Star Trek Adventures - Gamemaster's Guide
Star Trek Adventures - Gamemaster's Guide
Star Trek Adventures - Gamemaster's Guide
GAM E M AS TE R ' S
GUI D E
INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
INDEX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 245
FO REW ORD J I M J O H N S ON , PRO J ECT M AN AG ER
S TAR TREK AD VEN TURES
ii
SPACE , T H E
FINAL FRON T IE R
“ . . .t o b o l d l y g o wh e r e n o one has gone before.”
— F R O M S TARFLEET’S M AN D ATE
A UNIVERSE OF POSSIBILITY
FOR MORE THAN 50 YEARS AND ACROSS TEN TELE- (a Western series that focused on a recurring cast
vision series (and counting), 13 feature films, and exploring together) to its current incarnations in no
countless other forms of narrative from novels to fewer than five series in active production, Star Trek
comic books to games, Star Trek has delighted stands unique among science fiction media prop-
audiences worldwide with its science fiction erties, presenting a comprehensive and consistent
storytelling in a future laced with hope, adventure, setting in which virtually every fiction genre and
drama, and wonder. From its conception by creator type of character can find a home, where any kind
Gene Roddenberry as “Wagon Train to the Stars” of story you can imagine telling can fit somewhere
YESTERDAY'S ENTERPRISE
As noted in the core rulebooks, the default setting following the events of Star Trek: Picard and
for Star Trek Adventures is the year 2371 (star- into the far future depicted in season 3 of Star
dates 48000–48999), but that does not mean Trek: Discovery. As Spock once said, “There are
other eras of play are unavailable for use. This always possibilities.”
game can be used to tell stories in any Star Trek
era, from the earliest days of the Federation in Groups wishing to play in adventures or
the 2100s to the 32nd century and beyond. campaigns set during various Star Trek time
periods will have no trouble using
You and your group may choose to set your game the materials presented in this
at the dawn of Earth’s tentative steps to exploring guide. If an item of equipment,
space in the 2100s; during the “Five Year a technological advance, or
Mission” period in the 2200s when illustrious piece of information should
captains such as Kirk and Kang commanded be unavailable in a certain
starships and pushed the boundaries of known era, you’ll find a note
space; during the 2300s where the Empire and within the text or in a
Federation forged peace and navigated the chal- sidebar like this one.
lenges of their new alliance and the Federation
faced a variety of threats; or even in the centuries
00101
INTRODUCTION 1
within the expansive Star Trek Galaxy seen on the eras and styles of play available to you and your
screen and in print. group. You’ll also discover a wealth of information
that builds on what’s found in the game’s core rule-
Welcome to the Star Trek Adventures books, which should help you more effectively plan
Gamemaster’s Guide, where you, the gamemaster and tell Star Trek stories with your players, as well
of a Star Trek Adventures mission or campaign, can as adjust the ruleset to best fit your narrative style
learn more about the franchise, the setting, and and the needs of your game.
SUPPLEMENT STRUCTURE
THIS GAMEMASTER’S GUIDE PROVIDES ALL THE Chapter 2: The Star Trek Universe in Play is
information you’ll need to understand the essentials aimed at the new or casual fan who might not be
of the Star Trek setting and to apply that setting to familiar with all the myriad details of the Star Trek
the Star Trek Adventures campaign or adventure universe and how they might apply specifically to a
you want to plan and run with your players. roleplaying game. This chapter provides information
about how the contents of the setting operate, how
Chapter 1: Star Trek Defined provides a primer beings in the setting live and work, and more, all
on what makes Star Trek unique among science presented through the understanding of a Star Trek
fiction media properties, including the setting’s ethos, Adventures character.
mythos, expectations, assumptions, and more. In
addition, this chapter discusses what Star Trek Chapter 3: Star Trek Eras and Play Styles dis-
Adventures is and how it directly ties into the DNA of cusses the various eras of play available in Star
what makes Star Trek an amazing setting in which to Trek, as well as a number of styles you and your
plan and stage great roleplaying experiences. players can use to set the feel and tone of the
stories you want to collaboratively tell.
2
Chapter 4: To Boldly Go discusses how to get Chapter 6: Main Engineering examines each key
engaged in the game even if you are not a veteran game mechanic and component introduced in the
Star Trek fan and provides guidance on how to be an core rulebooks in more detail, expanding on how
active and supportive gamemaster. It also discusses to make the most out of attributes, disciplines,
the tools you need to plan and begin a Star Trek Momentum, Threat, traits, values, Determination,
Adventures game, and provides pointers on how to NPCs, extended tasks, and more.
form a remarkable crew with your players.
Chapter 7: Additional Rules and Tools provides a
Chapter 5: Star Trek Storytelling details how Star discussion on how to more effectively integrate the
Trek stories are structured, what types of story rules with the narrative you build with your players,
content are available for Star Trek Adventures, and and provides a collection of optional rules and
provides advice on developing varying scales of Star other tools, including sample encounters, sample
Trek stories, from single adventures to season-long extended tasks, and a brief discussion on a variety
stories, and even multi-season campaigns. of social, governmental, and religious structures you
can use to create unique cultures and species.
INTRODUCTION 3
WHERE TO START?
What if you want to run this game but you’ve Consider watching the following episodes,
never watched Star Trek? Perhaps you’re which arguably present Star Trek at its best,
a casual fan who has viewed a handful of and exemplify what’s possible for a Star Trek
episodes here and there. Maybe you’re on the Adventures episode or campaign. As you
fence about the game and need inspiration. watch, imagine what kind of campaign you
Perhaps you’re uncertain just which handful of might create with your players that might carry
episodes out of the hundreds available might forward the Star Trek ideals and ethos.
help answer “Just what is Star Trek?” and
“What can my players and I do in this game?”
STAR TREK
The original series laid the foundation for the and topics include “A Taste of Armageddon,”
entire franchise and set the tone and style for “Balance of Terror,” and “City on the Edge of
more than 50 years of science fiction storytell- Forever.” For a good example of how to have
ing. Three episodes that illustrate the concepts fun within the setting, check out “The Trouble
of teamwork and deep exploration of character with Tribbles.”
MOTION PICTURES
While feature budgets and scope require a Home present a deep, character-driven trilogy
refocus of intent, the Star Trek films deliver that is alternately action-packed, tragic, and
spectacle as well as story. Star Trek: The Motion humorous. It’s also worth noting that three of
Picture offers a thoughtful science fiction prem- the ten feature films involve some form of time
ise with a sweeping scope, while The Wrath of travel, a Star Trek storytelling staple.
Khan, The Search for Spock, and The Voyage
4
STAR TREK: DEEP SPACE NINE
Deep Space Nine took a new approach to Star unresolved at the end of an episode would still
Trek storytelling – rather than warping to the be present next time. Be sure to check out the
adventure every episode, now the adventure episodes “Emissary,” “The Visitor,” “Far Beyond
would come to the crew on the station. This the Stars,” and “It’s Only a Paper Moon.”
meant that, often, issues and challenges left
00102
INTRODUCTION 5
6
CHAPTER 01.00
ST AR T R E K
DE FI N E D
01.10 WHAT IS STAR TREK? . . . . . . . . . . . . . . . . . . . . . . . 8
S TA R T R E K D E F I N E D 7
CHAPTER 01.10
W HAT I S
STA R T RE K?
“ And yo u peop le, you ’re all astron au ts
on some kin d of star trek.”
8 CHAPTER 1.10
2. Star Trek Presents a among individuals are embraced and celebrated,
and discrimination and exclusion on any basis is
Positive, Hopeful, and prohibited. This standard of diversity, equity, and
Vibrant Forecast inclusion provides you and your players with the
flexibility to create any character you can imagine.
One of the first things you’ll note about Star Trek
They’ll find a home in the Star Trek setting.
on the television screen is that the colors pop out.
The future presented by the franchise is vibrant,
rather than washed out or shaded in grays. Starfleet
uniforms and civilian clothing are colorful, Starfleet
4. The Characters Build
vessels almost always have brightly-lit interiors and Nurture Relationships
and control panels and displays. This attention to Watch any episode of Star Trek and you’ll find
bright colors reflects the overall positive tone of the characters working together, playing together, and
franchise, the hope baked into the very concept of exploring together. While there is a certain level of
the series. discipline and distance maintained by some char-
acters, many of the characters on the shows are
Starfleet officers live in a post-scarcity society friends on- and off-duty, sometimes even family.
where all basic needs are met, where all individuals
are free to pursue whatever interests or careers they It is Human nature to form communities, and the
care to set their minds to. They explore the universe communities we see episode after episode are often
not to conquer other peoples or to acquire land or ones we want to tune back into time and time again.
treasure, but to expand their understanding of them- We respond in kind when we see the characters
selves and the universe in which they live. caring for each other, risking their lives for each other,
and sacrificing their all so that another might live on.
Unlike other science fiction properties that might There are so many great relationships to draw from
present a dystopian future or a dark, brooding noir for inspiration; here are just a few examples: the
type of world, or settings in which endless war is a dynamic between Kirk, Spock, and McCoy; the loving
daily fact of life for that universe’s inhabitants, Star father-son relationship of Benjamin and Jake Sisko;
Trek offers a universe of morality, hope, and joy in the friendships forged between Burnham and Tilly,
the wonders to be explored. What do you want to Data and LaForge, and Bashir and O’Brien; and the
explore within a Star Trek game? nurturing mentorship Saru imparts upon Tilly.
S TA R T R E K D E F I N E D 9
Star Trek has its share of stories where the plot In addition, the Federation is grounded firmly in poli-
must be solved by creative thinking, scientific know- cies and practices that portray a grand view of ethics
how, and a judicious sprinkling of technobabble, and morality. The Federation is aware of its strength
but it is arguably the character-driven episodes that and potential for abuse on other worlds, intended or
fans remember most vividly, and are likely the ones otherwise, and endeavors to manage these concerns
that keep us watching season after season. Work via law and order and a series of directives and
with your players to develop a crew that consists of policies intended to stand the test of time. The Prime
fully rounded, fascinating characters that you’d want Directive – which focuses on the non-interference
to watch in action, session after session. with pre-warp cultures – represents the Federation’s
awareness of itself and requires all who serve in
Starfleet to follow the spirit, if not the letter, of that
6. Characters Live directive. The moral challenges that arise from it are a
in a United Federation staple of Star Trek drama. Where and how will it play
a role in your games?
of Planets
By the 24th century, the United Federation of Planets
has grown to include more than 150 member worlds 7. Starfleet Characters
and protectorates, a conglomerate of billions of
beings working toward a common purpose. Allying
Blaze the Trail
Starfleet is the uniformed, exploratory organiza-
together for mutual protection and mutual benefit
tion within the Federation, primarily focused on
pays dividends for the Federation, whose members
deep-space exploration and research. Starfleet
know that they are stronger together, rather than
vessels and crews also take on other missions and
separate. There is safety in numbers, but there is
assignments based on the needs of Starfleet and the
also strength and solidarity and shared purpose.
Federation, including, but not limited to, peacekeep-
ing efforts, disaster relief, defense, and diplomatic
operations. Most Star Trek characters are members
10 CHAPTER 1.10
of Starfleet, though some series present non-Star- story. Virtually every character in the various series
fleet characters to provide contrast and alternative has some education and background in one or more
viewpoints and storytelling possibilities. science disciplines, and can understand and operate
most standard technology (e.g., most beings can
Composed of members from Federation member operate a shuttlecraft much as many today might
worlds, protectorates, and sponsored individuals operate an automobile).
from non-Federation worlds, Starfleet is the primary
organization beings join to contribute their talents Star Trek has inspired generations of scientists,
to the furtherance of knowledge for all. Are all engineers, and theoreticians. Many technological
your players playing Starfleet characters? If so, devices and concepts that once began as science
what drove them to join Starfleet over any other fiction concepts on the show have gone on to
profession or life interest? What talents do they have become real devices in real life. Just as modern
to contribute? If they’re not a member of Starfleet, technology inspires the writers of Star Trek to think
would they ever consider joining? Why or why not? more futuristically, Star Trek sparks innovation
through inspiration. If your players’ characters aren’t
dedicated scientists or engineers, what disciplines
8. Star Trek Examines are they interested in?
the Human Condition
Every Star Trek series has at least one character
who is non-Human and who serves as the means
10. Characters Have
by which the writers and the audience explore what Some Fun Along the Way
it means to be Human. In some cases, it might be a Star Trek is most often presented as a science fic-
Human character who was raised in a non-traditional tion drama, where high stakes, danger, and Galaxy-
manner, such as in the case of Seven of Nine. In spanning events are used more frequently than day-
many ways, these characters often have the most to-day storylines; yet, even with the ever-present
Human responses to events and are often the ones drama, somehow most of the characters are shown
musing on the story’s moral in the episode’s coda. to love their jobs, their fellow crewmates, and the
journey they all share. They even crack smiles and
Commander Spock, Lt. Commander Data, Constable jokes along the way.
Odo, the Emergency Medical Hologram, Neelix, Kes,
Dr. Phlox, Commander Saru…these characters Many Star Trek episodes carry a tone and spirit
bring a uniquely non-Human perspective to their firmly planted in the comedy genre, showing that
respective series, and reveal to us, Humans here on even while travelling through deep space, working
Earth, answers to questions and then present the far from home, and potentially facing any hundreds
inevitable questions that arise from those answers. of possible fatal encounters, it’s Human nature
Do you want to facilitate stories that support such to occasionally get silly and stumble into comical
a character? How might those characters best fit in situations. Your crew might come out of them
with the series you want to collaboratively create unscathed, with perhaps a bit of replicated egg on
with your players? their face and a purring tribble perched atop their
heads. If it fits into your group’s game concept,
remember to have fun while exploring all your
9. Star Trek Explores the imagination has to offer.
Wonders of the Universe
In addition to exploring what it means to be Human,
Star Trek, as a science fiction setting, embraces
the exploration of the unknown via real science,
plausible science, and, when needed, fictitious
science that sounds authentic for the sake of the
S TA R T R E K D E F I N E D 11
NON-FEDERATION CHARACTERS AND CAMPAIGNS
Many Star Trek characters and cultures do not on a Galor-class warship, run operations as
embrace the Vulcan Infinite Diversity in Infinite members of a Romulan Tal Shiar strike team,
Combinations (IDIC) philosophy or adhere to or portray a cadre of Ferengi arms dealers
the generally hopeful and utopian point of view working every side of a given conflict to earn
portrayed in most Star Trek stories. Often, these maximum latinum, there’s nothing stopping
characters and cultures are presented as antag- you from doing so. The game’s mechanics
onists for the heroes to battle or overcome, don’t change. What will change are the tone
which in some cases can be problematic. and expectations of your game in comparison
to what is traditionally seen as a Star Trek
Not all Cardassians are fascistic torturers, nor story. Putting aside the Star Trek ideals of a
are all Romulans treacherous schemers. As hopeful, positive future and the tenets of IDIC
with any species or culture, there are members for another approach means your game will
across the many spectrums, from conservative have a very different feel from the intentions of
to progressive, fascist to libertarian. Tarring an the series creators and the game designers.
entire race or species with the same brush or
label is as unacceptable and intolerable in the Whatever you choose to do, ensure your group
Star Trek universe as it is in real life. comes to consensus on the concept before
beginning play.
To that end, if you and your group want to
play a campaign of Cardassian soldiers based
01101
SUMMARY
NOW THAT WE’VE ESTABLISHED WHAT STAR TREK IS, Star Trek Adventures itself, and define what makes it
or at least built a baseline to spark discussion at the the world’s most popular Star Trek roleplaying game.
game table, let’s take that foundation and apply it to
12 CHAPTER 1.10
CHAPTER 01.20
WH AT I S
STAR T RE K
ADVE NT URE S ?
“ Ye s , y e s , y e s . N o w, where are the gam es?”
– FA L O W, MA S T E R S URCHID O F THE WAD I
S TA R T R E K D E F I N E D 13
3. Rules as Light or their characters through the lifepath, they’ll add
more story elements to their characters, along with
as Complex as Needed additional mechanical benefits. Once complete with
The 2d20 System features a straightforward task the lifepath, your group will have fully-realized char-
resolution system: when a player is presented a task acters ready to take their place among the heroes of
to attempt, determine the target number by adding the franchise.
together the scores of the relevant attribute and
discipline, establish the task’s Difficulty level (0–5, Unlike many other roleplaying games where char-
determined by you), then roll 2d20 and attempt to acters start out with modest abilities and stand real
score enough successes to beat the Difficulty level. chances of dying early and often, characters in this
If you learn only just that core concept and can game begin play as highly competent and capable
execute it consistently when attempting tasks and beings, ready to take on whatever challenges the
when in combat situations, you’ll be armed with the universe (or you, the gamemaster) throws at them.
single most essential tool you can use to build many What path will your group’s characters traverse?
sessions of entertaining gameplay. How does each character’s journey on their lifepath
intersect or relate to the other characters?
