Pyramid Pick: All Our Yesterdays (for the Star Trek RPGs)

Pyramid Pick

All Our Yesterdays (for the Star Trek RPGs)

Published by Last Unicorn Games

Written by Steve Kenson, James Kiley, S. John Ross, Steven S. Long and Kenneth Hite

128 pages, $20

Where would Star Trek be without time travel? Up the timestream without a plot device, that's where. So where would the Star Trek role playing game systems be without time travel? Same place. . . and time. All Our Yesterdays allows you to take your campaign, no matter which incarnation of the popular franchise warps your nacelles, into the fourth dimension. . . and the fifth, and the sixth, depending on the theory you subscribe to.

The book starts with a discussion of that very subject, going over all the trippy little details Starfleet has gathered of how time travel works, what the hazards are, and how we've managed to do it. By accident or orb, sabotage or solar slingshot, all the known tricks (and a few that aren't) make it into the tense-snarled lexicon. Definitions abound, so players and Game Masters talking temporal rifts and temporal flux will know whereof they speak. A sort of time travelogue of hot spots for high activity is also included.

Parallel universes, those alternate histories existing next door to ours or created by severe temporal anomalies, get the business too. How to get there and back, how to make and unmake parallels, and how to play your twisted other selves are covered. Star Trek has suggested many such worlds itself, and Last . . .

This article originally appeared in the second volume of Pyramid. See the current Pyramid website for more information.




Article publication date: March 17, 2000


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