Meanwhile, back on the bridge...
I have retained a lot of the spirit and text from Where No Man has Gone Before 2.0 because it's really good! At the same time I have tried to make it feel more like a game I'd want to play and mashed it up with some of my own game rules. In addition I have tried to make FAR TREK into a more cinematic playing experience to match the feel of TOS rather than a number crunching, hit point tracking, and damage detailed RPG. So to give you a quick idea of where things are headed:
Things you will not find in Far Trek:
Weapon Damage rolls (like knife 1d6, phaser 4d6, photon torpedo 100d6...nope, not in here)
d20 and other D&D standard polyhedral dice
Things you will find
Four Attributes (ST, IQ, DX, CA)
Classes (Gold Shirt, Blue Shirt, Red Shirt)
I have had a lot to do (and continue to do a lot) of cutting pasting and redesigning to work Far Trek into the game system (d6 based) and play style which I think will fit the spirit of Star Trek.
Will Far Trek succeed or EPIC fail? You can beam a copy up in a few weeks and decide for yourself.