Another Time, Another Trek

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Another Time, Another Trek is a proposed Star Trek themed RPG set in an indeterminate time, with the characters as members of the Temporal Integrity Commission.

The Premise

At some time in the future of the Federation, it became necessary to enforce temporal laws. Enforcement of these laws generally involved sending teams into the correct time period to erase the transgression entirely. This is not as simple as it sounds, for because of the fracturing of space time, repeated attempts to alter the same timeline become increasingly difficult, which means that in general things need to be done right the first time. Additionally, outright failure could mean becoming stranded in an unfamiliar time or place.

This Trek iteration offers a chance to explore a genre smorgasbord. Any time or place could be a potential setting, we could even spend an evening in Abrams Trek. While in many ways it is the wild west, the goal oriented nature of the setting should keep things well focused.

Characters

The characters will be members of a TACT (Temporal Anomaly Correction Team), trained in a wide variety of skills to be able to quickly adapt to changing times and situations. They will often be given missions on a moments notice, and with little direction. Sometimes they will not even know what kind of crime has been committed. Characters will be allowed great freedom to accomplish the mission as they see fit, though they must resist their inclination to 'right wrongs' as they perceive them.


--Dieter the Bold 04:23, 24 September 2014 (MST) Alternative Take:
We're part of a team assigned to a specific time period that attract repeated interference. These periods are ones that have grand effects on the future (the Enterprise's 5-year mission under Kirk, Borg incursions, etc.), and it's proven more effective to assign a permanent team of specialists to set up identities and relationships within that era to more swiftly detect and respond to temporal incursions.

  • This will make it easier to establish relationships instead of having an "era-of-the-week
  • It can also allow for some fun of having mixed up timelines. I.e., we might encounter someone who's already encountered us in "their" past, but "our" future.
  • We're also responsible for establishing safe-houses in case we need to call in back-up. This would give us fun opportunities for guest-stars and the like

System

Given the flexibility required of the characters in this game, I think it must be one of the Fate writeups to make this work successfully.