James Barry discusses writing about the Dominion War in the new Star Trek Adventures Gamma Quadrant RPG supplement for the 2d20 role-playing game.
I’m a Star Trek fan, and have been for a long time. I always loved The Next Generation, but Deep Space Nine was the series I got to fully watch when I was younger; week in, week out, series by series. As such, it probably had the biggest impact on me and my view of the Star Trek universe overall.
Deep Space Nine is somewhat divisive for fans. Everyone has their favorite series and time period, and each explores a different aspect of humanity in the stars and the new challenges to overcome. DS9 was grittier and more visceral than previous incarnations of the franchise. Tasha Yar had died, Picard had only seen four lights, and on the big screen Spock had emotionally said goodbye for the good of the many. But Deep Space Nine started as it meant to go on, dealing with occupations, liberations, the difference between freedom fighter and terrorist, and the blurred lines between the two. Even the earlier episodes establishing Bajor, the Prophets, and the turbulent relationship with the Cardassians were scuffed up. Rough and ready. Not the clean lines and (usual) working systems of any previous Enterprise.