Wednesday, June 12, 2024

Retrospective: Trader Captains and Merchant Princes

FASA's Star Trek the Role Playing Game was one of my favorite RPGs in my youth, eclipsing even Traveller in my affections, if you can believe it. One reason for this is that Star Trek was my first fandom. I was initiated into the mysteries of Gene Roddenberry's vision of the future by my paternal aunt, who was a teenager when I was born. She was thus old enough to have been a fan of The Original Series during its initial broadcast and to be close enough to my own age that we shared a lot of interests (she also took me to see Star Wars in 1977 and introduced me to Kolchak: The Night Stalker). 

Before she married, my aunt still lived with my grandparents, which I visited nearly every Saturday. That was also the day when a local independent TV station showed reruns of Star Trek, which we'd watch together. This weekly ritual, started when I was quite young, made me a devoted fan of the series, long before it became heavily merchandised (though there were still a few tie-in products kicking around). My earliest conceptions of science fiction were thus strongly influenced by Star Trek.

Another reason is that FASA's RPG adaptation is a very good one that, in my opinion, did a great job of capturing the vibe of what Star Trek was like in 1982, when what is now a bloated, sclerotic franchise devoid of good ideas (James, tell us how you really feel) was still as wide open and rife with possibilities as the Final Frontier itself. Recall that, at that time, we had only The Original Series itself, its short-lived animated continuation, two movies, and a fairly small number of comics and novelizations. That was in the process of changing, of course, but, upon its publication, Star Trek the Role Playing Game still felt like it belonged to the looser, more freewheeling era of fandom my aunt had introduced to me.

So, when FASA released the Trader Captains and Merchant Princes supplement in 1982, I immediately snapped it up. I've mentioned my love for it previously, but, until now, I've not had the chance to talk about it in any detail. Where Star Trek the Role Playing Game was (obviously) devoted to Starfleet characters and their exploration of the galaxy, this 52-page book focused on civilian characters, specifically "traders, privateers, merchants, con-men, and rouges [sic]," as its back cover boasted. If you're the sort of person who ever watched "The Trouble with Tribbles" and wondered what other shenanigans Cyrano Jones might have gotten up to or imagined what life was like for Harcourt Fenton Mudd as he perpetrated his illicit schemes at the far corners of space. this is the supplement for you.

For myself, all of that was compelling, no doubt, but what really grabbed my interest was simply learning more about life on the fringes of the galaxy's Great Powers. Up to this point, everything we'd seen of Star Trek was about Starfleet and the Federation, leaving me to wonder what else there might be to do out there among the stars. Characters like Jones and Mudd hinted at the existence of people living on the edge, doing what they needed to turn a credit while trying to stay ahead of any authorities that might look too closely at what how they earned their livings. Roddenberry had, after all, originally pitched Star Trek as Wagon Train in space, so it only made sense that there'd be futuristic gamblers, rustlers, and snake oil salesmen out there somewhere. This supplement let you play them.

In addition to new character generation options, like the Merchant Academy, Trader Captains and Merchant Princes also offered both new personal equipment and new starships. The latter were especially interesting to me, because they were all small craft, with a crew complement of no more than a dozen, which made them both the perfect size for a "party" of civilian characters and a nice counterpoint to the huge vessels of Starfleet. The book also included rules for trading, running and maintaining small ships, taxes, tariffs, piracy, and playing the stock market. Topping it off were guidelines for refereeing merchant adventures and campaigns, as well as a sample setting, the Twilight Nebula, an unclaimed area of space at the fringes of the Klingon Empire. 

I'm a big fan of supplements that expand the scope of a RPG, opening up new avenues for fun and exciting play. Trader Captains and Merchant Princes really did that for Star Trek the Role Playing Game, at least for me. I ran a merchant campaign for my friends in parallel with the missions of the USS Excalibur aboard which their Starfleet characters served. I even recall that one of the Starfleet characters spent time undercover as a merchant, operating under an assumed name to learn more about the Romulans' activities in a region of unclaimed space. We had a lot of fun and this supplement gave us the rules and inspiration to make it happen.

13 comments:

  1. I'm not familiar with this specific product, but I share your high regard for FASA Trek, James. Their Klingons supplement (by John M. Ford, based in part on his novel The Final Reflection) is really superb -- too bad TNG's writers chose to ignore it. As I recall, in the pre-tng 80s, a lot of fans treated Fasa supplements as quasi-canon, and I wonder whether that was a factor in Paramount's licensing people pulling the plug shortly after TNG began.

    I agree, this Trader Captains supplement sounds ideal for expanding the milieu and giving the players some extra options -- as well as supporting the wild and woolly setting implied by the original series (even as early as "The Cage", when we see Pike's idea of life as a merchant prince).
    Having rewatched a large amount of TOS recently, I've been struck by how much the series was a three part amalgam of Westerns, WW2 shows, and Golden Age Sci Fi motifs. The first season of TOS in particular has several episodes with a western feel (Devil in the Dark's mining colony, for example), but that feeling seems to have been lost in later iterations of the franchise.