From there, you can gradually add in the rules for
using Momentum and Threat, buying additional
dice to use on task attempts, using values and 5. A Role for Everyone
Determination, generating assists from characters Some players have a preferred role to play in role-
and starships on task attempts, and engaging playing games, while others are happy to pick a role
in social conflict, personal combat, and starship that best supports the other players and the needs
engagements. Add additional mechanics as desired, of the game. No matter what type of players you
adjusting the game system to the needs of your have in your group, or what types of character they
ongoing campaign and the comfort level of you and want to play, there’s a place for them in Star Trek
your fellow players. Adventures. If a player comes up with a character
concept that excites them but doesn’t reflect the
There are as many ways to play Star Trek traditional idea of a Starfleet officer (or Klingon
Adventures as there are game groups playing or warrior), encourage them to brainstorm with you
trying out the game. From play-by-post games in and their fellow players and craft a place for their
online forums that are 100% non-mechanics focused character in the game.
and essentially shared fiction writing, to detailed
combat scenarios using scratch-built models and
painted miniatures moved around a game table, to 6. Working for
something in between, there’s a way to play the game
that will suit almost any game group.
the Greater Good
One common theme among almost all the main
characters across the various Star Trek series is that
4. Character Creation they all strive to work together for the benefit of all,
rather than toward their own self-interest or personal
Via a Lifepath gain. Granted, there are some notable exceptions,
The primary way to create player characters for though even the exceptions are still portrayed as
Star Trek Adventures is to work through a lifepath generally good individuals who try to make decisions
step by step, gradually building the character from that benefit someone other than themselves.
childhood into their career as a Starfleet officer
(or Klingon warrior). At each step of the lifepath, Star Trek characters usually have strong moral
your players’ characters earn specific benefits and compasses and are devoted to concepts such as
are encouraged to begin building the story of that duty, honor, personal integrity, truth, and justice.
particular character. As your group members take Character perspectives and outlooks are defined
14 CHAPTER 1.20
FINDING REWARD BEYOND THE MECHANICS
Veteran gamers who are accustomed to role- across their respective series if viewed through
playing games where their characters improve a game mechanics lens.
incrementally over the life of the campaign by
defeating foes, gathering treasure and more However, where these characters do change
powerful weapons and gear, all the while gain- and develop is through their relationships with
ing some form of experience points, may feel each other, through their rich inner lives and
frustrated with this game’s more modest char- internal growth, and how they react to the sto-
acter advancement and development systems. ries they’re placed into. They grow by learning
something new about themselves, about their
The types of character development portrayed fellow crew members, and about the universe
in the franchise are baked right into the game – around them. Every story these characters
the characters we see in the various series, by experience gives them something new to con-
and large, start off as highly competent Starfleet sider, some new facet of humanity to examine
officers (or Klingon warriors) and do not grow and understand. It is Human nature to explore,
significantly in “power level” from episode to to learn, and to grow, and that, more than any-
episode or season to season. Captain James thing, is the intended reward of a collaborative
Kirk, from the first episode of the original series storytelling game.
to his apparent death in Star Trek: Generations,
is arguably the same character from a game Encourage your players to consider playing
mechanics standpoint, with perhaps a few Star Trek Adventures more for the rewarding
minor shifts in attributes, values, talents, and experience of shared storytelling at the game
focuses over his long years of service. Likewise, table than for the experience of their characters
Captains Picard, Janeway, and Archer, and most reaching a particular power level or gaining a
of their subordinate officers, change very little mechanical achievement.
01201
in Star Trek Adventures in the form of a charac- to devise creative and, often, effective solutions to
ter’s values, which serve as a barometer of their seemingly insurmountable challenges.
essential outlook on the universe, and which can be
tested or challenged session after session. Indeed, a Star Trek Adventures offers player characters the
character’s values can even change over the course same opportunities to work problems together,
of a campaign, reflecting the character’s growth – or in the form of assist mechanics – in which both
regression – through their life experiences. What are characters and the starship herself can assist on
your group’s characters’ most important values? task attempts – and through the use of a shared
Momentum pool. In addition, the options for
extended tasks and using the Scientific Method
7. Collaborative (discussed in the core rulebooks), provides charac-
Problem-Solving ters with the means to work together as a team to
research, experiment, and then solve challenges.
Star Trek characters, by and large, encounter and
You should challenge your players with tasks and
solve problems together, working as a team. Each
extended tasks with the expectation that they’ll
individual brings their own unique blend of skills
attempt to solve them together.
and abilities and applies those talents to whatever
problem they are faced with. All the series present
crew members who have complementary skills who
combine those skills with those of other characters
S TA R T R E K D E F I N E D 15
8. Present Dramatic Events 10. A Safe Space
Decade after decade, series after series, Star Trek
serves up epic, expansive storylines packed with
in Which to Explore
Star Trek expresses the Vulcan concept of IDIC –
drama and high stakes. Star Trek Adventures
Infinite Diversity in Infinite Combinations – where
delivers on this promise for high drama as well.
everyone is welcome, accepted, and considered
The game’s story-driven mechanics in the form of
equal no matter their species, gender identity,
Momentum and Threat allow you and your players
sexual preferences, faith practice, body shape,
to alter the circumstances of scenes and encounters
or other unique traits. This concept holds true for
to amp up the most dramatic gameplay and present
players just as it does for player characters. Star
big, Galaxy-defining events.
Trek Adventures provides a safe space for gamers,
regardless of their race, faith practice, sexual
In addition, Star Trek Adventures has an advan-
orientation, gender identity, or other traits. Just as
tage over the series we seen on screen in that the
any character concept can find a home in the Star
game provides an infinite special effects budget,
Trek setting, any player should be welcome at the
no limitation on alien species prosthetics, and the
game table.
ability to tell stories as large as the universe itself.
The television and movie screens may have a limit
to the scale they can present, but that limitation
goes away at the game table, where your stories are
limited only by your group’s collective imagination.
9. Engage in Story-
Driven Gameplay
The game mechanics built into the game – notably
Momentum, Threat, and Determination, as well as
the use of values, focuses, and traits – are tools
designed to enable you to create Star Trek-like story
events at the game table with your players. You
should feel free to use as much or as little of the
provided ruleset as you require to play through your
missions and campaigns. Some groups may choose
to use the full range of options at their disposal,
while others may opt for fewer rules.
16 CHAPTER 1.20
You and your players should discuss, at the very officers to have a common code of behavior and
beginning of the game, what makes for a positive conduct, so too should your group have an agreed-
and safe game experience, and clearly note what upon set of guidelines and safety tools. Safety tools
you are and are not comfortable exploring within a are detailed further on page 109.
game context. Just as it is essential for all Starfleet
BOLDLY GO
YOU’RE NOW PREPARED WITH A STRONGER UNDER- to learn more about the contents of the Star Trek
standing of the essence of both Star Trek and Star setting and the eras and styles of play you might
Trek Adventures. Review the next two chapters choose for your campaign.
S TA R T R E K D E F I N E D 17
18
CHAPTER 02.00
TH E ST AR T R E K
UNIVE RSE IN P L A Y
02.10 SOCIETY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
02.20 TECHNOLOGY. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
T H E S TA R T R E K U N I V E R S E I N P L AY 19
A WELL-WOVEN TAPESTRY
Over more than 50 years, across ten series (with These sections are intended to provide you with
more on the way) and thirteen feature films, Star a baseline understanding from a roleplaying
Trek’s production and creative teams fashioned game perspective so that you, as gamemaster,
a sprawling science fiction setting that has can understand the basics of the setting in which
remained remarkably cohesive. Even if it occa- you’re about to create amazing Star Trek-style
sionally stretches a bit at the seams and allows storytelling moments with your friends.
in some minor inconsistencies here and there,
the franchise and its contents as a whole hang Note the emphasis on brief – this chapter is not
together rather well. So much so, that, for the meant to be, nor can it hope to be, exhaustive.
purposes of Star Trek Adventures, there’s ample Millions of words have been devoted to the Star
consistency in the franchise’s weft and warp that Trek franchise and setting over the past five
you and your players should be able to confi- decades. There are hundreds of references that
dently bring an authentic Star Trek feel to play in go into much deeper detail on the above topics
any era and portray characters in situations that and many others.
could easily stand alongside the many heroes
and events depicted on screen and in print. This chapter should serve to whet your appetite
and give you enough information about the
This chapter provides a brief overview of the setting to use it to effectively craft a story that
society presented in the Star Trek setting, a challenges your group’s bold Starfleet officers or
primer on the most important technological honorable Klingon warriors, or whatever type of
elements of the setting, and a brief discussion characters are present in your game. Enjoy all
on Starfleet’s protocols and its naval heritage. that the Galaxy has to offer!
02001
20 CHAPTER 2.00
CHAPTER 02.10
SOC I E T Y
“ E l y si a i s, in ma ny re spe c t s, a pe rfect society. Bu t with all its
v irt ue s, it is no t ho me . And h om e with all its fau lts...
is wh ere we p refer to b e.”
A FUTURE OF HOPE
AMONG THE MANY SCIENCE FICTION PROPERTIES as racism, sexism, and political unrest, or complex
and franchises in popular media, Star Trek is unique aspects of individual identity, including faith, disabil-
in that it presents an image of humanity’s future not ity, sexuality, and many others. Star Trek invariably
as a post-apocalyptic nightmare or a cynical, dysto- promotes a future where everyone can live the life
pian cityscape, but rather as a positive, diverse, and they want, unfettered by the 21st century challenges
hopeful existence. Uniforms and ship corridors carry of bigotry, hate, and selfishness.
bright colors and dynamic designs. Crews made
up of beings from dozens of different species and The vast majority of characters in the Star Trek set-
cultures work together to explore the mysteries of ting, especially those from the Federation, embrace
the universe, study scientific wonders, and still have this positive outlook and fold it into everything they
time to explore their own rich inner worlds, to exam- do, the choices they make, and the direction they
ine what it means to be alive, to be a component of choose to pursue. The characters in your game
a Galaxy staggering in scope and potential. almost certainly share this view as well. What do
they see when they look to the stars?
This hopeful outlook is most evident when Star Trek
is examining very real modern social issues, such
T H E S TA R T R E K U N I V E R S E I N P L AY 21
RELIGION AND SPIRITUALITY
For all that the Federation is a broadly secular RELIGION IN PLAY
society, religious and spiritual beliefs are far Star Trek has typically been a very secular
from absent. Vulcans are a deeply spiritual franchise, sometimes dismissing religion as
people, with ancient traditions of monastic superstition and speaking of it as if it were
contemplation and asceticism, and philoso- something that a culture evolves beyond, with
phies that encourage deep self-knowledge and god-like beings (or beings posing as gods)
musings upon the metaphysical. Bajorans, on serving as antagonists in many episodes. Gene
the cusp of being a Federation member, have Roddenberry is said to have believed that
a rich religious life centered around worship of contemporary religion would be gone by the
the Prophets in their Celestial Temple, and this 23rd century, with humanity favoring a form of
organized religion holds much social and politi- secular humanism as our guiding philosophy.
cal influence. While few other Star Trek cultures
have had their faith so prominently shown on Star Trek: Deep Space Nine took a more bal-
screen, every culture is shaped by the beliefs anced approach, with the Bajoran faith explored
and faiths of its people, past and present. in detail, and Benjamin Sisko having to strike a
balance between being a Starfleet officer and a
Within humanity, religion often takes on more religious figure, but the religion in question was
individual forms of practice than it may have in always that of the Bajorans; Human faiths never
the past, but even atheists and agnostics typi- factored into it.
cally recognize the cultural impact that religion
has had upon their lives. Many of these faiths Star Trek: Enterprise suggested that a variety of
and practices have evolved over the centuries Human faiths persisted at least into the 22nd
as spiritual leaders debated the interpretation century, with Phlox having studied a range of
of their traditions and texts in the light of new Human religions during his time on Earth. The
discoveries and new technologies. second season of Star Trek: Discovery deals
with faith in an abstract sense and reveals that
The Federation does not have an official religion Captain Pike’s upbringing included study of
and guarantees freedom of religious expression religion alongside science, rather than in place
so long as one’s religious beliefs are not harmful of it. In these small ways, Star Trek has grown
to others. to explore belief and faith in ways it didn’t
originally, even if it still shies away from talking
In the Klingon Empire, matters are slightly directly about any real Human religion.
different. Klingons have a deep tradition of
spirituality, and many of their rites and practices These considerations are important in a game
are said to date back to the time of Kahless, context because religion is a part of people’s
though how much of this is true is unknown. identities and cultures, and that is as much a
Klingons worship no gods – they were deemed part of IDIC as race, sex, gender identity, sexual
too troublesome and slain by Klingon warriors orientation, and other factors. Within the game,
in ages past – but they have a concept of an you may wish to create a character which you
afterlife in the form of Sto-Vo-Kor and its antith- identify with, and that may include some or all
esis, Gre’thor, which are the ultimate fates for the aspects of your faith practice, if you have
the honorable and dishonorable, respectively. one. Within an individual game of Star Trek
Klingons also maintain a monastic tradition, Adventures, allowing players to see themselves
with the monks of Boreth serving as stewards in their characters can take precedence over
of the traditions of Kahless the Unforgettable, in the way Star Trek has traditionally handled the
addition to other roles. subject of religion.
02102
22 CHAPTER 2.10
dear the rights and freedoms of all beings, even than becoming the basis for marginalization or
specific artificial life-forms. Further, the Federation persecution.
expressly prohibits unfair discrimination based on
a being’s species, ethnicity, nationality, spiritual Reflecting the strong ideal of IDIC, characters in Star
or political beliefs (so long as those beliefs are Trek Adventures may be of any species, ethnicity,
not harmful to, or unfairly imposed upon, others), faith, sexual identity, gender, gender expression,
gender, sexuality, or a range of other factors, such and so forth without limit or restriction. Variations
as disability or neurological variation. rarely have any impact upon the character in game
mechanics terms, though your players may choose
Within the Federation, all people are given the to highlight some key element of their charac-
means and opportunity to pursue their ambitions and ter mechanically, perhaps via a value or focus.
realize their full potential. The differences between Encourage them to do so, and provide insight and
individuals are embraced and celebrated, rather suggestions when possible.
CULTURE
THE FEDERATION, AND THE HUNDREDS OF SPECIES, table. The most-used species in the franchise –
worlds, and cultures the main characters encounter Humans, Klingons, Vulcans, Betazoids, Cardassians,
across the Star Trek universe, each have cultures Bajorans, Ferengi, and Kelpiens, among others – are
containing norms, expectations, and styles all their given sufficient cultural background (by virtue of
own. Precious few are provided with a deep dive being the species of a main character) that they’re
into their beliefs, customs, morals, and so on – the relatively easy to present and roleplay compared
stuff that roleplaying gamers rely on to deliver a to others. Secondary canon has helped to fill in
meaningful portrayal of their character at the game some of the blanks for other species as well. If
T H E S TA R T R E K U N I V E R S E I N P L AY 23
any of your players are playing a character from a species from scratch), take on the fun challenge of
well-known Star Trek species, or if you are creating fleshing out that species for the purposes of your
a key NPC from an established species, much of campaign. Much as The Next Generation added a
their world-building has already been fleshed out to wealth of detail on Klingon culture, and Deep Space
adapt and use. Help your players create their char- Nine dove deeply into the Ferengi psyche, use the
acters on that firm foundation and then boldly add opportunity to take a canon species and build their
your own collective spin to an established species. culture as you play. Species such as the Tellarites,
Andorians, Tiburonians, Ktarians, and Pakleds could
If you or your players are creating a character of all be played as a main character or key NPC and
a species that has not been given much canonical given deeper cultural details and practices that
cultural detail (or perhaps even creating a unique could enhance any game experience.
ECONOMY
ANOTHER IMPORTANT FACET OF THE STAR TREK Your players’ characters likely joined Starfleet or
universe is that, by and large, the average Federation the Klingon Defense Force (or whatever organiza-
citizen has left behind the need to pursue a survival tion is appropriate for your game), out of a desire
income or to hoard wealth. Replicator technology and to better themselves rather than feeling the need
the logistics of a post-scarcity society mean that few to earn a salary and benefits or out of obligation.
beings in the Federation want for any of life’s essen- Without a need to earn to live, and free to join
tials, which frees people to pursue careers or activities Starfleet to explore the Galaxy and to better them-
out of a feeling of desire rather than necessity. Some selves, what excites your group of characters?
individuals and some species and cultures certainly What hobbies do they choose to pursue? Knowing
do pursue wealth and material possessions, but these that they can do anything they want if they set
are seen as the exception rather than the norm. their mind to do it and put in the effort to learn new
skills, what do they want to do in their Starfleet
24 CHAPTER 2.10
career? How about a second career? Perhaps they What did they do and how does that experience
spend 30 years at one trade and then join Starfleet. influence their decision to join Starfleet?
STARDATES
TIMEKEEPING IN THE STAR TREK UNIVERSE CAN BE to the chronological occurrences in your game. A
tricky when dealing with multiple different worlds story that occurs after another should have a higher
that each have their own native calendar and time stardate than the first. It’s up to your group to figure
systems, combined with issues that arise from rela- out how you want to keep track of time.
tivistic effects. After the formation of the Federation,
a standardized system was implemented called While not always the case, there is a rough equiv-
stardates. As a gamemaster, all you need to remem- alence in stardates and the calendar of Earth after
ber is that a stardate gives an internal reference the 23rd century. A stardate of 44000.1 is equivalent
T H E S TA R T R E K U N I V E R S E I N P L AY 25
to 1 January 2367 at about 12:53 AM, with one year needs of your campaign, anyway). It’s always easy
comprising 1,000 stardate units. Alternate versions from there to go back and insert stardates. Stating
of stardates are sometimes used, including using stardates at the beginning of logs or during a point
the calendar year as the whole number, and the where you provide information may also give players
fraction of the year already passed as the decimal, clues as to strange occurrences happening as long
i.e., 2285.2739 is 10 April 2285. You may also as they are paying attention to the date. Why is the
choose to use a traditional form of dating missions stardate for this adventure before the last adven-
and sessions, for example, having one episode set tures? Did that last communique from Starfleet give a
on May 22, 2325 and the next episode set a couple timestamp that showed a year had passed when our
weeks later, on June 14. local clock says only a few hours have elapsed?
26 CHAPTER 2.10
CHAPTER 02.20
T EC HNOLOG Y
“I n st r u me nt s re gist e r o nly t ho s e th in g s th ey’re d esig n ed to
re gist e r. S pa c e st ill con tain s in fin ite u n kn own s.”
CLOAKING DEVICE
A CLOAKING DEVICE, REGARDLESS OF THE POLITY War. Cloaking devices are present in all potential
producing it, is actually multiple pieces of equip- eras of play.
ment (heat sinks for the engines, baffled thruster
ports, multispectral plating on the outer hull, etc.) A partially-mended cloaking device may bend
installed around a starship that operate together to light around a starship so it can hide from optical
render the vessel undetectable to most sensors. This sensors, but it may not be hiding the small gravita-
adds up to extreme power usage even for the most tional anomalies the vessel produces as it moves,
advanced forms of the cloaking device, and vessels nor the impulse plume from its propulsion. If the
under cloak generally do not have enough power to players have a cloaking device, you could introduce
simultaneously provide for defensive and offensive complications to their starship when it has suffered
systems. More primitive cloaking devices may even damage that makes using the cloaking device more
restrict the use of warp and impulse propulsion, difficult until repairs are possible.
leaving the cloaked vessel maneuvering under
thrusters only. You should also remember that cloaking devices can
be used on probes to make them stealthy, starbases
You may expect to use a cloaking device for covert to hide them from hostile attackers, or possibly
missions, hiding from enemies, or getting a starship even entire worlds if the immense amount of power
into position to make a surprise attack. While required was available. Further, stealth systems that
the Klingons and Romulans use cloaking devices may not be as effective as full cloaking devices can
extensively, the Federation has treaties that prevent still make finding something more difficult. A ship
its use in Starfleet vessels, except for the U.S.S. that is invisible but still producing exhaust is hard to
Defiant, which was destroyed during the Dominion target with weapons fire, but not impossible.
