The game was well received, and in 1998, the Star Trek: The Next Generation Role Playing Game won the Origins Award for Best Roleplaying Game. This total Test Result is then compared to the Difficulty Number.”ĭifficulty numbers could be 0 (automatic), 2-5 (routine), 6-8 (moderate), 9-11 (challenging), 12-14 (difficult), or 15+ (nearly impossible), depending on the task at hand, and were chosen by the Narrator (also known in other games as the Game Master or Dungeon Master ). The player picks the highest die of all the dice (Drama Die included) and adds the number to the character’s Skill level. If it rolls any other number, it works just like a normal die. Per the Icon System rules, “If the Drama Die rolls a 6, the character has probably achieved a spectacular success if it rolls a 1, he may have suffered a noteworthy failure …. If the value was 3, the player would roll three dice, one of which was the Drama Die.
If the player was rolling against their Energy Weapon (Phaser) skill, for example, and the skill was connected to their Coordination attribute, they would check the value of that attribute. Players rolled however many dice were equal to the number of the attribute that was attached to the skill being tested. Unlike the previous game, which used ten-sided dice to determine percentages, the Icon system used several of the more commonly known six-sided dice, one of which was a different color and was called a Drama Die. Much like the previous Star Trek roleplaying game from FASA, the LUG game used a system of skills and die rolls in its gameplay mechanics, which the developers called the Icon System.
In an interview with Trek Nation in 1999, writer and co-designer Kenneth Hite said that this decision was reached because “these three games vary greatly in feel and almost not at all in core mechanics.” While the Star Trek, Star Trek: The Next Generation, and Star Trek: Deep Space Nine games shared common rules and were thus able to share elements between them, Hite noted that “each game has many chapters worth of material specific to the feel and the setting of each series.” A fourth game book was planned for Star Trek: Voyager in 2000, but was among many books that were never published.
STAR TREK RPG LAST UNICORN ART SERIES
Instead of a single volume for rules and basic setting information, as later incarnations of Star Trek roleplaying games would do, Last Unicorn Games (LUG) chose to create a unique core game book for each Star Trek series in production at the time.
One System, Many Games Star Trek: Deep Space Nine Roleplaying Game Core Game Book Released in late 1998, the first installment of the new game was the Star Trek: The Next Generation Role Playing Game Core Book, followed over the next two years by the Star Trek Roleplaying Game Core Book and the Star Trek: Deep Space Nine Roleplaying Game Core Book, as well as a number of supplements for each.
STAR TREK RPG LAST UNICORN ART LICENSE
A decade after the final supplement was released for FASA Corporation’s Star Trek: The Role Playing Game, Paramount awarded the license to produce a new Star Trek roleplaying game to Last Unicorn Games.