with 'Rescue on Roon,' a hostage rescue mission
that allows the players to play through the events of the color fiction
that opens the prologue of GURPS Prime Directive. It is a mixture of
problem solving and combat that could be run in almost any SF RPG and
there is little here that makes it into a Star Trek scenario. 'Rescue on Roon' is too generic an adventure to be included in this
first book and both the adventures from the original Prime Directive
book would have been more effective.
Conclusions
In the end, GURPS Prime Directive is going to be bought by two main
groups. The first are fans of Star Fleet Battles who want a roleplaying
game to go with the boardgame. The second are those who want to run a
Star Trek game using just GURPS -- after all, there have been fan
authored GURPS adaptations for Star Trek available on the web for some
time now, but this the first time there's been an official
set of rules. Unless future releases change the setting dramatically, GURPS Prime Directive portrays
a very militaristic style of Star Trek, which may dissuade some from
purchasing either this book or later supplements. Yet the GURPS rules
are inherently flexible in both their mechanics and their outlook, and
hopefully this flexibility can be applied to the Star Fleet Battles
universe.
For anyone planning to run adventures with GURPS Prime Directive, there will
be work upon their part to get these GURPS rules into a form they
are satisfied with. This is certainly worthwhile if you want to
game in the Star Fleet Battles universe or just play something akin to
classic Star Trek using the GURPS rules, but if you're looking for a more general Star
Trek game, this book is probably not for you.