T H E S TA R T R E K U N I V E R S E I N P L AY 27
COMMUNICATIONS
IN THE STAR TREK UNIVERSE, THERE ARE A FEW By the 24th century, most communications occur
hard and fast details about subspace communica- via subspace, layers of reality that exists alongside
tions you should keep in mind: an unboosted sub- normal space-time. Within subspace there is a
space signal moves at about six light-years per hour, ‘spectrum’ just like in the electromagnetic spectrum
and subspace comms range and clarity are entirely in normal space-time that allows data to be trans-
up to the dictates of the story. A general guideline mitted at faster-than-light speeds. Subspace com-
for long-range communications is that inside set- munications utilizes these subspace frequencies,
tled space, be it in the Federation or Klingon Empire, and like its equivalent radio transmissions in normal
subspace communication is near real-time due to space-time, allows vast quantities of data to be
subspace boosters and transceivers. Outside of this spread across the Galaxy at incredible speeds. This
territory, a starship may need to wait hours or days does not mean instantaneous, as even subspace
for requests from home. Local energy disturbances communications have an upper speed limit similar
or space-time anomalies may also reduce the range to light-speed in normal space-time.
or speed of subspace communications.
In the 22nd century, power and technological limi-
Short-range communications using personal com- tations meant real-time communications, even over
municators or even old radio usually route to a nearby as little a distance as Earth to Vulcan, was difficult
larger transmitter when available, or just transmit to without subspace boosters. In the 23rd century, it
an orbiting vessel. While almost always real-time, would be difficult to get immediate contact with
communications using this method should have a Starfleet Command on Earth when on the edges of
much more limited range to be heard properly, per- Federation space, but by the 24th century, real-time
haps as little as the distance to the Moon from Earth. communications Federation-wide were possible due
To ease communications difficulties, all comms traffic to an extensive network of subspace communication
is routed through universal translators on each end to relays and boosters.
give all parties an understanding of their languages.
28 CHAPTER 2.20
LANGUAGE AND THE UNIVERSAL TRANSLATOR
The invention of the Universal Translator in the Player characters are assumed to be completely
22nd century was a massive breakthrough in fluent in one or two languages. These are
interspecies communication. In the centuries typically the common language of their service
that followed, further advancements allowed the – Federation Standard in Starfleet, or tlhIngan
technologies to be incorporated into personal Hol in the Klingon Defense Force – and either
communicators or unobtrusive wearable technol- a language reflecting the character’s heritage
ogy that allowed real-time conversation between (an Andorian will be able to speak a form of the
any two beings regardless of shared language. Andorian language, for example), or another
language which the character studied at some
Starfleet guidelines, and general pragma- point during their upbringing (a Human who
tism elsewhere, suggest that learning other natively speaks English also speaking tlhIngan
languages in case of technical faults, or to help Hol). It can be assumed that every civilization
understanding other cultures more deeply, is has numerous languages and regional dialects,
still valuable, but it is no longer an absolute with one being the most prominent and used for
necessity for an exploratory mission to have a government and interstellar trade, as Federation
xenolinguist on board as it was during the early Standard is for Earth.
missions of the Enterprise NX-01.
A character may additionally know languages
In most games of Star Trek Adventures, the based on their focuses – any focus relating to a
existence of the universal translator means that particular culture means that the character has
you can ignore language difficulties as a regular at least some understanding of that culture’s
part of play, as it isn’t likely to be an issue. language, and knowledge of history may give
However, communication without using a uni- a character a grounding in a dead language
versal translator is a plot point in numerous Star (such as Latin) or a particular chronolect of
Trek stories, from the Enterprise crew desper- a language they already know (a chronolect
ately seeking to send a message in Klingon in is the way a language is spoken during a
Star Trek VI: The Undiscovered Country, to many particular era, such as the differences between
stories involving Ensign Hoshi in Enterprise, to Old English and its modern forms). A focus in
more recent stories such as the communication Linguistics or similar may allow a character to
difficulties faced by Discovery’s crew in the know numerous languages – Commander Saru,
episode “An Obol for Charon.” Because of this, for example, speaks 94 different languages
it’s occasionally useful to know what languages – and if a player is willing to devote part of
different characters speak and read. their character to that, then you should allow
the character to know a minimum number of
languages equal to their Reason score.
02202
While the Federation enjoys freedom of communica- traders from across the Alliance can quickly and
tions for its population, other polities may not put as efficiently make profits. Regardless, lightly settled or
much significance on the use of subspace boosters. explored sectors may not enjoy subspace relays and
The Romulan Star Empire, as an example, may only boosters at all, causing a communications lag.
utilize boosters to operate between Romulus and
strategically important worlds in order to compart- Communications on a planet, or even communi-
mentalize and cover up rebellious actions in con- cating between a planet and orbit, may not rely on
quered star systems. The Ferengi Alliance may have subspace technology, and instead rely on older and
an extensive network of subspace boosters so stock less power intensive fiberoptic wires and laser data
T H E S TA R T R E K U N I V E R S E I N P L AY 29
transmission, especially in the 22nd and 23rd centu- unable to speak with their vessel in orbit may
ries. This practice would become redundant as power mean the difference between a tense scene and a
generation increased and technology for subspace nail-biting one. Perhaps the universal translators
communications became more miniaturized. In the cease to function, making understanding each other
24th century, older styles of communication became next to impossible. Jamming devices can always
niche hobbies and studied by historians rather than fill subspace with white noise, subspace anomalies
engineers, and starships of that era would rarely can make long-range communication impossible
monitor the normal EM spectrum. Knowledge of these through signals being blocked or warped in such
older communications styles can be very useful when a way that the sender receives their transmission
dealing with less technologically-developed societies again in a few moments. Eerie subspace voices
that are pre-warp, or in emergency situations where emanating from nearby timelines and cries for help
no subspace communications is possible. Remember that echo through a region can unsettle your players
that old never means useless! and give an easy route for you to take your game
into the realm of horror for an episode.
Communications difficulties are a great way to intro-
duce to tension to a scene. Characters suddenly
HOLOGRAM TECHNOLOGY
HOLOGRAMS HAVE BEEN IN USE SINCE THE EARLY and tractor beams to create interactive full-sensory
days of the Federation, when holographic imaging environments. Safety protocols prevent items on a
systems were used to record and display lifelike holodeck from being deadly, though accidents can
3-D representations of people, scenery, objects, happen – for example, someone in an orbital skydiv-
strategic maps, and more (perhaps a character has ing simulation could still twist an ankle on landing.
a treasured holorecording of a loved one, or a place Adding artificial intelligence allows for holographic
they’ve visited). Starting in the 23rd century, some characters that users can interact with. Objects
polities experimented with holographic communi- created on a holodeck usually vanish when taken
cation systems (in lieu of viewscreens), though they beyond its doors.
did not see widespread use.
A holodeck can serve to add another dimension
Holograms are often used in visual media like televi- to a scene. If the crew is hosting a dinner for an
sion to make dramatic or expository elements more alien delegation, perhaps this can take place in an
engaging – a figure standing in front of the crew evocative setting on the holodeck instead of a dining
seeming more real than a two-dimensional image room, such as dinner on a world covered in crystal
on a viewer – but in a verbal medium like RPGs this spires. This enables you and your players to intro-
does not have the same impact. While holograms duce an exotic location while never leaving the ship.
are sometimes used for recordings and interactive
communication systems, the primary use of holo- Also, remember that holodecks were developed to
grams will likely be in the realm of holodecks. help crew members deal with being away from a
planetary environment for long periods of time. Both
Developed at the start of The Next Generation player characters and NPCs likely spend a lot of time
era to address the psychological needs of most running recreational programs, either standard ones
organic lifeforms to relax and experience familiar available throughout the Federation or programs the
environments – and do so in a way that utilized a characters themselves designed. You can tap into
minimum of space in the ships they were installed a sense of continuity by establishing a recurring
in – holodecks (or, in some places, holosuites) com- program or two, such as the bar where the Voyager
bine holographic imaging, force fields, replicators, crew spent time together. Holonovels can make a
30 CHAPTER 2.20
fun adventure setting on their own, even when a (ENH), and Emergency Tactical Hologram (ETH).
technical problem isn’t the trigger. They present a Emergency holograms in this era can be easily mod-
chance for players to experience a different genre, eled on existing people, including their memories
while still playing Star Trek! and personality.
This technology is in use beyond the Federation as None of these holograms are designed to be self-
well, popular for recreation, as a training tool, and aware, though exceptions exist. Indeed, it could be
a development and simulation tool for disciplines enjoyable to show the progress of a holo-character
ranging from engineering to medicine. It has also who is developing such awareness, whether it is a
been used in anthropological field research, where main player character, a supporting character, or
holographic “duck blinds” hide observation posts an NPC.
behind images of natural scenery such as cliff walls
or dense vegetation. Starfleet ships regularly visit Besides recreational use and emergency holograms,
such outposts to support the scientists. any ship department can make use of a holodeck in
their day-to-day work. Science and medical officers
Many late 24th century starships are equipped with can create working models of physical compounds,
an Emergency Medical Hologram (EMH), an artificial spatial phenomena, and even life-forms to test
intelligence designed to mimic a humanoid being theories. Engineers and conn officers can run lifelike
and programmed with extensive medical knowl- simulations to try out different power and flight
edge. An EMH can operate in sickbay (which has configurations. Security officers train extensively
been equipped with holo-emitters) and is intended against any conceivable simulated enemy in multi-
to supplement or temporarily replace the medical ple environments. Counselors use carefully-crafted
staff in emergencies. Such holograms are not holo-environments (and sometimes holo-characters)
designed to be self-aware, though there have been to aid the therapeutic process. Command officers
a few notable exceptions. immerse themselves in situations both tactical and
interpersonal that hone their instincts concerning
As depicted in Star Trek: Picard, emergency following Starfleet protocol and making effective
holograms have expanded significantly by 2399. command decisions. In addition to giving the players
Additional varieties in use include the Emergency fun things to do, having them roleplay moments like
Engineering Hologram (EEH), Emergency Hospitality these can connect their characters to one of the
Hologram (EHH), Emergency Navigational Hologram setting’s key elements.
PROPULSION
STARSHIPS IN THE STAR TREK SETTING MOVE
among planets, systems, sectors, and quadrants
Impulse Drive
An impulse drive is the primary set of equipment
using two primary forms of propulsion: impulse
used to propel a starship, shuttlecraft, or probe
(sublight), and warp (faster-than-light). While
at sublight speeds. United Earth, and later the
many episodes present other forms of propulsion,
Federation as a whole, standardized impulse drives
including solar sails, quantum slipstream drives, and
to use highly efficient fusion reactors that would
subspace tunnels, this primer focuses on the two
generate energy for ship systems and plasma
most common forms player characters will use in
exhaust that could be channelled through mag-
virtually every adventure.
netic and subspace baffles to provide thrust that
resulted in propulsion. These fusion reactors utilize
deuterium-deuterium reactions that produce helium
and hydrogen atoms, free neutrons, and an amazing
amount of energy. In the setting, it means that a
T H E S TA R T R E K U N I V E R S E I N P L AY 31
helmsman can both accelerate and decelerate their speeds the ship’s crew may find themselves unable
starship with an impulse drive without ever having to react fast enough to outside threats. Most civiliza-
to change the orientation of their starship. tions the Federation interact with do not like vessels
continually being out of sync with other ships and
Your players can use these systems to not only headquarters, so the time dilation makes coordi-
propel their vessel at sublight speeds, but also use nation difficult at best. At extremely high sublight
them in a way that would require thrust like a rocket velocities, it’s possible that characters may only feel
or power like a nuclear power plant. Impulse drives they have been travelling for days when years or
are used to travel within star systems, and even decades have passed outside.
at quarter impulse speed, a starship could travel
from low Earth orbit to the Moon in 21 seconds. At You may find in games that an impulse drive may
full impulse, a starship would only require around shut down from heavy use, or that steep gravity
a half hour to go from the Earth to the Sun, and wells mean the impulse drive struggles to provide
could travel the entire diameter of Neptune’s orbit enough velocity to escape. While fusion reactors are
in a little more than 33 hours. While slow compared much safer than fission reactors due to their failure
to warp velocities, an impulse drive is able to ade- only resulting in the dissipation of high-energy
quately provide movement inside a star system for plasma out external vents, working around them still
most of the Federation’s citizens. has dangers that you can introduce to provide some
nail-biting tension such as the plasma vents being
What all impulse drives in common use share is damaged, the impulse drive taking damage during
limitations on velocity in an attempt for both safety battle when maneuvering is vital, or perhaps the rel-
and to try and deal with relativistic effects; this ativistic limiter fails and the player characters may
speed is typically between 0.25 and 0.33c. The need to fix the damage before time (in the outside
faster a vessel goes in real space under impulse, universe) literally runs out.
any particles, dust, or larger objects impacting the
vessel will cause larger amounts of damage and
require more power to deflector systems to keep Warp Drive
everyone on board safe. Time dilation becomes Star Trek without warp drive would be limited to
an issue the faster a vessel goes – the more the being “Solar System Trek.” It is one of the most
outside universe seems to speed up. While at low quintessential technological systems that every
velocities this may not be a large issue, at higher player character will encounter. Simply put, warp
32 CHAPTER 2.20
ERA-SPECIFIC TERMINOLOGY TRANSLATOR
Many elements of Star Trek effectively work the Here is a list of items and concepts that use
same in different eras but have different names. different labels over time.
drive is a propulsion technology that warps space- interesting, and dramatic solution to work around
time around a vessel by producing a subspace that, then by all means, make that call. Remember
bubble. This bubble allows a vessel inside of it that newer starships tend to be faster than older
to stay at slower-than-light velocities, avoiding ones even if refitted, top speeds can’t be held
relativistic effects, and moving the bubble itself at indefinitely, and star systems are still far enough
superluminal velocities. This subspace bubble is apart that they generally take days to reach at best.
produced by warp coils, pieces of technology found At Warp 6, the cruising speed of Enterprise from the
in a vessel’s warp nacelles. Most vessels keep these original series would take about 7 days to go from
nacelles far from the inhabited areas of the ship for Earth to Proxima Centauri, and at Warp 8 (emer-
safety reasons, but this isn’t a firm design rule. gency speed) would take 3 days if it could somehow
sustain that velocity.
Warp drive will find its way into every mission that
you run. It will be the reason why the characters are Warp travel requires significant amounts of power,
where they are, how they get from A to B, or even as even at low speeds, and this is commonly provided
a tactical way of moving when in a combat situation. by matter/antimatter reactions inside of a warp
The most important thing that you should remember core. In Starfleet vessels, the matter and antimatter
about warp speed is that it allows a ship to move at streams converge inside a chamber where a faceted
the speed of plot. Don’t feel like you need to know dilithium crystal helps to focus the resultant plasma
the exact top speed of a ship, or how long it can into a ship’s warp plasma system, channelling the
maintain that emergency speed. If the plot says the high energy material to the vessel’s warp coils.
characters’ starship can’t catch a fleeing antagonist,
the antagonist’s ship is just a little faster. With that You should remember that this form of energy
being said, if the players can come up with a unique, generation isn’t the only means of providing power
T H E S TA R T R E K U N I V E R S E I N P L AY 33
to warp drives. The Romulan Star Empire builds that if they are exploring the unknown, help will
vessels that power their propulsion through a often be weeks away.
naked singularity. Any kind of large power source
can provide power to drive a vessel in warp, even Standard warp isn’t the only way to travel at super-
fission reactions found in modern nuclear reactors, luminal velocities. Transwarp is another form of
though the lower the amount of energy provided, travel that is often mentioned. First theorized in the
the lower the warp velocities. Much like other types late 23rd century, transwarp drive allows a vessel
of propulsion, warp coils are unable to sustain their to shunt itself entirely into subspace, exponentially
maximum power rating for long durations, and ves- increasing the real space velocities of a starship.
sels that have been travelling at higher than cruising Borg vessels use this type of propulsion, in addition
speed must often slow or even stop for a period of to normal warp propulsion, to be able to transverse
time to let the coils cool or to perform maintenance. the entire Galaxy in a matter of hours through
stable transwarp conduits that provided even higher
While warp speeds are incredibly fast by early relative velocities, or conduits generated by an
21st century standards, space is an incredibly individual vessel.
large place and travelling between star systems
isn’t something that happens in moments. During Warp and transwarp are only two examples of
the 23rd century, a ship cruising at warp 6 (216 faster-than-light travel in the Star Trek universe,
times the speed of light) would take 7 days and 4 and there are dozens of others each with their own
hours just to travel between Earth and its closest quirks and benefits. Maybe your crew will be able
stellar neighbor, Proxima Centauri. Even in the 24th to figure out a way to introduce them to Starfleet
century, when starship’s cruising speeds were and change the Galaxy for the better. Your players’
higher and the warp scale was reconfigured, a ship characters can use warp drive systems in many
cruising at warp 6 (392 times the speed of light) ways including for purposes of bending space-
would still take nearly 4 days on the same journey. time, producing localized temporal acceleration or
The highest speeds seen on screen is the Intrepid- deceleration, or even defensively to cause directed
class starship, capable of emergency speeds of energy weapons to bend around the vessel. Warp
warp 9.975 or a staggering 5126 times the speed drive is a wondrous invention, and there are count-
of light, allowing the vessel to move between Earth less ways for you to use the technology in unique
and Proxima Centauri in a little more than 7 hours. and fascinating ways, and to break it to provide
Regardless of the era, you should remind players challenges to your players.
