Back in the early 90's, I was in a FASA Star Trek RPG campaign with a brilliant GM. We had a ST:TCS 'bridge' set up in his living room made up of old LiteBrites with ship status overlays, and he'd conduct away team missions in another room of his house. If you were on an away team, you weren't allowed to just go and talk to the people on the bridge from the planet-- you had to yell from across the house and hope that they could understand what you were saying though your 'commuincator'. He also ran another gaming group on an alternate night that played Romulans within the same game campaign, and frequently pitted us against each other. It was fantastic, and one of the primary reasons why I'm so enthusiastic about the potential behind Artemis now.
I'm not nearly as good a GM as he was, but I have been thinking of running a Tabletop/Aretmis hybrid campaign. If your crew is anything like mine,
Sector Zero was practically written for Artemis (don't let the bland download page scare you; it works). It's a tongue-in-cheek Star Trek-ish type universe that runs on the Savage Worlds game system, which is as flexible as GURPS, but 1/5th the size and has a ton of fun mechanics.
[Last edited Dec 14, 2012 05:26:03]