![adb prime directive rpg adb prime directive rpg](http://1.bp.blogspot.com/-zR7RboR_fRQ/TgZiQo2ZhMI/AAAAAAAAKz0/UNbmUlT4qM8/s1600/Star+Fleet.jpg)
I find it particularly interesting that the designers choose to break from the complex rigidity of the Star Fleet Battles game for its role-playing counterpart. But, overall, Prime Directive lends itself to a more "cinematic" style of play (though it can certainly be deadly!). There are several optional rules simplifications throughout, for those who want a less complex game. Weapon and equipment lists, tons of skills, even psionics, for both Vulcans and non-Vulcans (these were also greatly expanded in later books). Prime Directive does have enough to get you started nicely. But, hey, Star Frontiers didn't have those rules out of the box, either, and it did just fine. Presumably, the designers intended players to use SFB for that. Well, except for the complete absence of space combat/ship construction/etc. It also seems to me that, with little alteration, the Tricode System could be used as a damn good generic sci-fi ruleset. Now, whether you like this take on Star Trek or not (and I am NOT wading into that quagmire), it seems to me that this system is sound, and would probably be fun to play. Check it out for a real nuts n' bolts breakdown of the system.Īs for the setting, aside from what is detailed above, the characters are primarily part of "Prime Teams", basically a Special Forces version of Away Teams (though later supplements expanded the theater of play). That thread contains a finer dissection than I could give. There is a great analysis of the system here:Īnd please don't think I'm lazy for not wanting toĪ) quote that thread so extensively that I may as well copy/paste the whole thing There's sometimes more to it (such as modifiers), but that's the gist.Ĭharacters have both stun and lethal damage pools. So, it is possible that a character might not get to act first, but would get to do more. The characters roll, usually against the base initiative Tricode of 4/6/8, with the same roll being read two different ways to determine both the order of action (determined by overall number of successes, which aren't counted for other roll types), and how many/what type of actions each character can do in their turn (determined by Success Level). Initiative is a little hard to grok at first. Each weapon has a maximum damage capacity, and the Success Level decides how much of it is applied. In combat situations, the same roll determines both the success of a given attack, and its damage. There are also rules for failures and "botches", of course. 6's explode, and are re-rolled, with the new roll -1 being added to the first roll of 6. The highest number rolled out of the dice in the pool is the one that counts. Every action has a "Tricode", or 3 ascending target numbers (e.g., 4/6/8 for minimal/moderate/complete success). Prime Directive uses pools of 6-sided dice, the number of which is determined by stat and/or skill. But aside from the trappings of Trek, the game has a unique RPG system underneath the hood.
ADB PRIME DIRECTIVE RPG TV
The game was designed from the ground up to simulate the tropes of the TV show, despite being far more combat-oriented. Garnish with smooth-headed Klingons, and voilá! The result is a very militaristic take on the original Star Trek universe. So, take The Original Series, add The Animated Series, then add a dozen wars, season with a dash of Niven, and blend. See, it's set in the universe of the Star Fleet Battles wargame. Too much Trek for non-Trek fans, not enough Trek for Trekkers. I get why this game might be off-putting to many. I have a thing for both little-known systems and non-canon stuff (be it Star Trek, Star Wars, or comics), and this ticks both boxes. I got it stupid cheap ($2.00 on clearance at Half Price Books). Been reading the old Prime Directive RPG.