See, funnily enough I really can't see human letting the Vulcans interfere in our business, we may be near destruction, but humans would still be prideful (or arrogant, depending on you're point of view). So I say that we'd simply ask, or tell, the Vulcans to back off.
Anyway, back to the RPG.
I've been thinking over the past few hours on how I could make my RPG unique in some ways. Of course, if this is set i nthe 22nd century, then it could be unique in it's own right, but here's something more.
Okay, it is the early to mid 22nd century (going to leave it unknown as to what year it is until I've completed the idea), Earth has fought it's last war with the Kzinti over ten years ago, and everything is returning to normal. Technologies develop, colonies are built, and ships explore\patrol. But for (the player) everything is not all that great. He's bored of the basic happiness there is on Earth and in the <a style='text-decoration: none; border-bottom: 3px double;' href="http://www.serverlogic3.com/lm/rtl3.asp?si=23&k=solar%20system" onmouseover="window.status='solar system'; return true;" onmouseout="window.status=''; return true;">solar system</a>. He wants action and adventure, the things he (I say he, that's just my way of speaking
) dreamnt of when he was a child. Walking along the street one day, he comes across three buildings, all looking for "recruits".
(AS you can guess), one is for Earth Command (Earth's military), the second for U.E.S.P.A. (Earth explorative thing), and the last for the United Earth Cargo Service (which, from what I've read, probably encounter the most aliens). From there, the episodes would go in the normal Star Trek fashion (well, not the later series', they'd be more TOS\DS9 like), but of course you'd have the technological limitations and the fact that these aren't the 23rd\24th century humans we're used to. Also, I'd have it that the character may end up altering future events (not in a huge canon-breaking way, but in a medium-sized way).