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  2. I always saw this supplement as a canny way to let Star Trek players be Han Solo.

    Today I would say it lets you play Firefly in the Star Trek Universe.

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  3. I was as much an original series Trek fan as James and dabbled in FASA Trek for years, but for some reason this supplement (and the idea of playing Mudds in general) never really took for us back then. I think it's because of how much Traveller we also played. We were already doing the (frankly) seedy space entrepreneur thing with Traveller and preferred to reserve Trek for something more organized (and respectable) with a real chain of command and larger scope. The two systems scratched very different itches for us back in the day, although I can understand where a civilian Trek campaign could work just fine - or a still-in-service Traveller game for that matter.

    "Characters like Jones and Mudd hinted at the existence of people living on the edge, doing what they needed to turn a credit while trying to stay ahead of any authorities that might look too closely at what how they earned their livings."

    They're the obvious examples (and I was glad to see them both return in the animated series), but I got much the same feel from a lot of the Federation colonists encountered in the show. The dilithium miners in Mudd's Women are clearly not super fond of Starfleet even before Harry gets involved, and the ones in Devil In the Dark are only screaming for help because of their own (however unwitting) mass slaughter of unborn natives. There's also independent worlds like Argelius II from Wolf In the Fold, which clearly pretty cosmopolitan and doesn't regard Federation law as binding. TOS did show us a fair bit of the civilian side of things and a lot of it had that isolated hardscrabble frontier vibe.

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  4. "Roddenberry had, after all, originally pitched Star Trek as Wagon Train in space, so it only made sense that there'd be futuristic gamblers, rustlers, and snake oil salesmen out there somewhere. This supplement let you play them."

    I always wince a little when this gets brought up, because I think what Roddenberry meant by that had more to do with the format of Wagon Train than the genre: Wagon Train was a quasi-anthology series where every episode's main plot revolved around a special guest star whose character was encountered by the titular wagon train as it wandered across the Old West.

    You see a lot of this storytelling approach in the first season, of The Original Series, with the second season moving away to more stories built around "The Triumvirate" as the writers and producers recognized the chemistry between Shatner, Nimoy, and Kelley (and as the cast and writers began to lock down who the characters really were beyond the notes in the Roddenberry memo that served as the TOS story bible during season one).

    But I don't think the intent was ever really "Space Western," "Spectre of the Gun" notwithstanding.

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  5. I recently rewarched a number of the second and third season episodes, and the little asides, in-jokes, and interplay among the main cast (including Chekov, Sulu and Uhura) was really something to see.

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  6. The TRIANGLE bar none is my favorite RP supplement; an area between the Fed, Klingons and Roms. Part no mans land, part independent polities.

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  7. Have you ever looked at the new version of Star Trek RPGs? I understand that instead of the SIWDCC attributes, your attributes are scored based on the different departments of the ship (Engineering, Medical, Command, Expendable, etc) which is sheer genius conceptually to capture both the feel and mechanics in one fell swoop.

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    1. I played in a short-lived game using the new rules and was not very impressed with them myself.

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  8. Perhaps I'm about commit heresy here but this supplement would appear to me to provide a good basis for a Traveller campaign. Do you think that it would work in that way? And if not, why not?

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  9. While the commenter above is correct that Roddenberry's elevator pitch of "Wagon Train to the Stars" was more tv format than actual "western" — Trek was still always about "The Frontier," in whatever form that took. And in the '60s, that reference was the Old West.

    Where future iterations of the franchise missed the boat was with its prequel misfire "Enterprise." If TOS was "Wagon Train", "Enterprise" could have — should have — had a colonial vibe, where The Frontier was right on your doorstep, communication and transportation was difficult and slow, and the crew would've had to regularly deal with pirates and troublesome "natives" as they move into and built the new world. THAT would have been a far more interesting show than the warmed-over Trek wannabe we got...

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    1. Taking your idea and turning it on its head, why not do a series from the alien's (Klingon, Romulan) point of view about all these upstart colonists trying to boldly go where people already live and societies function?

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  10. Always loved stuff like this. For years, I told folks the Trek series I wanted to see was an undercrewed merchant marine tender the Roscinante, doing the best they could even though they were not the flagship with the best-of-the-best on it. Post-Expanse, I guess they'll have to come up with a different name. ;p

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  11. I played in a mini-campaign of FASA ST back in the '80s, but only core Starfleet. The problem with going outside of it is, there's no Federation economy, with a few incoherent references in the show. Clearly there's some trade between planets & states, and rogue traders and Orions can make a "credit" somewhere, but who gets paid credits?

    And if I'm gonna be a rogue with a starship, Traveller or Star Frontiers worked better at that.

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