I love Star Trek Deep Space Nine because much like Mister Rogers Neighborhood, it’s about the journey inside. Yes, one uses puppets and the other weird prosthetic foreheads, but both are about the exploration of the self, more so then say other Star Treks. I can’t comment on recent children’s television, but I imagine Fred did something special.
At first I had an idea to to run something like Original Series Star Trek, but in an endless ocean, with countless islands, sort of fantasy land. Island(moral dilemma) of the week, sort of thing. Regular people(Napoleonic era) transported to a strange fantasy land.
I thought this might prove exhausting week after week. Creating a new island every so often, a new problem, with a hard-to-see-at-first solution(s).
Then I thought, what about a fantasy Deep Space Nine? The role-playing game Primetime Adventures came to mind. There are other games that try and address character arcs(just a few!). No game will be perfect; because games aren’t stories. They simply aren’t.
I thought about game-structure-only-as-needed. Maybe it doesn’t need a resolution system? But maybe it needs a curse/blessing/mystery generator? I could just wing it?
Maybe I should only fill in what I, and everyone else needs? I imagine this is how early D&D evolved. Create as you go.
I don’t think I’m that interested in traditional rpgs for this, and yeah that includes Apocalypse World(not that there’s anything wrong with it). Characters aren’t defined as a series of questions, which is something I like.