My buddy Pat came over for supper last night. I grilled up some ribs that turned out fairly decent. After we did some catching up since the last time we chatted, we fell into our usual pattern of geekery. Tha main topic for discussion was Star Trek. I have often wanted to run a Trek rpg campaign of some sort, set either prior to the original series or during the era of movies II thru V (with those suave burgundy tunic uniforms). I've always had two major hurdles when it comes to Trek gaming. First, I need a system that will keep me happy. Mechanics-wise none of the licensed systems I've seen have ever done much for me, apart from the FASA's ship-to-ship rules. Recent candidates for system include QAGS (for enthusiastically punching rubbersuit aliens) and Sorcerer (for something a little more serious) and Savage Worlds (similar in tone to QAGS but significantly crunchier). The other big hurdle has been my own limits as a GM. I'm a dungeon man. Site-based adventures are what I do best. Storytelling or narrative premise stuff does not come easily to me. At its best the original series were solid sci-fi stories with beginnings, middles, and ends. I fear my take on Star Trek would be painfully bad pastiche that went nowhere. That's one of the reasons Sorcerer is on the short list. My sense is that Edwards's intense rpg would help push me in a different direction than I would normally go myself.