SENSORS
YOUR PLAYERS WILL BE USING SENSORS MORE distances, navigational sensors, astrometrics, and
than any other system on a starship or piece of even optical telescopes. These kinds of sensors may
equipment. Sensors can range in simplicity from be able to detect a planet in a nearby star system,
a character’s visual receptor(s) or a thermometer, but wouldn’t be able to detect if there was human-
to the incredibly complex multiphasic subspace oid life on that planet. Reason and Control should
sensors that allow a starship to detect things light- be used with most tasks involving these systems as
years away in real time. Sensors are the things that they require patient study of data or self-discipline
allow characters, and their players, understand what enough to not miss any important data.
is going on around them, and using them or limiting
them can have a drastic effect on your mission or Short-range sensors are those that can be held by
campaign. Long-range sensors can detect broad a character, or as a rule of thumb, only work within
patterns and basic generalizations from great the range of a transporter at most. These types of
34 CHAPTER 2.20
devices include tricorders, microscopes, and any flares, active black holes, or energy jamming. Tasks
other device that needs to get direct evidence from with these kinds of disruptions involving sensors
a phenomena. Like long-range sensors, these can should have their complication range raised to
use Reason in most cases, but sometimes Insight as represent the amount of misleading or contrary
some sort of interesting or non-standard result may data that can occur with that sort of interference.
show up under close scrutiny. You should keep in Think of these two types of interferences as being
mind that the more information a character wants to the difference between trying to see in a pitch-dark
gain from using sensors, the closer they have to be room and trying to see in the same room lit with
to get it. There is only so much data one can gather pulsing strobes.
from the safety of a starship in orbit before an away
team needs to go down and get a closer look. There are many times in the show, or in the
narrative of a mission, where sensors would be
Sensors are also one of the easier systems to run useful having tracked characters inside the ship if
afoul of the complexities and dangers of space. Dust they could normally see a person from orbit. The
clouds and nebulae can hide ships and even whole reason why this isn’t the case is that the Federation
star systems from view, and it is suggested that any respects personal privacy, and doesn’t track its
tasks that occur with sensors that have their target citizens. Security threats and visiting dignitaries may
somehow obscured either by intervening material be exceptions, but the computer on a starship won’t
or distance, have their Difficulty raised. Another way be constantly monitoring where each and every
of disrupting sensors is through active interference crew member is at all times.
such as high-energy ion storms in the region, solar
T H E S TA R T R E K U N I V E R S E I N P L AY 35
SHUTTLECRAFT
SHUTTLECRAFT ARE AN EVER-PRESENT FEATURE OF entirely unable to deviate from a planned course.
the Star Trek universe, from the pods of the You should limit independent shuttle operations
Enterprise era to the various models of shuttlecraft to inside the same star system the main starship
and runabouts seen in The Next Generation era. In a is in, otherwise the story may become difficult to
Starfleet or Klingon setting, shuttlecraft are used by manage as weeks may pass on the shuttle going
the crews of starships to extend the range at which to a destination for a B-plot, while characters in an
the vessel’s crew can operate. As they are small A-plot solve it in days.
starships capable of limited independent action,
your players will find numerous uses for these You should also remember that any difficulties a
vessels. One thing to keep in mind is their size and starship will have because of environmental condi-
limitations. Shuttlecraft can’t carry very many crew, tions and spatial phenomena may have a stronger
ranging from two to a dozen, and cramped condi- impact on shuttlecraft. Additionally, most starships
tions may double this for very short planet-to-orbit stay in orbit and rarely pilot through atmospheres
journeys. Additionally, shuttlecraft from the 22nd and (birds-of-prey being an exception), and flying a
23rd century may only have low impulse power and shuttlecraft through a dense planetary atmosphere
limited warp capabilities only appearing in the mid- requires a much different skill set than piloting a
23rd century. This means that travelling to a nearby starship through the vacuum of space. You should
star system in one may be either impossible or very remind players that certain focuses may not trans-
slow and only undertaken if the parent vessel is late between helming a starship and shuttle.
TRACTOR BEAMS
MOVING AN OBJECT THAT IS ALMOST AS BIG (OR tow. It’s suggested that starships towing objects of
sometimes larger) than whatever is needing to move greater or equal scale are unable to enter warp as
it is a problem, and tractor beams in the Star Trek the warp field cannot encompass the towed object.
universe are the solution. The tractor beam is a Exceptions should be made if characters are able to
stream of particles directed at a nearby object, likely modify the warp field through an extended task, or if
less than a few thousand kilometers away, when the the spaceframe includes a special rule indicating it
beam can either bring the object closer, hold it at a is a tug or able to tow large objects.
set distance, or push it away.
A tractor beam can be disrupted by any number of
The core rulebook states that a tractor beam spatial phenomena. Increasing the Difficulty of a
must be engaged when at Close range and when task involving a tractor beam would involve some-
attempting to lock onto a moving ship. In the event thing that can interfere in the beams operation, like
that players need to lock onto an object that isn’t an ion storm, radiation, or perhaps just being deep
under control, it’s suggested that you allow the in a large gravity well making the gravitons spin
normal tractor beam task to be accomplished at away too quickly. Increasing the complication range
Difficulty 1. There are also times when your players of tasks would involve gravitation sheer, distorted
may wish to lock a tractor beam onto something space-time, or subspace interference that interacts
as large as their vessel or more. If this is the case, with gravitons. While much of this is technobab-
increase the Difficulty of the task by 1 for each scale ble, try to ensure your players understand the link
that the object is above the strength of the tractor between a complication or Difficulty increase and
beam. Additionally, the ship must also use that what’s causing it.
same difference between scale and tractor beam
strength in Power for as long as the object is in
36 CHAPTER 2.20
SHIELDS
DEFLECTOR SHIELDS (ALSO CALLED EITHER Such phenomena are useful for you, because in
deflectors or shields) are the most common type addition to opening the ship up to boarding parties
of defensive measure employed by starships in or the threat of severe damage, they have other
the known Galaxy. Available starting around the effects that can make things more interesting for
2240s, shields are forcefields that surround a ship the player characters, such as causing glitches in
or base in an invisible bubble – except when they ship’s systems and endangering civilian populations.
are hit by something, at which point an observer
will see a multicolored flash of Cerenkov radiation. Objects and weapons striking a shield reduce its
Shields protect against both physical objects (such effectiveness. Some interstellar phenomena can
as asteroids) and many types of energy (including also impair or disable shields, including nebulae,
phasers and other weapons). Shields that are active stellar flares, radiation storms, geomagnetic storms,
are said to be “up,” and shields that are inactive or novas, and black holes. Once a ship or station’s
have collapsed are referred to as “down.” Shields rating is reduced to 0, the shields collapse
and offer no further protection until restored or
Some interstellar phenomena can impair or disable repaired. Most ships cannot withstand many attacks
shields, including nebulae, stellar flares, geomag- once the shields are down.
netic and radiation storms, novas, and black holes.
T H E S TA R T R E K U N I V E R S E I N P L AY 37
Some shipboard activities cannot be performed Shields operate at a specific frequency, and normally
while shields are up, including transporting to or operate at the same frequency as the ship’s own
from the ship, launching or landing shuttlecraft, and weapons so they do not interfere with each other.
operating a cloaking device. This limitation forces Shield (and matching weapon) frequencies are
players to make interesting choices – do we risk changed regularly, because if an enemy manages to
our own safety to beam up people in danger? – so match its weapon frequency to that of the shields,
players’ attempts to get around it should usually the weapon will do the same as the target ship’s own
fail, or at best result in a temporary workaround weapons: bypass the shields entirely.
(perhaps in the form of an advantage). Note that
some cultures have been able to work around this Be cautious if allowing an enemy to do this to the
restriction, such as the Dominion and Borg with their player characters’ ship, as having this sprung on
advanced transporters, which can facilitate shaking them can be frustrating to players who like to trust
things up with the sudden appearance of a boarding in their own shields. In combat, the tactical officer
party during battle. can use the Modulate Shields task to try and tune
the ship’s shield frequency to something more
effective against the current enemy.
TIME TRAVEL
TIME TRAVEL IS A COMMON OCCURRENCE IN STAR § Do take action to prevent historical alterations,
Trek stories. From the Guardian of Forever to the Orb if necessary.
of Time to the Red Angel time suit, Starfleet officers
§ Avoid revealing information about the future that
and members of other cultures (notably the Borg)
could itself cause interference or even generate
have had many journeys into the past and future.
a time paradox.
In the Star Trek universe, time is malleable. It is
The methods employed in traveling through time are
possible to change the past and affect one’s own
quite varied, but common means to do so include
timeline, so extreme caution is advised for any
the slingshot effect (warping near a powerful gravity
officers who find themselves traveling into history.
source, such as a star, then rapidly breaking away),
Indeed, in the late 24th century the Federation
warp drive malfunctions, transporter accidents,
instituted a Temporal Prime Directive that prohibits
and the general (but vague) category of “temporal
changes to the past, in much the same way that the
anomalies.” Anomalies are probably one of the
original Prime Directive prohibits interfering in the
most typical means of time travel because relying
natural development of other worlds. Officers who
on various malfunctions can hurt the trust that the
travel through time can expect a thorough debriefing
characters (and the players) have in their technol-
by the Department of Temporal Investigations. It
ogy. You can vary anomalies by giving them different
is likely that other cultures have instituted similar
names: Star Trek has made use of temporal rifts,
directives and departments as the Federation.
time portals, time warps, energy vortices, subspace
(Before establishing the Temporal Prime Directive,
corridors, subspace fractures, and more.
the Federation experimented with missions to the
past for observational purposes.)
Evidence of time travel is often detectable by sen-
sors and tricorders, in the form of such phenomena
The Temporal Prime Directive has three
as temporal distortions, tachyons, and rare suba-
essential rules:
tomic particles called chronitons. Though it is helpful
to allow characters to figure out that time travel is
§ Don’t interfere with historical events.
involved by making such evidence available, try not
38 CHAPTER 2.20
to let the solution to the adventure simply be making In addition to the Federation, the Borg and
a dice roll to throw particles at a problem. Klingons both have access to time travel technol-
ogy, and records at the Department of Temporal
Alterations to history during time travel sometime Investigations indicate that numerous other civiliza-
create alternate timelines. These sometimes exist tions do as well. The Orb of Time on Bajor has been
only between the time a change is made in history used for this purpose. Some organisms have even
and the time someone else repairs that change, but shown the ability to manipulate or travel through
in other cases they remain in existence as a separate time, such as the Devidians, the Q, and a species
reality, leaving it possible to travel back and forth of quantum singularity lifeforms. Accordingly, some
between the two timelines. This is separate from time travel stories can involve preventing others
the concept of parallel universes, in that alternate from making changes to the past, or correcting
timelines differ from ours only because of changes to changes that have already happened. A fun wrinkle
historical events, where parallel universes gener- on this idea could be to have the problem caused
ally incorporate different physical laws, even if the by individuals who would not be on the short list of
changes are minor compared to our own universe. time-meddling suspects, such as Ferengi or Pakleds
Both alternate timelines and parallel universes can – or for a story with less comic relief, perhaps
be fun for players, especially when they get a chance time-traveling Andorians or Tellarites who want to fix
to encounter (and possibly play!) earlier, later, or some perceived injustice in their culture’s past.
alternate versions of their own characters.
WEAPONS
THOUGH PEACE IS STARFLEET’S GOAL, IT’S A FACT weapons and those installed on starships. We won’t
of life that combat happens. (In the Klingon Empire, cover every weapon in use in Star Trek, but present
it’s an aspiration.) It helps to know the weapons you a summary of the most common or noteworthy, and
will be facing as well as the ones you will be using, provide some notes regarding their use.
so this section offers an overview of both handheld
T H E S TA R T R E K U N I V E R S E I N P L AY 39
Note that when encountering the aftermath of other weapon types can more easily cause greater
a battle, it is often possible to use sensors and damage. Depending on the setting used, a phaser
tricorders to determine which type of weapon was can stun, heat, cut, kill, or even vaporize targets. Try
involved in an attack by analyzing the damage. to accommodate what your players want to do with
Sometimes even hearing the sound of a weapon this flexible device. If they want to use a phaser to
can differentiate it; Federation phasers sound quite send a narrow-beam Morse code transmission and
different than Klingon disruptors. In addition, some you think it is possible, you can just allow it to work.
phenomena can make certain weapons inoperable,
as hyperonic radiation does to phasers. Keep in In game terms, a phaser’s Charge quality represents
mind that this can work in two directions: first, you its versatile array of settings; to use it, a charac-
know that hyperonic radiation disables phasers and ter performs a Prepare minor action to adjust the
they (or a player) make use of this fact in the story, weapon before firing.
or the player wants to find a way to disable phasers
and you allow them to create an advantage to do so, Another highly popular weapon in the Galaxy is the
inventing a scientific-sounding rationale for making disruptor, favored by the Klingons, Romulans, Gorn,
this possible. Tholians, Breen, and more. Disruptors are less ver-
satile than phasers but perform well at their primary
task: inflicting damage (reflected by their Vicious
Handheld Weapons 1 damage effect). They do not have a stun setting,
The most common personal weapon in the though characters can still use them for non-lethal
Federation and many other societies is the phaser attacks, in which case the target receives burns
(except in the Star Trek: Enterprise era, when it was that are minor but survivable. From a clue-giving
the earlier-model phase pistol). Phasers are phased standpoint in a story, it is handy that so many
particle beam weapons, favored by the Federation cultures use disruptors. This can tell the characters
because of their versatility, despite the fact that that certain parties are likely not involved (Ferengi,
40 CHAPTER 2.20
for example) but not give away just yet whether the Some civilizations have developed more uncon-
culprits are Romulans or Gorn. ventional weapons. The Breen use an energy
dissipation weapon that can drain power from ships
Other energy weapons in use in the known Galaxy without damaging them, and the Ferengi sometimes
are less ubiquitous. Though the Federation discon- fire an electro-magnetic pulse that combines a
tinued the use of lasers, early particle beams, and high-damage blast with low-level power disruption.
phase pistols by the early 2250s, a few civiliza- Jem’Hadar ships use phased polaron beams, which
tions still use them. Some cultures, such as the excel at penetrating shields. One of the most unu-
Andorians, have used plasma weapons, though sual weapons is the Tholian web spinner, capable of
the Dominion uses a version that incorporates an (slowly) ensnaring a ship and draining it of power.
anticoagulant effect that makes injuries inflicted
by them far harder to treat. The Federation has When you are creating your own adversarial forces,
used a variety of grenades that use phaser pulse try to tailor their weapons to their outlook. For
technology to stun targets, collectively called pulse example, the Federation uses phasers because
grenades. The Klingons have an affinity for using they are as much a tool as a weapon, and they can
melee weapons in addition to energy weapons, from be used non-lethally, whereas the Romulans use
their d’k tahg dagger to their legendary bat’leth, and disruptors because they are more lethal. If your new
many warriors default to these whenever possible. adversary is all about being sneaky, you might give
Similarly, the Jem’Hadar enjoy using their kar’takins, them a weapon that is silent, or perhaps invisible.
which are like short polearms. You do not even have to change the game rules;
sometimes it’s enough to change the name to make
Most energy weapons have a few features in the weapon feel unique.
common. They generally appear in both pistol and
rifle variants, with the rifles having greater accuracy TORPEDOES
and the capability to inflict greater damage. They Starships in earlier eras (or modern fleets used by
use rechargeable power cells that can support a less-advanced civilizations) used rockets, spatial
tremendous amount of sustained usage. And many torpedoes, and then photonic torpedoes. As of
have an “overload” feature that can turn the weapon the original series era, photon torpedoes became
into a makeshift explosive device. the most popular starship projectile weapon in
the known Galaxy, and see use by the Federation,
Klingons, Orions, Gorn, Dominion, Hirogen, Vidiians,
Starship Weapons and many others. Torpedoes are long-range projec-
Starships usually mount both energy weapons and tiles that carry powerful explosive or energetic pay-
projectile-based ones, commonly called torpedoes. loads. Many torpedoes can track a target, pursuing
In general, energy weapons are more precise while it at high speed until it strikes and detonates. Photon
torpedoes inflict more damage but also raise the torpedoes contain a quantity of antimatter that
stakes (reflected by the generation of Threat points). combines with matter on impact, creating a pow-
erful explosion. In the late 24th century, Starfleet
ENERGY WEAPONS began equipping ships with the more advanced and
Phasers are the primary starship weapon for many higher-damage quantum torpedoes, which work on
cultures, including the Federation, and some use a a similar principle but use plasma-based warheads.
combination of phasers and other energy weap- A number of Star Trek episodes had plots involving
ons, such as the Cardassians, Ferengi, and Orions. quantum torpedoes; you could easily follow suit
Shipboard phasers are similar to their handheld and craft adventures touching on the discovery,
counterparts, and can even use the stun setting development, transport, testing, or rollout of some
(over a large area!). Disruptors are also common even newer weapon system.
starship weapons, equipped on Klingon, Romulan,
Gorn, Tholian, and Breen ships. An earlier plasma weapon still in use from the orig-
inal series era is the Romulan plasma torpedo. This
T H E S TA R T R E K U N I V E R S E I N P L AY 41
WHY DOESN’T AN ENEMY JUST FIRE A TORPEDO INTO
SOMEONE’S SUN?
