Maybe the ship gets flung across the galaxy and the players have to find their way home, making friends with alien races (or at least trying not to offend them).
That sounds like Slipstream. :) (Or at least one of the possible "entry points" into the setting.) Although that of course would be more "rocketships-and-rayguns" sci-fi, trappings-wise, even if the situations could very well end up very "Star-Trekkie" in execution.
Regarding the last one ... haven't I told you about my Advanced MonsterQuest games? For convention games, I set up a dungeon, and each "MC" (Monster Character) was a different "monster" archetype common in Advanced HeroQuest (with some attempt at balancing), tasked with stopping waves of pesky adventurers from interrupting their Evil Overlord's massive ritual. For the game, I basically had a "script" for when different "hero" groups would enter the dungeon, and how they'd progress, UNTIL such time as they encountered the MCs and were interfered with.
They wouldn't make a straight beeline for the ritual chamber; some would habitually check every room for secret doors -- even if there weren't any to be found most of the time -- some would squabble (loudly!) over treasure after defeating minor NMC (non-monster character?) mooks, and one team would actually *set up* traps in its wake (and re-arm any that had been disarmed previously). Thanks to the Overlord's Magic Crystal Ball (and the tendency of "heroes" to argue loudly and cause other commotion), I had an excuse to make it clear where most of the "hero teams" were at any given moment (though there was a stealthy rogue who'd sneak around and would be harder to detect -- but at least he spent far more time looting and causing mayhem, and was more of a wild card than anything else).
For the most part, lesser mooks might be persuaded by the MCs to follow orders. Snotlings (gremlin-like things, related to goblins but smaller) tended to latch onto any Ork or Goblin character, once discovered, and would attempt to mimic anything their "hero" did (i.e., attack whatever the character attacked, help open doors, and so on) but their scampering and gleeful giggles could hinder sneak attempts. A few beastmen were in the dungeon, and could be bullied or badgered into acting as scouts or decoys. There was also a highly irritable dragon in one room, who would stay there for the duration of the scenario, and woe betide anyone who woke him up.
It played differently each time. Sometimes the MCs would promptly find excuses to turn on each other. Sometimes they'd actually kind-of sort-of work together. But it seemed like a fun deviation from the norm, for a change of pace.
That was just a one-shot, though -- not a whole *campaign*.
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That sounds like Slipstream. :) (Or at least one of the possible "entry points" into the setting.) Although that of course would be more "rocketships-and-rayguns" sci-fi, trappings-wise, even if the situations could very well end up very "Star-Trekkie" in execution.
Regarding the last one ... haven't I told you about my Advanced MonsterQuest games? For convention games, I set up a dungeon, and each "MC" (Monster Character) was a different "monster" archetype common in Advanced HeroQuest (with some attempt at balancing), tasked with stopping waves of pesky adventurers from interrupting their Evil Overlord's massive ritual. For the game, I basically had a "script" for when different "hero" groups would enter the dungeon, and how they'd progress, UNTIL such time as they encountered the MCs and were interfered with.
They wouldn't make a straight beeline for the ritual chamber; some would habitually check every room for secret doors -- even if there weren't any to be found most of the time -- some would squabble (loudly!) over treasure after defeating minor NMC (non-monster character?) mooks, and one team would actually *set up* traps in its wake (and re-arm any that had been disarmed previously). Thanks to the Overlord's Magic Crystal Ball (and the tendency of "heroes" to argue loudly and cause other commotion), I had an excuse to make it clear where most of the "hero teams" were at any given moment (though there was a stealthy rogue who'd sneak around and would be harder to detect -- but at least he spent far more time looting and causing mayhem, and was more of a wild card than anything else).
For the most part, lesser mooks might be persuaded by the MCs to follow orders. Snotlings (gremlin-like things, related to goblins but smaller) tended to latch onto any Ork or Goblin character, once discovered, and would attempt to mimic anything their "hero" did (i.e., attack whatever the character attacked, help open doors, and so on) but their scampering and gleeful giggles could hinder sneak attempts. A few beastmen were in the dungeon, and could be bullied or badgered into acting as scouts or decoys. There was also a highly irritable dragon in one room, who would stay there for the duration of the scenario, and woe betide anyone who woke him up.
It played differently each time. Sometimes the MCs would promptly find excuses to turn on each other. Sometimes they'd actually kind-of sort-of work together. But it seemed like a fun deviation from the norm, for a change of pace.
That was just a one-shot, though -- not a whole *campaign*.