I am a new GURPS GM, trying to make use of the science fiction supplements I have to design and run a GURPS 4th edition Star Trek campaign; primarily on Roll20 and Skype . The setting is Prime Directive , the roleplaying franchise for the Star Fleet Universe . The genre is trade/survey and a bit of colonial management aboard a Star Fleet transport/deep space patrol frigate. The year is 159 (2259), a few years before Star Trek's original series . The campaign is intended to be fairly serious and realistic, at least in the context of a somewhat militaristic version of Star Trek. Players will only need the Basic Set Characters book . I have some free resources to familiarize them with the Star Fleet Universe, and how it departs from post-TOS Trek (including movies and manuals). The campaign is in 'beta' right now, and I am looking to handle 1-2 players on Saturday 9am Pacific Standard/12PM Eastern . Consistency and forewarning of lateness is appreciated, but it's not strictly necessary for players to make consecutive sessions every time. I will want to talk carefully with you about characters, and I intend to make use of GURPS Character Assistant. Players will not need this, though it sure is useful. The core books I will be using are GURPS Basic Set , Prime Directive , PD Federation , Space , Spaceships , Martial Arts, and Tactical Shooting . I won't even begin to try to use all of that stuff all at once, I'm not crazy, I intend to pick-and-choose optional rules and levels of detail as both the players and myself become more familiar with the rules. If you have some GURPS experience and have an interest in playing a somewhat less utopian (and more realistic, though still Super-Science retrotech) character aboard a Star Fleet tariff starship, please leave me a message here, or send one to me; if you have questions or character ideas go ahead and include them.