While there is an example of this exact thing destroying them for no one to inhabit or exploit
occurring in the Star Trek universe (Star Trek: is a terrible thought. You should note that photon
Generations), there are many reasons why you or quantum torpedoes were not listed above
should avoid doing this or something just as as technology capable of destroying a star or
destructive to a star system. making it go nova. Remember that even the
most destructive weapons that your characters
In universe, there are few pieces of technol- have access to pale in comparison to the energy
ogy that can affect a star in such a way as to output of even the smallest star. Each second,
destroy it: trilithium, red matter, creating artifi- our Sun releases the equivalent energy of
cial singularities, etc. Each one of these technol- nearly two billion detonating photon torpedoes.
ogies is incredibly rare and hard to construct, Whatever your starship has in its magazines
but also would be highly regulated and rarely won’t do anything except register on sensors as
in the hands of anyone except researchers at a stellar anomaly.
the highest levels of a government. It is also
highly likely these technologies or substances From a storytelling perspective, the concept
are banned under interstellar treaties. The doesn’t fit into the narrative structure of a story
reason for this is simple: the destruction of star and can often entirely destroy the plot you
systems, even uninhabited ones, represents the devised. Star Trek is about exploring ideas and
loss of incalculable resources and would result concepts, discovering new life and new civiliza-
in every other nearby polity banding together tions. Star Trek isn’t about committing genocide
to remove the threat of a government willing to on any scale. You should see even a lifeless
destroy stars and planets at will. world through the eyes of those characters you
act as, worlds capable of providing resources to
Imagine this occurring in an inhabited star your society, an opportunity to explore and learn,
system with billions of sentient beings. Even maybe even gain glory for you and your House.
the most villainous of governments in the Star A rapidly expanding cloud of molecules does no
Trek universe would consider this reprehensible. one any good, players or characters alike.
Fighting over habitable worlds is common, but
02202
weapon is extremely powerful and can even follow a that was conceived for a single episode, then
ship into warp for short periods of time. They require barely mentioned afterward. Although continuity is
a tremendous amount of energy and have a longer important, this method is also fine for storytelling in
charge time than most torpedoes, but when they your game! Not every idea put into an adventure has
strike they spread a lingering field of plasma around to be a permanent addition to your game’s canon,
the target, inflicting additional damage over time. even though your players might try to hang onto an
The plasma torpedo is an example of a weapon especially powerful or intriguing device or weapon.
TRANSPORTER SYSTEMS
IN THE STAR TREK UNIVERSE, THERE IS ONLY ONE Transporters were developed on Earth in the mid-
piece of technology that comes close to the 22nd century by Emory Erickson, and the technology
ever-present warp drive, and that is transporters. would be the basis for most of the member worlds
42 CHAPTER 2.20
of the future Federation. A transporter is a form of temporary allies that are not encountered often, so
teleportation system that converts matter into a our heroes are not tempted to short-circuit adven-
stream of energy and sends it to another location, tures by using such transportation to bypass space
where it is reassembled moments later. Transporters travel entirely.
work on life-forms as well as objects, and are used
by most spacefaring civilizations in the Alpha and Transporters cannot normally operate through
Beta Quadrants. They are available in all eras of shields, which means sending an away team to
play, though see the Transporter and Replicator another ship would require one’s own shields to be
Era Notes sidebar for comments on key changes down as well as those of the target vessel. In rare
over time. circumstances this has been overcome, as when the
operator was familiar with the target vessel’s shield
You will see these devices being used nearly every refresh cycle, and some civilizations’ transporters
adventure to move characters from one location have been designed to bypass shields – notably the
to another. Most normal uses of the transporter Dominion and the Borg. Beaming can be attempted
will involve tasks using Engineering and Control. at warp speed, but at greater difficulty, and the
The range at which people can be moved safely velocity of the beaming ship must be set to match
depends on exact conditions, which gives you that of the target ship.
leeway in exactly how close the ship needs to be,
but a rule of thumb is that the range shouldn’t be Shipboard transporters are typically housed in one
greater than high orbit for living creatures, and or more transporter rooms. Most transporter rooms
maybe the distance of the Moon from Earth for have six transporter pads, sufficient to transport
simple non-organic objects. six individuals or an equivalent amount of cargo at
once, though it is possible to beam more than six
Any lingering look at the television series available people with an increase in Difficulty. A transporter
will also show transporters being capable of doing room is normally staffed by a transporter chief who
any number of, at first glance, bizarre operations. specializes in the operation, maintenance, and repair
Acting as a stasis pod to preserve a person until of the system. Players may appreciate interacting
rescue arrives, de-aging a person like a Fountain of with a recurring transporter chief NPC, along the
Youth, cracking through dimensional barriers and lines of Lt. Kyle on the Enterprise or Chief O’Brien on
moving people between timelines, etc. All of these the Enterprise-D.
strange functions are not able to be performed
easily by the device and usually have specific Site-to-site transport is beaming from one location
circumstances surrounding them. You should limit to another without materializing in the transporter
non-transportation uses of a transporter to only room doing the beaming. Note that the transpor-
occurring for predetermined plot-points to progress tees technically still pass through the transporter’s
the narrative, and would typically use Daring or systems on the way, they just don’t materialize until
Science, or any other combination of attributes and they reach their destination.
disciplines you see fit.
Beginning in The Next Generation era, biofilters
Traveling by transporter is commonly called “beam- were developed and added to transporter systems to
ing,” as in “beam me up.” The complete demate- scan incoming matter streams for known bacte-
rialization/rematerialization process only takes a riological and viral signatures and removes them,
few seconds. In game terms, most transporters are greatly reducing the risk of an away team bringing
limited to Close range on a starship scale, which contaminants or diseases aboard.
is close enough to beam to and from a planet from
standard orbit. Some advanced civilizations have From an adventuring perspective, having this in
transporters that can operate across far vaster play helps keep players from spending too much
distances – up to thousands of light-years. For story time worrying about getting sick when they visit
reasons, these are typically limited to adversaries or a new planet. On the occasions that you want to
T H E S TA R T R E K U N I V E R S E I N P L AY 43
TRANSPORTER AND REPLICATOR ERA NOTES
Enterprise era: Transporters are new and most The Next Generation era: Transporters are
people don’t put much trust in them for beam- ubiquitous, and replicators are new. The trans-
ing living beings. A relatively primitive progen- port process is faster than in the past, taking
itor of replicators, called protein resequencers, only a few seconds to dematerialize and rema-
can prepare a limited menu of common food terialize. Biofilters are introduced. Transportees
choices to supplement the galley. can move and talk during transport. Intraship
beaming is common and unremarkable.
The original series era: Transporters are Beaming patients directly to sickbay is a
in common use, though some traditionalists frequent benefit.
still don’t trust them. Life-forms in transit
are immobilized until they fully materialize. The 32nd century: As depicted in the third
Intraship beaming is difficult and generally season of Star Trek: Discovery, transporter
avoided. Replicators have not been developed technology in the 3100s advanced to the point
yet, though food synthesizers replace the that portable transporters were miniaturized
older protein resequencers in supplementing and built directly into combadges, removing
shipboard meal production, often in the form of the need for transportees to go to a dedicated
multicolored food cubes. transporter room before beaming.
02202
involve a new disease, that’s no problem either: them to malfunction. Large amounts of solid matter
The system cannot protect from a biosignature it can block transporters as well, such as a target
has not yet encountered. deep underground. Some devices can intentionally
prevent nearby transporter operations, including
In a similar manner, a transporter operator can disa- transporter scramblers, transport inhibitors, and
ble or remove weapons possessed by transportees, particle scattering fields.
if they are of a known design. They can even nullify
the effect of a weapon that has been fired during Transporter accidents happen often in Star Trek
the transport sequence. This is also a good thing for episodes, though this is likely skewed due to the
the game, because it means captives in a trans- fact that viewers are often presented with the
porter beam are no longer a threat – removing (it is dramatic moments rather than the countless times
hoped) any temptation for more bloodthirsty players that everything works fine. Try to avoid overusing
to beam them somewhere fatal. transporter accidents in adventures – perhaps
once during a season is enough. It’s fine to present
These modifications to the matter stream are obstacles to using the transporter to save the day
possible because of the pattern buffers that store (such as the enemy moving out of range), but try
the stream before materialization. The transporter not to make the characters reluctant to even trust
system can hold a person’s pattern in stasis for the technology.
short periods, typically a few minutes before the
pattern starts to degrade. Delaying a new arrival’s In the spirit of Arthur C. Clarke, the transporter is a
materialization in this way is sometimes used to pretty magical device. It is tempting for players to
give security or medical officers time to reach the want to use it to solve many of their problems. This
transporter room, depending on the situation. is natural, but from time to time, you may need to
prevent this from happening. After all, a hostage
Stellar flares, radiation storms, ion storms, and rescue situation would not be fun to play out if
geomagnetic storms or other atmospheric distur- it could be resolved in a few seconds by setting
bances can stop transporter operations or cause coordinates and beaming them home. To help keep
44 CHAPTER 2.20
transporter use within reasonable limits, keep in for later replication. Note that some substances or
mind these transporter limitations: items have too complex a molecular structure to
replicate. An example is latinum, and this is part of
§ Limited range the reason latinum remains valuable. The phrase
“too complex to replicate” can be your friend.
§ Blocked by shields, stellar phenomena, large
amounts of matter, technological means
Having replicators available makes it no less likely
§ Requires power that a broken MacGuffin will drive an adventure plot.
After all, the dilithium crystals used in warp engines
§ Requires a sensor lock on the destination
cannot be replicated, and many stories have
centered on danger to that key material. Replicators
Replicators do, however, facilitate player creativity in coming up
with helpful items, especially for away teams.
Directly connected to transporter technology are
replicators. These miraculous devices are the reason
One of the most popular uses for replicators is for
for the near post-scarcity society of the Federation
producing food, and replicators on starships include
and would be common devices for characters in the
thousands of stored meal selections. Replicator ter-
24th century. The most common use for the devices
minals are located in most living quarters on a ship,
is creating food, clothing, and other necessities, but
as well as lounges and other common areas. Most
larger replicators can produce nearly anything one
replicated meals on a Starfleet ship are designed
can imagine. As they rely on transporter technology,
with enhanced nutritional value as compared with
replicators can only produce things they have pat-
their traditionally-cooked counterparts. Klingon
terns for. Given enough direction from a character,
ships don’t use replicators for food, instead relying
could produce unique items that are variations on
on the important role of the ship’s cook.
stored patterns. Another limitation is the availability
of elements to be used. Iron and lighter elements
Though the energy cost is significant for creating
on the periodic table would be easily accessed, but
most of the crew’s meals using transporter systems,
not every replicator would have stores of gold or
the benefits are tremendous. Food storage needs
platinum outside of Starfleet vessels. A replicator
are reduced, as is the need for personnel to prepare
can make these elements from lighter elements,
it, and of course the crew (and visiting guests) have
but it requires far more energy, so such opera-
access to a wide variety of dishes at a moment’s
tions should be limited to replicators larger than
notice. These can be useful for you in getting around
what most characters would have access to off a
replicator limitations: If an adventure requires that
starship. Replicators are a tool, like any other. If you
someone is replicating dangerous organic material,
feel that the device can’t do what your players are
these specialized replicators can serve that purpose.
asking, it can’t, but give the characters the chance
to tinker and improve the technology. Modification
It is important to note that replicators use molec-
of the device would require an Engineering task, but
ular-level object imaging, rather than the quan-
reprogramming patterns would more likely require a
tum-level imaging employed by transporters, which
Science task.
means replicators are not suitable for recreating
living things. It also means that replicated meals
Replicators are useful on a ship for creating spare
are not perfect, and single-bit errors sometimes
parts on an as-needed basis, though crews often
occur; this may be why some users say they can
keep important replacement parts in physical
distinguish replicated foods from the “real thing.”
storage, either because they are difficult to replicate
Specialized replicators in sickbay and various sci-
or they are important enough that they might be
ence labs have higher resolution than most, allowing
needed when replicators are unavailable (such as
them to replicate pharmaceuticals and other scien-
during a loss of power). Replicators can scan items
tific supplies, and even create biological organs.
as well, which allows users to store object patterns
T H E S TA R T R E K U N I V E R S E I N P L AY 45
UNIVERSE-SHAKING EVENTS AND HOW TO USE THEM
Events that change the landscape of the future, The second reason is that they make the person
through technological developments like the viewing the episode or participating in your
Genesis device, or through discoveries by explo- mission ponder the possibilities. The greatest
ration like the Dyson Sphere, are things that part of Star Trek is the thoughts and ideas that
stick with us as viewers and fans of the Star it allows you to move through with what it
Trek universe. What makes them so effective? means. The idea of the Genesis Device as just
There are two reasons, and you should consider a terraforming tool was the initial idea, but the
both before putting them into your game. writers of subsequent films showed that even
the characters inside the movies were thinking
The first reason is that they are used sparingly. about what it meant, with the Klingon Empire
A new breakthrough to solve ‘all problems’ thinking that it was a weapon of mass destruc-
doesn’t happen every episode or movie. When tion. They weren’t wrong.
they are introduced, the technology is often
flawed, or the science isn’t fully understood. Before introducing something of this caliber
The Genesis Device, while it could create life in a mission or allowing your players’ char-
from lifelessness and terraform planets in seven acters to develop something that would place
minutes, wasn’t stable due to the inclusion of them among the scientific greats of Cochrane,
protomatter. The Dyson Sphere wasn’t perfectly Daystrom, and Marcus, you should think about
habitable because of the instability of the star. the two reasons why these sorts of things
These drawbacks are important as it stops a are so effective in a story. Make sure it’s
plot device from become a cure-all for many not happening every episode, make sure it’s
problems. The technology or discovery is still inspiring enough to make everyone think of the
ground-breaking and important, but now things possibilities, and make sure you think through
don’t change overnight. how it will affect your campaign and the Star
Trek universe as a whole.
02203
46 CHAPTER 2.20
CHAPTER 02.30
SER VI CE
P RO T OCOLS
“ I a ssume she ’ ll be ship sh ap e an d Bristol fash ion .”
T H E S TA R T R E K U N I V E R S E I N P L AY 47
also put in standby if the connected facility is able characters, etc. Remember that Deep Space Nine had
to provide support for these systems. Most of the many vessels visiting most episodes and they would
vessel’s primary systems ranging from propulsion have been at Condition Blue, but each episode had
to defensive and offensive systems are either shut ample time for characters to get embroiled in local
down or put on standby. During this downtime, the station politics or drama.
player characters and other crew are likely being
shuffled off the ship for shore leave or encouraged
to relax elsewhere off-ship. This is also a perfect Standard Operations
time for the crew to perform vital maintenance on During most adventures, this is the standard
areas where normal operations would mean severe operating condition of a starship when conditions
danger such as in the warp core itself, warp coil are not out of the ordinary. While referred to as
replacement and repair, replacing damaged bulk- Cruise Mode in the 24th century, it is also called
heads, or repairing equipment on the outer hull. Condition Green, referring to the Human tendency to
use green to represent when a system is operating
During these times characters aren’t usually armed normally. On primarily Human-crewed starships,
in any way, and few characters would be carry- there are usually three shifts equalling 24 hours, or
ing any specific equipment with them that aren’t a standard day. This can vary widely depending on
personal possessions. Outside of these generalities, the crew composition and the captain’s preferences.
engineers performing maintenance may carry a A primarily Vulcan crew and captain may keep a
tricorder and engineering toolkit. Medical personnel 24-hour standard day but only utilize two duty shifts,
may continue performing their duties in sickbay and while an Andorian crew may use a 32-hour day and
have access to the equipment normally at that loca- four duty shifts.
tion, but would rarely be carrying said equipment
around the ship. Before the advent of replicators, a This is the condition the ship begins in for most
ship’s quartermaster may find themselves at their adventures, and certain activities for your characters
busiest as they coordinate loading and unloading of can be broadly given here. Regardless of the exact
equipment, resupplying the vessel’s departments, circumstances, engineers that are on duty will likely
and even ensuring that personal equipment from have a tricorder and engineering toolkit and medical
newly-arriving officers and crew are stowed or personnel in sickbay will have access to medical
moved to their assigned quarters. diagnostic equipment.
You don’t need to let times where the vessel is at When entering a new solar system, science officers
Condition Blue to be ones without any interesting of all physical science specialties will be wanting to
things happening. While characters are off the ship on scan the major (planets and moons) worlds in the
shore leave or visiting the starbase they are docked system, and if time allows, the minor worlds (aster-
at, any number of adventure seeds can be planted oids and comets). Interesting geological anomalies
for later use involving NPCs that live and work at the are noted and passed to specialists, and if life is
station. Examples of this are: meeting a merchant detected on any world, xenobiologists and perhaps
captain at a bar/restaurant who befriends a character medical personnel will be called on to assist in the
and later calls them when they are in trouble, an NPC analysis of the data.
from the characters’ ship being attacked by criminal
elements and the characters needing to investigate or Entering orbit around an interesting world gives
chase down the criminals, and even transfers of per- characters a better chance at understanding the
sonnel onto the ship that will lead to scenes in later long-range sensor readings. It’s here where charac-
episodes. You can also have entire plots for an adven- ters with the specialities will perform more detailed
ture take place away from the ship on the starbase: scans to give general areas where the anomaly
visiting family members for characters they were or interesting readings may be, perhaps refining
not expecting, unexpected investigations by Starfleet what was detected at long range. Be ready for the
Intelligence or Starfleet JAG based on past actions by players to ask you some questions about the world,
48 CHAPTER 2.30
such as: What’s the atmospheric composition/is it team. If the planet has life, don’t be afraid to detail
breathable, if there is life on the planet, can we get some of the creatures that the away team may
any better readings or information on it (what types encounter even if they have nothing to do with your
of plants and animals are detectable from orbit, adventure. What do these animals or plants look
mammals? Reptiles? Deciduous or conifer trees or a like, sound like, smell like? What color is the sky, the
mix of both, etc.), signs of civilizations or ruins/can soil, or even the water?
we communicate with the people we detect there,
and general level of technological development. You
may also want to detail how the planet will look and Yellow Alert / Caution
feel from orbit; is it a blue-green world with swirling Remind your players that a yellow alert isn’t
white clouds like Earth, or is it a dusty red ball of something used lightly. Starfleet is used to danger
dust and haze like Vulcan? and the unexpected, but a yellow alert means that
things are just a bit more dangerous or concerning
Standard away teams, or landing parties depending than normal. It’s a way to ensure that all characters
on the era, will travel to the surface to get better know that things could escalate, and that everyone
readings if surface conditions are safe for the crew. needs to be ready to do their jobs. Regular ship-
When a landing party has beamed to the surface, board activities halt, and recreation is interrupted.
Starfleet typically will have a shuttlecraft on standby Also remember that a yellow alert doesn’t have to
in case transportation from the surface becomes an escalate into a red alert or deadly outcome; it can
issue. A standard away team composition for general be a misunderstanding of the situation, or perhaps
exploration consists of a command officer (often the problem is solved before it gets worse. A yellow
one with experience in the type of world they are alert is a great way to raise tension and either let
exploring), multiple science division members that are it continue to build, or let the tension break before
specialists in the field of whatever drew the Starfleet things get too intense.
vessel to the world, and a single security officer.
