So with Dave Tepool's passing I got flipping through the 1st edition of the FASA game... I've never actually played it - when I began the 2nd edition was already out.
The first comment is the binding makes me weep. I like well-bound books. Sadly, this book is not one. I have two copies, both acquired through ebay auctions. One has the front pages all loose. The other is begging for an excuse to come apart.
Anyways, reading through it in many ways I prefer it to the 2nd edition and there are some aspects that I find superior to other incarnations of the game (i.e. LUG and Decipher).
Unlike the 2nd edition of FASA there is no variable time for various branches, everyone graduates the academy in 4 years. Each cadet cruise is a year. Department head and command school are bundled into one tour lasting two years. (I always felt that something like command school worked well for folks like Saavik). I also noticed that it seems that from your skill rolls you can use them for anything, as opposed to only skills you already have. I much prefer this (and is how I did it) as it makes it easier to make characters who change branches over their career like Lt. Riley. The skill list is also a tad smaller.
There also seems to be a touch more humor in the rules - they are less polished, but they seem to be chatting with you, an effect I really like.
I think as far as an RPG goes the 1st edition may also have the best starship combat rules. It is very similar to later versions from FASA with a few differences that I rather like:
- NPC ships have an abridged set of options. Instead of configuring every power point power allocation is abstracted to a menu of choices - i.e. lots of movement no shields or weapons, all weapons armed/minimal movemement/shields, etc.
- No phases after which shields recharge. Ships take turns spenidng each movement point. Once a ship runs it no longer takes turns with other ships. But all ships can fire at any time.
- This is true of the 2nd edition variants, but I wanted to reiterate it. I'd forgotten how clever it was to divide roles in the way they did. Captain gives the orders, engineer decides how to allocate power, various officers use that power to best follow captain's orders and make various rolls.