They are guided by a philosophy expressed in their Klingonaase language as komerex tel khesterex, roughly translated as 'that which is not growing is dying' komerex, referring to any structure growing and expanding its control over its surroundings, is also their word for their empire ( komerex Klingon). Ford designed his Klingon society to provide a logical basis for the actions and statements of onscreen Klingons in the original TV series, as well as the differing appearance of the Klingons in the original series and those in Star Trek: The Motion Picture (the only movie featuring Klingons to have been released when the novel and game supplement were first published). Ford's Klingons not only appear in the supplement The Klingons for the game, but also in his Star Trek novel The Final Reflection, which is told almost entirely from a Klingon perspective. The game's depiction of the Klingons, the result of work by science fiction author John M. See also: Klingons in Star Trek: The Role Playing Game Game elements which either were never introduced into what later became canon Star Trek, or which differ significantly from how canon Star Trek presents them, include: The designers built their game universe when there was no official canon, and they borrowed heavily from ideas in the Star Trek original series, the Star Trek animated series, fan fiction, and the works of Star Trek novelist John M. See Official Supplements by era below.įASA designed their Star Trek game universe nearly five years before Star Trek: The Next Generation ( TNG) (1987-1994). The game's published supplements and modules are mostly set in the original crew movie era (AD 2280s/90s), but a few are set during the original TV era (AD 2260s) or a century later in the Next Generation era (AD 2360s/70s). They typically hold senior posts on a starship bridge and visit alien planets as part of landing parties. Most player characters are members of Starfleet engaged in space exploration missions. Star Trek: The Role Playing Game is set in the Star Trek universe before Star Trek The Next Generation. : 121 Paramount was unhappy with FASA's two Star Trek: The Next Generation supplements - including an Officer's Manual (1988) and First Year Sourcebook (1989) - which they felt did not entirely match their view of the Next Generation universe, and in 1989 Paramount pulled FASA's license for Star Trek. Ford, was a book that notably influenced later Paramount productions. : 120 The supplement The Klingons (1983), co-authored by writer John M. : 317 Weisman and Babcock were insistent that the RPG not change into a board game when space combat occurred, so the Fantasimulations crew devised a system whereby each section head had their own "console" to operate during combat, and the captain oversaw and coordinated everyone, rather than doing everything himself. The game was published as a boxed set with a 128-page book, an 80-page book, and a 56-page book, two counter sheets, and dice. The system is based on a FASA board game called Grav-Ball (1982). Star Trek: The Role Playing Game (1983) has a tactical combat system where battles are played out on a square grid. Over the next several months FASA rejected four different designs for the game, largely because they all focused too much on combat, which did not fit with Gene Rodenberry's vision of a more utopian future the fifth design team, a freelance group that called themselves Fantasimulations Association, was finally able to provide a workable design, and this team consisted of Guy McLimore Jr., Greg Poehlein, and David F. Ross Babcock III looked out-of-house for a Star Trek design team. Jordan Weisman of FASA sought out one of the biggest licenses in the space adventure genre – Star Trek – and received it in 1982.
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