Away teams beaming down to worlds with life-forms
will also include at least one medical officer, and Red Alert / Danger
often include a xenobiologist in case the away team Red alert is the highest level of tension, which
encounters any new pathogens or otherwise fasci- means that it is highly likely characters’ friends
nating life-forms. Regardless of why the away team and colleagues may be injured or killed in the next
is beaming to the surface, all characters are given scene. You should remind players, especially those
communicators (if they do not already have one), playing command personnel, that declaring a red
tricorders applicable to the specialty, and the security alert is a big deal. It’s also recommended that in a
officer will be equipped with a sidearm (Type-1 situation where a red alert is called for and players
phaser, phase pistol, or disruptor pistol). Away teams aren’t having their characters respond with one, you
with a diplomatic assignment will rarely have any should tell them that their characters would likely
member armed unless the society being contacted declare a red alert if the main computer doesn’t
is known to put an emphasis on being armed at all automatically put the ship there. You should also
times. The captain of a vessel, in coordination with remind players that once the threat has passed,
their chief of security, may amend these procedures they should step down the red alert to begin
as needed (for example, requiring all away team deescalating the tension. Practically this means first
members to be armed with Type-2 phasers). moving to yellow alert, and then once all systems
have checked out and casualties moved to sickbay,
If you are the most well-versed person in the Star standard operations can continue.
Trek universe at your table, you may want to feed
some of these suggestions to your players as their
characters would already know these standard
assignments or ideas on how to handle an away
T H E S TA R T R E K U N I V E R S E I N P L AY 49
Emergency Evacuation / have access to a medical kit and medical tricorder.
Security personnel are posted around sensitive
Medical Emergency areas of the starship to maintain operational security
All starships launched have a maximum number and to ensure that personnel are able to continue to
of crew complement they are rated to carry. This perform their duties.
number, ranging from a dozen to thousands for
larger ships built by the Federation and nearby Away teams that are responding to a medical emer-
polities, is determined by the number and quality of gency have a makeup that is different than many
quarters for their crew, the volume needed for crew landing parties. The team is led by a security officer,
support equipment, and, most importantly, the effi- along with an additional security officer, to provide
ciency of the vessel’s life support systems. In rare protection for the medical personnel that compose
circumstances such as an emergency evacuation, a the majority of the team. Medical personnel are
starship may take on board far more than its normal composed of at least one general practitioner, one
crew complement, stretching its resources to the nurse or doctor trained in triage techniques, and the
breaking point to get civilians, rescued ship’s crew, remained specialists in the type of medical problem
or even livestock out of harm’s way. The numbers that is confronting those they are trying to help (viral
vary by starship, but at least twice the number or bacterial infections, radiation sickness, etc.).
of the standard complement of the vessel can be Security personnel will beam down with sidearms
accommodated for short periods of up to a few unless hostile action is foreseen at which point
days to a week before a strain on ship’s systems larger rifles may be issued on the determination of
begins to show. On board a starship, the primary the commanding officer, and may also be equipped
officer in charge of operations is the chief medical with a medical tricorder if they also have any train-
officer, as they mobilize anyone on the crew with at ing. Medical personnel will each beam down with a
least first aid training to assist any wounded or sick medical kit, medical tricorders, and specialist equip-
individuals. During this time, any such character will ment for the situation at hand. While shuttlecraft
50 CHAPTER 2.30
are typically used to evacuate severely wounded calls for it as determined by the head of security
from a planet that are unable to be transported, in or commanding officer. Operations or science
quarantine situations shuttlecraft operations are officers continually scan the interior of the ship for
halted unless the vessel has an isolated shuttlebay, the hostile force or any signs of non-standard ship
as on many medical vessels. operation. Finally, security personnel are deployed to
vital ship areas such as the bridge, main engineer-
A medical emergency in your game should be a time ing, armory, weapon systems, and shuttlebays to
where you can try and show that while the future is guard against any action that may be taken against
filled with wonders, simple suffering can still occur the personnel or equipment in those areas.
when accidents happen, new diseases erupt, or
through the acts of uncaring people. Try and ensure These types of events are great ways to introduce
that the victims are portrayed not as statistics, but a limited threat to the ship that can quickly become
as people in need of help and care. one that threatens everyone’s lives. Even on small
starships, there are multiple places a clever intruder
can hide, lots of ways to fool sensors, and countless
Security Alert ways to damage important systems. Make sure
When a ship is boarded or there is an escaped pris- you think through the steps the NPCs may take to
oner or otherwise hostile entity on board, a security perform the tasks they undertake so as the players
alert is declared. All personnel draw sidearms from search and put pieces of evidence together, a clear
the ship’s armory. Security personnel will only be picture of what’s happening can come into focus.
equipped with phaser or disruptor rifles if the threat
ORBITAL TYPES
WHEN ORBITING AROUND A PLANET, THERE ARE A synchronous orbit is where a starship doesn’t
many different paths to choose from, and some are need to maintain power to its propulsion systems
mentioned more than others in the Star Trek uni- to stay above a region, but it is at a much higher
verse. A standard orbit is where a starship continues altitude depending on the mass and rotation of the
to use propulsion to maintain a position above a planet. This orbit is important as it allows a starship
specific area of a planet, often from one to ten thou- to cover a larger region of a world with its sensors,
sand kilometres, to facilitate transporter operations, but it may be outside of transporter or weapons
sensor sweeps of the region, etc. range in the case of an emergency. Less of the sky
is blocked by a planet when in this kind of orbit, but
This orbit matters because in a different orbit, a many of the drawbacks of a standard orbit are here
starship may not be within transporter range of an as well, and as a starship doesn’t need to maintain
away team when an emergency strikes, or may not propulsion to stay there, it can be hard to detect
have direct line of sight to use sensors accurately. If unless actively looking for it. Entering or shifting to
the players say the characters’ starship is entering and from a standard orbit to a synchronous orbit
orbit, you can assume that it is for a standard orbit. should require a Control + Conn task at Difficulty
Remember that sensor readings for the other side 0. Complications that arise could mean that the
of the planet may not be as clear as they would be starship impacts some sizable amount of space junk
if the players had line of sight to it. Starships can or other material.
hide behind planets if they are sneaky, planetary
mapping isn’t able to get a full picture of what’s A polar orbit is one where a starship crosses
there, and if a starship in a standard orbit can do over the axial poles of a planet, which is a highly
something with its equipment, things on the surface efficient way to quickly get sensor coverage across
can likely do the same. the whole globe. This kind of orbit is important for
T H E S TA R T R E K U N I V E R S E I N P L AY 51
mapping and surveying, but may mean the starship masses, often quite far from either. Objects placed
is not able to immediately respond to emergencies at these points remain stationary in respect to both
on the surface with an away team. Coming into, the masses, which is perfect when a starship needs
or adjusting to an optimal polar orbit for survey to power down propulsion and not have to worry
purposes, should require a Control + Conn task at about a decaying orbit over days or weeks. In order
Difficulty 1. Complications can result from not being to find and ‘park’ at these points, two tasks should
at the proper altitude and having to later perform a be completed. The first is a Science + Reason task
task to maintain orbit after it decayed from friction at Difficulty 1. Success at this means gravitationally
or gravitational anomalies, or perhaps it results in stable points are calculated for the complex multi-
areas of the planet that don’t get high-resolution body system that the characters find themselves in.
sensor coverage. The last task is a Control + Conn task at Difficulty 1.
Lagrange points typically have material that gathers
While not an orbit – but useful to players who are near them, so this task represents maneuvering
portraying helm officers – are Langrange Points. around these bodies and ensuring that they won’t
These are gravitationally stable points between two intersect the character’s starship in the near future.
52 CHAPTER 2.30
The Prime Directive is not just a rule, it is the member must do their part to apply the directive.
guiding philosophy of Starfleet. Upholding it takes The captain won’t be the only one to suffer scrutiny
priority over the lives of Starfleet personnel, even an from Starfleet Command if an officer reveals “mirac-
entire crew. Unfortunately, doing so is not always ulous” capabilities to a primitive culture. Loss of
easy, and often involves making tough decisions. Reputation is possible, as well as demotion or even,
Should the crew intervene to save a primitive pop- in extreme cases, court martial. Complicating this,
ulation even though the Prime Directive forbids it? of course, is the fact that although every Starfleet
If an allied Klingon ship asks them for help against officer has sworn a vow to uphold the Prime
another Klingon faction, should the player charac- Directive, not every officer has the same opinions
ters get involved? If crew members themselves get about the directive or how to interpret it. This is a
into legal trouble on a developing world, do other good thing, though, because it is an amazing source
characters dare bend the rules to get them out of it? of drama.
In Star Trek Adventures, the Prime Directive is not Keep in mind that not only do most other cultures
meant to trip players up, or prevent them from doing not have such a noninterference directive, some of
fun things; instead, it is a means to increase drama them actively work to interfere with other cultures.
and introduce philosophical considerations into a Indeed, a Starfleet crew might have to involve
story. There is often a lot of room for interpretation themselves to prevent interference from happening,
in whether the Prime Directive should apply in a or repair it when it already has, as the Enterprise
given situation, and you should give players the crew did when Klingons were arming one group of
opportunity to discuss whether they think it does low-tech natives with firearms.
and what they should do. Such moral quandaries
are the bread and butter of Star Trek. For a more extensive discussion of this topic, see
The Prime Directive section in Chapter 2 of The
Although Starfleet captains are often in the spotlight Command Division supplemental rulebook.
for possible Prime Directive violations, every crew
T H E S TA R T R E K U N I V E R S E I N P L AY 53
STARFLEET’S NAVAL TRADITION
Many of the customs, regulations, trappings, and Abandon ship: Leave the (presumably doomed)
rituals of Starfleet originate from Earth’s nautical ship by previously arranged means, typically
traditions. This is especially true of the Star Trek: transporter, shuttle, or lifeboats. “All hands,
Enterprise and original series eras, but is evident abandon ship!”
in later centuries as well. A key part of this is that
Star Trek creator Gene Roddenberry was inspired Abeam: Alongside the ship, on a line at a right
by the Horatio Hornblower novels written by C. angle to the ship’s heading. “When she comes
S. Forester, which feature the action-oriented abeam of us, transport the survivors aboard.”
nautical adventures of an introspective ship
captain whose voyages involved both warfare Aboard: On a ship. “We have 300 tribbles aboard.”
and diplomacy.
Adrift: Unmoored and not moving under the
We can start with “U.S.S. Enterprise”: A common ship’s own power, likely drifting. “No power
naval ship prefix that originally meant “United readings…she looks to be adrift.”
States Ship,” and a vessel named after several
noteworthy nautical ships from Earth history. As Aft: Toward the back of the ship. “Aft torpe-
was common with some Earth navies, Starfleet does, fire!”
ships are referred to in the feminine.
Ahead full: Proceed at full speed, normally
Starfleet ranks are also modeled after Earth interpreted on starships as full impulse.
navies, from admiral down to ensign, and
even including midshipmen (Academy cadets All stop/full stop: Stop propulsion and bring
receiving shipboard training). One notable rank the ship to a stop (possibly relative to some
holdover from Earth’s naval tradition is calling other object). A common response to this
the commanding officer of a vessel “captain” order’s completion is, “Now reading all stop.”
even if they hold a lower rank than captain. The “all” is a throwback to ships that had mul-
(The person in charge in other fleets is often tiple engines and would turn some off to move
translated as “commander,” simply meaning slowly, or all to come to a stop.
“the one who commands.”)
Amidships: In the middle of a ship. “The
Many shipboard positions also have naval torpedo struck her amidships.”
origins. The second in command is called the
first officer, executive officer, exec, or XO. The Astern: Behind or toward the rear of a ship. “The
head of a department is called a chief, such as object they dropped lies astern of the ship.”
the chief engineer. In earlier eras (through the
original series), the officer piloting the ship is Aye: Confirms that an order has been heard an
called the helmsman, and crews include the understood. “Aye, sir,” or the more emphatic
position of yeoman, which is an assistant to “Aye aye, sir.”
higher-ranking officers.
Battle stations: Orders the crew to prepare
If you wish to immerse your group in nauti- for combat immediately: “All hands to battle
cal-sounding speech, consult the following stations.” The similar order “general quarters”
lexicon, which lists terms and phrases useful in does the same.
giving orders and describing situations during a
Star Trek Adventures mission.
54 CHAPTER 2.30
Bearing: The direction of an object relative to Deck: A horizontal level or “floor” of a ship.
a starship. “Sensors are picking up an object “Impact on deck five!”
bearing 245 degrees mark 18.” (Note that
you would say this as “two-four-five degrees Drydock: A starship repair yard located in
mark one-eight” rather than “two hundred and space, away from gravitational or atmospheric
forty-five degrees mark eighteen.”) interference. “The ship will need some time in
drydock to repair those breaches.”
Belay: Cancel. “Belay that order.”
Fore: Toward the front of the ship. Often inter-
Bow (rhymes with “how”): The front of the changeable with “forward.” “Report to the fore
ship. “The anomaly is just off our bow.” phaser room.”
Dead in the water: Disabled and incapable of Port: To the left side of the ship. “The
defending oneself. “One more hit and we’ll be signal came from our port side, 120,000
dead in the water.” kilometers away.”
>>>
T H E S TA R T R E K U N I V E R S E I N P L AY 55
<<<
56 CHAPTER 2.30
CHAPTER 03.00
STA R T RE K E R A S
AND P LAY S T Y L E S
03.10 ERAS OF PLAY. . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
S TA R T R E K E R A S A N D P L AY S T Y L E S 57
CHAPTER 03.10
ER AS OF P L A Y
“ Ho w lit t le do yo u mortals u n d erstan d time.”
— “JUDGE ” Q
58 CHAPTER 3.10
civilian crews ranging farther from Earth than ever species and humanity, resulting from interference
before. Exploration becomes a bigger focus as time from one of the factions engaged in the Temporal
goes on, with diplomacy and mercantilism efforts Cold War. The attack on Earth showed humanity that
expanding to benefit Earth overall. Games in this Starfleet was underpowered and underprepared
period will see antagonists who aren’t Human, as for the wider universe. Rather than pull back under
Vulcans become more of a roadblock to the pro- the protective shadow that Vulcan offered, Earth
gress of technology and societal changes on Earth. strengthened its resolve. This would prove fortuitous
The first brief conflicts between Earth and the Kzinti for the changes wrought by the Earth-Romulan War
are fought in this time as well. and the founding of the United Federation of Planets.
S TA R T R E K E R A S A N D P L AY S T Y L E S 59
EARTH-ROMULAN WAR
Starting in 2156 and lasting until the defeat of the Command fell apart and the Vulcan govern-
Romulan Navy at the battle of Cheron in 2160, ment discovered Romulan involvement in their
these four years of conflict scarred the Coalition own actions, the Confederacy did everything
of Worlds deeply and ensured the formation of they could diplomatically to help hold the
the Federation. Only with the might of all the Coalition together. Canon is light on details of
worlds combined would any be safe against the the war, so you could set a whole campaign on
horrors shown during this conflict. While little has an NX-class starship leading a battle group, a
been shown on screen, we do know that even ragtag group of officers on a Daedalus-class
a century later there are Humans who fear and vessel, or even a campaign set on an Andorian,
loathe the Romulans for what happened in the Vulcan, or Tellarite vessel. Remember that
war. Worlds were burned, fleets wiped out, and the bonds forged here will be stronger than
alliances threatened to tear themselves apart duranium and the Federation rises from there.
under the raptor’s wings… Deep friendships are made, like that between
Shran and Archer, and even love like we see
You have many campaign possibilities during between Tucker and T’Pol. Each dramatic
this four-year conflict. The formation of the moment can be a first for the characters in
Coalition of Worlds was a shaky one at first your campaign, and their decisions can have
as many of the members saw Earth being the far-reaching effects on what the Federation
primary reason why the Romulans wished to will become.
strike when they did. After the Vulcan High
03102
60 CHAPTER 3.10
that may be literally alien to the players’ characters. long-simmering conflict with the Klingons can erupt
Exploration is a common thread for Starfleet in all at any time.
eras, but here it is focused on ensuring the stars
contained inside Federation space have their worlds
fully charted, their resources mapped, and new On the Shoulders of Giants
colony worlds flagged for later settlement. The cold and hot wars with the Klingon Empire of
the 2250s and 2260s would cease with the Treaty of
Organia in 2267. The final opposition to the peaceful
Five-Year Missions expansion of the Federation had ceased, and with
A new age of exploration began with the develop- it the payoff to the investment in exploration and
ment of the incredibly powerful duotronic computer diplomacy Starfleet had undertaken through the ear-
by Richard Daystrom in 2243. Installed in the new lier part of the century. What the Treaty or Organia
Constitution-class starships, these computers would started, the Khitomer Accords of 2293 solidified into
significantly improve sensor data analysis. Starfleet place. The Federation and Klingon Empire would
saw the opportunity and grabbed hold. This is the move together into the 24th century as allies.
era of the deep space five-year missions where
Constitution-class starships were sent out far past Campaigns set in this time are ones where espio-
the Federation’s borders with the goal to find new nage is commonplace. Peace may mean the vessels
civilizations, make new scientific discoveries, and of Starfleet and the KDF aren’t facing off with each
fly the flag of the Federation. Campaigns in this other across the Neutral Zone, but it does mean
period are all about exploration and the problems intelligence agents, saboteurs, and diplomatic back-
that come along with it. Diplomacy on the fron- stabbing is far more common. Both sides distrust
tier, encountering new and old threats that are each other and are forced to meet at the negotiation
rising again, and as time goes on, another period table by the Organians. The treaty also made it clear
of open warfare. Discarded pieces of the past that whoever could best develop a planet would
can come back to haunt the Federation, and the gain use of that world, so scientific discoveries and
S TA R T R E K E R A S A N D P L AY S T Y L E S 61
new technologies such as the Genesis Device were to better itself and deny use to the Klingons was
important to both polities. Exploration, as always, is important, making the treaty area one of the most
Starfleet’s priority, and discovering new worlds in charted in the region.
the treaty area that the Federation could use
62 CHAPTER 3.10
LARGE-SCALE BATTLES
Running a campaign during the Dominion
War and placing your players’ characters in
the midst of the action means you should
be aware of how and who is running
things on Deep Space 9, as it sits at the
center of almost all the action during the
war. It was constructed by the Cardassian
Union during the beginning years of the
Federation-Cardassian War, and was placed
into Federation care after the Cardassian
military abandoned it in 2369. The station
changed hands twice more before the end
of the war in 2376.
