Starting last week, I'm now playing in a Star Trek game every-other-week. I'm playing a Tellerite astrophysicist. I'm a little nervous about taking on such a mentally-focused role, given Trek's mutable scientific (and temporal) laws that wobble from episode to episode. On Trek the characters seem to solve everything by reversing polarity or channeling energy through the main deflector, even when that makes no sense.
I think this will be a good learning experience for me, though. Either the GM will come up with clever ways to make the science-related challenges work, or I'll learn by trial and error what doesn't work. Either way, I expect my own GMing of sci-fi games will improve because of it. So, I'm kind of excited. Plus, it's a good group, these folks are a lot of fun.
The system being used is PDQ#, which is nicely flexible. It's less fiddly than Savage Worlds, but more defined than Risus. I think it's probably a c8 on my crunchometer, but I'll know better after I've played it more.
The era of Trek that is our setting is 5-10 years before Next Generation. There's been promise that Tholians the Gorn will show up, both of which have always been personal favorites that I wish the good series (not Enterprise) had done more with.
*Sigh* Why did the weakest Trek series have to be the only one that followed up on the most interesting aliens? I know those episodes exist, but the rest of Enterprise sucked so badly I'm afraid to watch them.