S TA R T R E K E R A S A N D P L AY S T Y L E S 63
diplomatic missions to add new member worlds to Many adventure ideas and plot points can center on
the Federation, and even depict the first tentative these civilian members of the crew.
steps into the Shackleton Expanse.
The conflict with the Dominion, and its allies in the
Alpha Quadrant – including the Cardassian Union
Dominion War and the Breen Confederacy – changed things almost
The peace between the Federation and the overnight. While Starfleet had been slowly changing
Cardassian Union would only last seven years, and policies again back to a war footing since the Borg
during that time Starfleet resumed peaceful explora- invasion of Sector 001, change came too slow.
tion to the extent that it allowed civilian families on While the war waged, portions of Starfleet were left
board active vessels. Morale that was at an all-time unchanged entirely, operating hundreds of light-years
low due to the low-intensity warfare over the previous from the front lines. It’s here that you can insert
20 years improved almost overnight. Deep-space any number of adventures with styles ranging from
exploration vessels found that they could stay out diplomacy as the Federation attempts to shore up its
longer before crews felt too disconnected from home. standing with its neighbors, exploration into the deep
During this brief interwar period, you are encouraged unknown, or perhaps finding another threat rising up
to have characters have family members on board. from a direction Starfleet doesn’t expect.
64 CHAPTER 3.10
starships and train more personnel from the losses As always, exploration is a focus for Starfleet, but the
the fleet suffered, and the Federation stabilizing regions focused on are different than earlier eras.
the Cardassian Union so there wouldn’t be a failed With the collapse of the Cardassian Union, the new
state along the Federation border. Thankfully, the peace with the Dominion, and the freedom of move-
Ferengi Alliance and the Klingon Empire, under the ment through the Ferengi Alliance, Starfleet is able to
leadership of Grand Nagus Rom and General Martok, explore more regions of space. The Gamma Quadrant,
respectively, helped the Federation with the logistics while still hostile in many regards, is accessible via
and expertise needed. the Bajoran wormhole and open for exploration.
S TA R T R E K E R A S A N D P L AY S T Y L E S 65
Starfleet began assisting in moving Romulan citi- Earth-Romulan War of over two centuries past.
zens (Romulan and subject worlds alike) to habitable Every Starfleet officer and vessel is pushed to its
worlds in the former Neutral Zone far enough from limits to try and do what is right, even when others
the radiation pulse to make them safe for long-term disagree. Klingon campaigns have similar difficulties
habitation. The Klingon Empire wasted no time in in that the Klingons would be assisting a people who
annexing whole sectors of the former Romulan state they’ve never gotten along with, but the alternative
as the price to assist the civilians in relief efforts. is anarchy on their own coreward border.
Campaigns set in the years following the explosion While Starfleet and the KDF may not focus on
should focus on the emergency of evacuation. exploration during this period, moving through
Billions of people beg to be helped and moved the remains of the Romulan Empire can provide
before their worlds die, and Starfleet can’t save numerous new worlds and civilizations for your
them all. Some Federation worlds reject helping players to encounter.
their allies of the Dominion War because of the
66 CHAPTER 3.10
TEMPORAL POSSIBILITIES
When running a campaign in the far future § THE MIRROR UNIVERSE: Splintered from
or during the Temporal Cold War, you don’t the prime timeline sometime in Earth’s
need to be limited to having characters from a 19th century, the Mirror Universe is an
single timeline, or even originating in the time- anti-reflection of the utopia and peace
line they are currently in. The franchise has seen in the Federation. Until its collapse,
depicted multiple different pasts, presents, and Earth was at the core of the Terran Empire
futures; consider the following as additional that ruled over most of the polities within
options for a campaign. 100 light-years of Earth, including the
former Romulan and Klingon Empires.
§ ASSIMILATION: In this timeline, the
§ ROMULUS ASCENDANT: The infiltration of
Borg Cube that took Captain Picard and
the Vulcan High Command was total, and
converted him into Locutus defeated the
when the Romulan Empire brought war
fleet at Wolf 359 and Enterprise was too
to Earth, the victory was all but assured
late to stop the assimilation of Earth. Within
as Vulcan vessels turned on Earth and
5 years, the majority of the polities around
her allies. In this timeline, the worlds that
the Federation are assimilated, with the
would comprise the Federation are client
remains of Starfleet and other fleets able
states of the Romulan Star Empire. While
to do little but flee further from the new
there may be senators from Earth, Tellar,
Collective. Another possible timeline stems
and Andoria representing their worlds on
from the Borg incursion on Earth of 2063,
Romulus, all non-Vulcans and non-Romu-
conquering the world before first contact
lans are second-class citizens and have
with Vulcans. The outcome is still the
little chance at advancement.
same – few non-Borg remain within a few
hundred light-years of Earth.
03106
are temporally or dimensionally (originating from Voyager, we see timeships being used to conduct
alternate timelines or parallel dimensions) displaced, espionage-type raids into the past to subtly ensure
assisting them in integrating into the present culture outcomes. Timeships could also be used to explore
of the Federation, or segregating them if they are the past, as Starfleet is wont to do, observing
unable to adapt. Campaigns with the DTI can involve historical events or studying long-dead species
a lot of diplomacy, but also a lot of heavy science and civilizations. In these campaigns, it’s wise to
and research, depending on the exact circum- remind the players that the Temporal Prime Directive
stances of the incident. comes into play: do not interfere with the past
unless someone else is attempting the same, and
Another possibility is to run a campaign involving do not discuss the future with anyone not from your
the Temporal Cold War itself, involving elements present. The primary focus of campaigns involving
like the timeships of Starfleet (ranging in use from the Agents of the Temporal Integrity Commission
the 26th to 31st centuries) such as the Aeon or would be preventing historical interference and
Wells-class vessels, the agents of the Temporal making events of the past unchangeable in any way
Integrity Commission, or even agents from alternate possible to prevent accidental deviations.
possible futures of the Federation or Klingon
Empire travelling back in time to ensure their own While the Temporal Accords were signed in the 28th
existence. Setting a campaign on a timeship isn’t all century and time travel was banned in the 32nd
about warfare with other time-travelling powers. In century, the Temporal Cold War is still waged across
S TA R T R E K E R A S A N D P L AY S T Y L E S 67
the timeline and all possible branching timelines. The job of DTI, Starfleet, and the Temporal Integrity
Agents, timeships, and chrono-strike teams are Commission will never end.
constantly popping in and out of the local present.
68 CHAPTER 3.10
CHAPTER 03.20
STYLE S OF PL A Y
“So m e t i m e s t he o nly w a y t o f ind o u t wh ere you fit in is to step
o u t o f t h e ro ut ine , be c a use so me t im es wh ere you really b elon g
w a s w a it ing right arou n d th e corn er all alon g .”
— MICHAE L BURNHAM
ADMIRALTY CAMPAIGNS
SOME CAMPAIGNS ENDEAVOR TO TAKE THE PLAY- Chapter 3 of The Command Division supplemental
ers inside the situation room where powerful rulebook contains detailed instructions for building
senior leaders make the tough calls that can shape squadrons of ships for an admiralty campaign, if
the future of an entire quadrant. These admiralty your group is interested in that option.
campaigns force player characters to wrestle with
the politically murky and ethically fraught circum- Players spend much of their time gathering informa-
stances that affect trillions of sentient lives. In many tion, reviewing various scenarios, and making big
cases, every option at an admiral’s disposal comes decisions. Player characters might travel throughout
with drawbacks and dangers. This section will the Galaxy to conduct fact-gathering missions, to
detail some strategies you can use to ratchet up the engage with representatives of other governmen-
stakes of an admiralty campaign, ensuring players a tal entities, or to address crises as they develop.
grippingly intense experience. Admirals do not customarily put themselves directly
in harm’s way, but Starfleet grants its flag officers
wide latitude in determining the parameters of
Player Roles their missions. So, if the admiral in your campaign
The typical approach to an admiralty campaign is for insists on secretly crossing the Neutral Zone to meet
one player to take on the role of an admiral, while in person with a potential Romulan defector and
the other players fill the roles of support staff such assume all the personal risk such a journey might
as adjutants, intelligence officers, and Federation entail, you should encourage your players to get in
diplomats. An admiral may command a squadron on the action. Players in an admiralty campaign may
of vessels, or they may spend most of their time on demonstrate a tendency to conduct much of their
an assigned starbase or at Starfleet Headquarters. work from behind a desk on in a conference room,
S TA R T R E K E R A S A N D P L AY S T Y L E S 69
KLINGON ADMIRALTY CAMPAIGNS
Admiralty campaigns work much the same threats. This contrasts sharply with a Starfleet
in the Klingon Defense Force as they do in Admiralty campaign and provides opportunities
Starfleet, though there are some important for a very different tone. Klingon generals may
differences to keep in mind. For instance, the have to keep an eye out for betrayal from within
equivalent ranks to admiral in the Klingon their own ranks, or from challenges from rival
Defense Force are colonel, brigadier, and gen- Houses. The threat of civil war often looms over
eral. Most officers of this rank serve under the the Empire, and generals must account for that
direction of the Military Commission of the High possibility in their decisions. Like Shakespeare’s
Council, also referred to as the High Command. tragedies, Admiralty campaigns reach their
Five generals form the High Command, which is highest stature in the hands of Klingons.
headquartered on the heavily fortified planetoid
Ty’Gokor. Additionally, many of the great Houses
of the Empire maintain militias composed of
warriors and vessels.
70 CHAPTER 3.20
but you should remind them that they’re the heroes situations and exercise good judgment, often under
of the story. As such, they should take action and immense pressure. All command officers must
experience the Galaxy for themselves. prepare themselves to make life-or-death decisions,
but admirals must make similar choices on an even
greater scale. The fate of entire worlds can swing on
Gamemaster Guidance the decisions made by an admiral and their support
Admirals generally rise to such a high rank because staff. It’s your job to put your players in these kinds
they’ve demonstrated the ability to size up complex of complex situations, allow them to form a plan
S TA R T R E K E R A S A N D P L AY S T Y L E S 71
of action, and then allow them to confront the Throw them into situations where there are no
often-sweeping consequences of their choices. perfect solutions, only choices that seem less bad
than others. In situations like this, the players must
Leaders in highly visible positions must often get determine their priorities and then live with the
their hands dirty, and the player characters in your reality that they can’t possibly please everyone.
admiralty campaign should be no different. Try to Admirals must also wrestle with situations in which
come up with situations in which any alternative the high ethical standards of the Federation make
pursued by the players will result in drawbacks. their jobs more difficult.
Gamemaster Guidance Don’t worry too much about your scenes feeling
In most cases, entries in the Star Trek film franchise derivative of your source material. You can add a
set themselves apart from the television series by new spin to these sequences just by allowing the
showcasing dazzling action scenes and special unique characters in your game to interact with
effects sequences that might not have been possible the various traits of the scenes and making them
on a more modest television budget. Luckily, you their own. For instance, we’ve seen the Enterprise
don’t have to worry about budget constraints when destroyed more than once in various films, but your
putting together white-knuckle action scenes. You player characters can make a similar idea seem
can incorporate exciting set pieces into your cam- fresh by adding their characters’ unique reactions to
paign any time you want to heighten the action to seeing their own vessel destroyed.
a cinematic level. When the story plays out in your
gaming group’s collective imagination, your budget
is limited only by your creativity. Make It Personal
Another important tool in capturing a cinematic feel
Review the following for some strategies to help you in your campaign is to drive up the stakes of your
replicate the thrill of watching Captain Picard and adventures by making them personal for the player
Worf wage a zero-gravity battle against Borg drones characters. Your cinematic adventures should have
on the deflector dish of the Enterprise, or the awe of something important on the line. That might be
something grand at stake, like an entire planet, or
72 CHAPTER 3.20
even all of existence. But it could also be something
smaller but still intensely personal for your player
Casting the Right Villain
Star Trek storytelling often encourages the heroes
characters. Think of how the death of David Marcus,
of the story to establish an understanding with
James T. Kirk’s son, changed the tenor of the events
the antagonists of their adventures, rather than
on the Genesis Planet. Kirk’s motivation to stop
immediately locking phasers and photon torpedoes.
Commander Kruge took on a whole new dimension
That’s certainly a valid approach to cinematic stories
in light of David’s fate.
as well. For instance, the crew of the Enterprise
couldn’t hope to oppose V’ger in an armed conflict.
Mine your player characters’ backstories for elements
Instead, they had to figure out V’ger’s motivations to
to feature in your cinematic stories. Go through the
keep it from destroying all life on Earth.
career events your players selected during the life-
path character creation process. Are there any ships,
But sometimes you want a villain in your cinematic
locations, or characters that could make a return
campaign who isn’t interested in finding a peaceful
in a cinematic adventure to drive up the stakes?
resolution to the conflict. Khan provides perhaps
Supporting cast characters from previous adventures
the most iconic example of a Star Trek villain; the
can fulfill a similar function. Old allies might need help
Borg Queen also springs to mind. Your cinematic
facing a grave threat. Or it can be fun to play against
campaign might benefit from featuring a similarly
type when reintroducing previously established
compelling villain.
characters. Maybe it’s not an old friend calling for
help, but an old enemy. Maybe a once-trusted friend
You can draw inspiration from throughout the Star
suddenly betrays the player characters. Any of these
Trek canon, as well as from other media, when
options thrust your player characters into a situation
creating the perfect villain for your game. Once you
where the stakes are personal.
have a general idea of what kind of villain you want,
think about how such a villain would fit specifi-
cally into the Star Trek universe. Consider how the
S TA R T R E K E R A S A N D P L AY S T Y L E S 73
events and conditions of the Galaxy might influence at the end of the previous session. Think of Hikaru
and give rise to a suitably menacing villain. For Sulu, who received a promotion to captain and took
instance, Khan Noonien Singh’s outlook and will to command of the U.S.S. Excelsior between films.
conquer sprang from his origin and upbringing as a Similarly, Geordi LaForge received prosthetic eyes
genetically augmented superhuman. You might want between film appearances. In a film series, these
to give your villain a similar science fiction twist that significant character developments occur of screen,
feels at home in Star Trek. and the audience simply has to keep up.
Next, make sure you understand your villain’s You might want to implement a similar strategy if
motivation. What do they want? In Khan’s case, his you want your campaign to emulate the feel of a
desire for revenge against Kirk, whom he blamed for film series. Following a session, you can talk with
Khan’s exile on Ceti Alpha V, motivated his actions. your players about advancing the timeline and how
their characters might develop or change during that
You’ll most likely want to use the Major NPC cate- time. Some possibilities include transfers or pro-
gory when designing the statistics for your villain. motions. Players might also suggest ways they can
Guidance for designing them appears on page 305 shake up their characters’ personal lives. Romantic
of the Starfleet-oriented core rulebook and page relationships might end, or new ones might begin.
284 of The Klingon Empire core rulebook. Choose Don’t be afraid to allow the characters in your
talents and special rules that fit thematically with campaign to shake up their status quo in big ways
your concept for the villain and that are likely to and then explore the ramifications of those changes
be of use when the player characters inevitably in your next cinematic adventure. It’s important that
confront the villain. both you and your players are comfortable with any
significant proposed changes. This is an opportunity
Once you’ve established a strong understanding for collaborative storytelling, and neither you nor
of your villain’s motivations, plans, and mechan- your players should impose changes to characters
ics, you have all the ingredients you need for a that could upset or derail the overall campaign.
cinematic clash.
This off-screen character development technique
can apply to supporting cast characters as well.
Off-Screen Character Familiar faces among your supporting cast might
Advancement receive promotions or even change their career
tracks altogether. You also might want to add refits
A lot can happen “off-screen” in a campaign
and upgrades to your campaign starship between
aiming for a cinematic feel. Months or years might
adventures. All of these options feel right at home in
pass between adventures, and the beginning of
a cinematic campaign.
one session might find the player characters in a
dramatically different place than where they were
CAMPAIGNS BASED ON
SEASON-LONG STORY ARCS
SOME GAMES REVOLVE AROUND STORY ARCS THAT campaign has much in common with the highly-se-
play out over a series of intricately connected rialized nature of many modern television shows,
sessions. These story arcs might involve a central and you can think of each lengthy story arc in your
mystery or conflict introduced early in the cam- campaign as the equivalent of a season of a televi-
paign that builds steadily over the course of several sion show. You might think of yourself as the show-
sessions before reaching its conclusion. This style of runner. In Star Trek terms, consider how Star Trek:
74 CHAPTER 3.20
Picard and Star Trek: Discovery are structured. Think a resolution for individual episodes and save the big
of the mystery surrounding the Red Angel during payoff for the end. Finally, you can plan out the end of
season 2 of Discovery or the real reason behind the your story arc. You should put some effort into making
synth attack on Utopia Planitia as depicted during the conclusion suitably climactic and exciting. You’ve
the first season of Picard. These story arcs were likely devoted considerable time and effort into build-
hardwired into the season from beginning to end. ing up the tension before you reach the end of your
You can emulate this kind of storytelling by posing story arc. If the conclusion doesn’t deliver a satisfying
questions and teasing plot threads during early ending after all that effort, your players are going to
sessions to which you plan to return later. feel let down, or maybe even cheated.
S TA R T R E K E R A S A N D P L AY S T Y L E S 75
relevant plot points and mission objectives. The most CONNECT THE PLAYER
carefully crafted story arc won’t make much of an CHARACTERS TO THE PLOT
impact on your players if they don’t remember what’s As you plan out your season-long story arc, you
going on. You might even want to encourage your should make sure each player character will have
players to have regular in-character scenes during opportunities to contribute to the development of the
your game in which the player characters review the plot. Review your player characters’ focuses, values,
story and speculate about what’s happening. Think and career events and try to think of ways you can
of the many scenes in the observation lounge of the hardwire those elements into the story. Making the
Enterprise where the main characters piece together stakes personal for your players is one of the most
the mystery at the heart of the plot. effective ways of ensuring a meaningful conclusion.
You and your players are going to spend a good deal
Be sure to listen closely to what your players say of time building the story toward its conclusion. The
during these scenes. They might come up with a very last thing you want is for your players to feel like
different idea of where the plot is going than the one the climax of the season-long arc doesn’t make any
you’ve envisioned. You can take the best ideas your difference to their character’s development. This can
players come up with and either weave them into be good advice for many different campaign styles,
the plot or twist them around in surprising ways to but it’s especially true for lengthy story arcs.
subvert your players’ expectations.
76 CHAPTER 3.20
CLOSE TO HOME: POLITICAL
CAMPAIGNS AND CORE WORLDS
SOME CAMPAIGNS MAY DEAL HEAVILY WITH A SINGLE effort in a campaign where the player characters set
region of space rather than warping across multiple course for a new planet at the end of every episode.
quadrants and visiting a different strange new world But in this close-to-home style campaign, you can
every session. Your campaign might play out largely expand your creative horizons and invent truly
on Earth, Vulcan, or Qo’noS, for instance. Countless vibrant new settings.
interesting stories could play out on any one of those
worlds. Or you might set your campaign in a single
region of deep space, such as near the Bajoran Living with Consequences
wormhole. For the purposes of this section, we’ll refer Campaigns set on starships that warp across the
to campaigns that center on a particular setting or cosmos can shield player characters from some
region as “close to home” campaigns. of the long-term consequences of their actions.
For instance, when Dr. McCoy mistakenly left his
Close to home campaigns may take place entirely in communicator behind on Sigma Iotia II, we never
a central setting, or they might return to that setting learn what the planet’s inhabitants did with the
repeatedly, as if it were your player characters’ alien technology because the Enterprise didn’t stick
base of operations that they revisit between travels. around long enough for us to find out.
Either of these options is likely to immerse the
player characters in the unique politics, culture, and In a close to home campaign, the player characters
peoples of a particular planet or region for much of will have great difficulty outrunning the conse-
your campaign. quences of their actions. Mistakes will come back
to haunt them. If they make a new enemy, they can
be sure a confrontation is in their near future. And
Gamemaster Guidance letting down allies can damage relationships and
You’ll likely want to devote some extra attention to make life more difficult later. Your job is to make
the core worlds and locations that will be featured sure the players’ decisions ripple outward and affect
prominently in your game. This can provide opportu- the setting. Sometimes those effects can cause their
nities for your gaming group to engage in deep and own ripples that might push back against the player
collaborative world building. This can be a deeply characters. When done well, your players should
rewarding creative exercise as you work with your feel like they’re immersed in a real, living setting,
players to add new traits and layers to your setting. and their characters have the power to change that
Try to come up with vivid details that are unique setting through the actions they take.
but still feel at home in the science-fiction world
of Star Trek. If you’re struggling to come up with Take note whenever a player character makes a
exactly the kind of setting you’re looking for, you decision that has the potential to upset the equilib-
can simply ask your players if they’d like to assign rium of the setting in some way. Think of a direct
new traits to the setting or fill in some of the blanks consequence of that decision that your player char-
of the central world of your campaign. This helps acters are sure to encounter. You can also create
your players to feel invested in your game, and it secondary or secret consequences that may take
can take some of the pressure off you. Think of your some time to ripple back to the players. This method
setting as another character in the campaign. As creates both short-term and long-term reactions to
the player characters interact with the setting, you player decisions, further deepening the believability
can add new complexities and detail. The longer of your setting.
you spend in a particular setting, the more alive it
feels. In-depth world building can seem like wasted
S TA R T R E K E R A S A N D P L AY S T Y L E S 77
Factions and Politics as well as Maquis rebels, and later, the Dominion.
Throughout the series, the characters on the station
Campaigns that focus on a single region or planet
forged relationships, made hard decisions, and dealt
most likely will put player characters into contact
with the consequences of everything they did to
with the various political factions and governmental
change the course of the region.
entities that exist there. You might want to put some
thought into the political balance of power your
Emulating that kind of dynamic political situation in
player characters will be walking into at the start of
your close to home campaign reinforces the sense
the campaign and then allow their actions to upset
of immersion for your players. In long campaigns,
that balance in interesting and organic ways.
they may find themselves allying themselves with
a faction early on before distancing themselves
The region of space near the Bajoran system
from that same group as the circumstances of your
provides a prime example for how varied and
game change. Think of the complicated relationship
competing factions can enrich a setting. The crew
Benjamin Sisko had with the Maquis as an example.
aboard Deep Space 9 had to build relationships with
The Maquis counted numerous former Starfleet
the Bajoran people, who represented a wide variety
officers among its ranks, some of whom were
of commercial, religious, and political interests. Just
Sisko’s friends. Yet, when his duty demanded it,
keeping abreast of the shifting allegiances among
Sisko did what he could to rein in the Maquis threat.
the Vedek Assembly was a tall enough task for
It can make for intense roleplaying if you introduce
the Starfleet personnel on DS9. And beyond Bajor,
similar shifting allegiances to your campaign.
Starfleet had to contend with nearby Cardassians,
78 CHAPTER 3.20
DEEP SPACE EXPLORATION GAMES
HUMANS HAVE AN INSATIABLE LUST FOR EXPLORA- Federation’s knowledge of the Milky Way Galaxy.
tion. We have been enraptured with the idea of space Though it is rarely seen, it is logical that the Klingon
long before our first rocket went into orbit. An ever- Empire has its own form of exploration.
lasting fire was set in the heart of people ever since
the first person looked down on the blue orb called Seeking out new life and new civilizations is just
Earth from the earliest manned starships. But human- part of deep space missions. Survey missions help
ity is not alone in its quest to visit the stars. Hundreds chart star systems and spatial phenomenon. They
of other species share the appetite for adventure. mark hazards that could endanger other vessels
that are seeking to do more detailed exploration of
In like manner, you may have decided to run a star systems or desiring to set up colonies. Survey
Star Trek Adventures game. You want to take your missions could include setting up subspace beacons
players’ imagination farther than any Human has to enable long-range communications or establish-
gone before. The universe has an endless array of ing defense nets to protect from hostile invasions.
strange new worlds, fascinating civilizations, and These missions can also help locate valuable
scientific wonders to explore, and you want to lead resources that are of use to Federation worlds and
your players to discover them. These adventures their colonies.
can be a wondrous way to spend leisure time as the
characters land on hostile planets, encounter bizarre Discovering new life could mean encountering a
anomalies, and interact with extraordinary beings. sentient species. First contact is a carefully-regulated
event. It is logical that any deep space exploratory
Even though the characters will be warping into the vessel would have mission specialists well-versed in
deepest regions of the Galaxy, it does not mean that first contact protocol, diplomacy, and xenolinguistics.
they are completely alone. This is where you come
in. You are responsible for creating the endless array Some deep space missions involve studying strange
of animate and inanimate things they will come anomalies, searching for lost ships, and even cross-
across on their long journey. Deep space does not ing the boundaries of time and space. Officers are
mean unexplored space. It could mean that it has expected to keep detailed logs of all their findings.
not been explored by members of the Federation Every piece of data adds to the collective knowledge
or Klingon Empire. Your crew may unwittingly cross of the Federation. And, knowledge is power.
into the sovereign territory of another species or
pass into the realm of monstrous and godlike crea-
tures. There are things out there that defy descrip- Tactical Missions
tion and hazards that have destroyed other vessels. The farther starships push into the Galaxy, the more
Still, you want to create an environment where your likely they are to encounter a hostile faction with
players dauntlessly press onward. designs of its own. Such an encounter has switched
the tone of some deep space missions from scien-
This style of campaign is well-suited for fans of Star tific to tactical. A good example is Starfleet’s explo-
Trek: Enterprise or Star Trek: Voyager. Star Trek rations of the Gamma Quadrant. It was not long after
Adventures allows you to plan and execute a variety the Bajoran wormhole was discovered that Starfleet,
of deep space exploration campaigns. A few options Ferengi, Klingon, Romulan, and other vessels began
are listed below. exploring the newly-opened region of space. Within
a short time, it was discovered that the Dominion
held sway over much of the quadrant and they were
Scientific Missions not pleased about all the “solids” pouring through
Most deep space exploration missions depicted in from the Alpha Quadrant.
Star Trek serve the main purpose of expanding the
S TA R T R E K E R A S A N D P L AY S T Y L E S 79
KLINGON DEEP SPACE EXPLORATION MISSIONS
Whereas Federation deep space missions take engage in battle more often. Therefore, assign-
on a more scientific or diplomatic role, Klingon ments aboard long-range exploration vessels
exploration has served a different purpose. are not highly sought after. However, there are
Expansion of Klingon borders has historically those who have a passion to explore burning
centered on conquest, acquisition of resources, deep in their hearts. They long for the chance
and tactical operations. These missions are to bring honor to their House and to the Empire
designed to strengthen the Empire and elimi- by acquiring a new resource that will maintain
nate possible threats to Klingon supremacy. Klingon dominance in the Galaxy.
What initially was met with excitement was soon since most vessels are rarely as well-equipped as
replaced with a sense of dread. Exploring the their Starfleet counterparts.
Gamma Quadrant was equivalent to poking a
hornet’s nest. Before long, Starfleet and its allies If you choose to develop a deep space mission that
were devoting more resources to tactical exercises is unsanctioned by Starfleet, be prepared to bend
and intelligence-gathering missions into the Gamma the rules to survive. The Prime Directive might not
Quadrant than scientific studies. hold much sway on the borderlands. Your crew will
likely find themselves in backwater bars and ragtag
In a similar manner, your crew might decide on outposts searching for supplies or information. Your
a clandestine deep space mission into Dominion, crew may need to form alliances with non-Federation
Romulan, Breen, Tzenkethi, or some other hos- species to survive or integrate alien technology into
tile faction’s space. Or maybe the unexplored their starship to effect repairs. Still, some scientists,
Shackleton Expanse appeals to you and your play- archeologists, or treasure hunters brave the risks to
ers. Tactical missions afford more action, tension, reap the rewards, be they scientific or monetary.
and suspense than a purely scientific mission. But,
gathering intelligence that will secure the borders of
your polity is essential to their survival. Guidance for Deep Space
Exploration Games
Non-Starfleet Missions If you are running a deep space exploration cam-
paign, you will need to create stellar phenomena and
Deep space exploration is not solely under the
alien civilizations that no other Starfleet or Klingon
purview of Starfleet. Independent organizations,
vessel have ever come across. How will you keep
civilian agencies, and Federation members are free
the players’ attention and make long and tedious
to pursue their own missions. This is highly risky
journeys into outer space thrilling for your players?
80 CHAPTER 3.20
First, there is no need to drag out long sequences civilization. The subspace and interstellar chemistry
of non-action. In the various series, journeys that pallet could be brought online. The communications
take days or weeks are summarized in seconds in and sensor arrays might start to pick up radio sig-
a log entry. Feel free to jump ahead to the action. nals or detect signs of post-industrial civilizations.
However, there are scenes you can include in your Long-range sensors are now close enough to pick
game to help players understand some of the rou- up other starships in orbit of populated planets or in
tine duties that occur when on deep space missions. transit through space.
It is not necessary to play this out every time, but it
would not hurt to set the tone. Close-range tasks: Once a starship is within a
solar system, the true work begins. More detailed
Long-range tasks: A crew might start by initializing planetary analysis, remote life-form analysis, and
long-range scans to locate star systems with a high electromagnetic scanning may occur. Fully auton-
probability of having planets capable of sustaining omous probes equipped with terrestrial and gas
humanoid life. Enhanced long-range particle and giant sensor pallets might be launched to retrieve
field detectors and imaging systems might chart data on interstellar particles. Material samples can
hazards along the way like solar flares, supernovas, be analyzed for chemical composition. Other probes
black holes, and a wide variety of radiation, geo- can observe pre-warp civilizations and transmit the
magnetic, or ion storms. All this information feeds data to the main ship. Multiple shuttles manned by
the stellar cartography and astrometric labs and is conn and science officers might strike out into the
normally transmitted back to the closest starbase system forming away teams to collect samples from
via an encrypted subspace relay network until it the surface of large asteroids, moons, and planets.
finally arrives for analysis at Starfleet Headquarters. A hustle of activity fills every corridor as material
samples and data are brought back to the main
Medium-range tasks: Excitement grows as the ship to be analyzed, dissected, and catalogued in all
vessel comes within a few light-years of the target sorts of science labs.
system. Sensors may start picking up evidence of
S TA R T R E K E R A S A N D P L AY S T Y L E S 81
For most deep space explorers, the most valua- Deep space missions afford characters to form deep
ble find is a new sentient race. This is a sensitive friendships and explore personal interests. Not every
interaction that can go amazingly well or end in session needs to be a shoot-‘em-up, ship-to-ship
utter disaster. The astonishing diversity of civiliza- battle action sequence. A lot of adventure can be had
tions your crew may discover can be created using exploring backstories, discovering anomalies, engag-
the tools in the core rulebooks. The television series ing in recreation, and advancing scientific research.
had budgetary constraints that limited the type of
alien that could be created for on-screen use. This Create scenarios and moral dilemmas that highlight
is not the case with your game. You can introduce the complexity of the Prime Directive. For Klingon
the most obscure non-humanoid species to the campaigns, allow characters to enrichen the depth
adventure. Your imagination is the limit! and passion of Klingon culture. Not everything has
to end in a bat’leth fight.
82 CHAPTER 3.20
communications with their people. Desperate to find as criminals by temporal agents or enemies by
resources to keep the ship in working order. Now vicious time-hopping aliens?
they are the aliens in a new part of space.
OTHER REALITIES
This style of campaign is well-suited for fans The Mirror Universe. Fluidic space. The Celestial
of Enterprise, Voyager, or Discovery. Star Trek Temple. Some theorize that there are as many layers
Adventures allows you to run a variety of far from to reality as there are stars in the sky. With that,
home campaigns. Albeit new species and civiliza- other dimensions spawn all sorts of life-forms. The
tions must be created from scratch as the dominant laws of physics that you have come to know might
powers of the Alpha and Beta Quadrant hold no operate in a different manner. Environments might
claim in this uncharted region of space. Work with be inhospitable to humanoid life. Your group’s star-
your group to invent drastically different species ship might be rendered inert in such alien realms.
and worlds, the likes of which other Federation or Will it need an emergency retrofit to operate in
Klingon citizens may never see. different spatial conditions? Once again, the desire
to return home will most likely be at the forefront of
the crew’s thoughts. Will they be able to maintain
Types of Far their sanity while piercing barriers that are one
from Home Games quantum leap away but a universe apart?
S TA R T R E K E R A S A N D P L AY S T Y L E S 83
first contact could be your crew’s last chance to get never see home again will cause many complex
home. Scouting parties, spy missions, and under- emotions to rise to the surface. Isolation, despera-
ground bartering for goods might be the order of the tion, fear, paranoia, anxiety, depression, and anger
day to keep from arousing suspicion or attracting threaten to overcome the spirit of discovery at any
unwanted attention. moment. Or perhaps the crew will triumph in these
harsh circumstances and discover a new destiny in
Each character will react differently in this extremely the stars.
stressful circumstance. Realizing that one may
84 CHAPTER 3.20
plague, deliver food supplies and technology, or per- There is also an infinite number of stellar phenom-
form other humanitarian actions. The group’s vessel ena to survey and catalog.
could be assigned to patrol a section of space along
a neutral zone or ordered to provide security for a
diplomatic convoy. Other missions could involve dis- Guidance for
mantling illegal trafficking cells, infiltrating criminal
organizations, or destroying enemy installations.
Spice of Life Games
The universe is your oyster if you choose to rotate
Also, adventure awaits at any one of the hundreds
through different mission types. This might be the
of ports of call at which the ship might dock. Player
most dynamic form of roleplaying as each character
characters might aid any number of starbases, relay
has a chance to really engage with their background
stations, science outposts, or colonies.
and test their skills in a variety of scenarios.
S TA R T R E K E R A S A N D P L AY S T Y L E S 85
home and communicate with loved ones on a more borders of the Federation or Empire. They might
regular basis. Generally, there is not a state of con- see more action engaging in a family squabble than
stant war or conflict happening within the protected shooting it out in ship-to-ship combat.
STATION-BASED GAMES
MOST STAR TREK STORIES CENTER ON THE VOY- and all those options can fit in on a bustling space
ages of a starship, boldly warping into unexplored station, colony, or planetary starbase.
sectors of space to find out what’s out there. But
your gaming group might decide on an alterna- Some space stations are dedicated to specific sci-
tive setting for your campaign. You might want to entific research purposes. The personnel on Regula
explore life on a space station, a planetary starbase, I, for instance, focused on the development of
or a remote colony. These settings can provide a Project Genesis, which sought to remake planetary
backdrop every bit as dynamic as a warp-capa- ecosystems to support humanoid life. In this vein,
ble starship, though you might need to adjust the you might run a campaign focused on a particular
kinds of stories you tell and the expectations of scientific mystery, and each player character might
your players. Station-based games also come with possess technical or scientific expertise that con-
inherent advantages that can lead to rich charac- tributes to the project. In these cases, players will
ter development and a sense of deep immersion spend much of their time conducting experiments,
in your chosen setting that you may have a more gathering data, analyzing results, and performing
difficult time establishing in a starship-based game. other scientific functions. This kind of premise could
First, this section will go over a few options at your lend itself to heavy use of the scientific method
disposal if you decide you’d like to set your game on guidance contained in the core rulebooks.
a station, followed by a discussion of strategies you
can apply to bring your stories to life.
Gamemaster Guidance
Space stations, colonies, and planetary starbases
Player Roles contrast with starships in a few important ways that
Player characters can fulfil a dizzying variety of roles you might want to consider as you prepare sce-
in a station-based game, just as they can on a star- narios for your campaign. Perhaps most obviously,
ship campaign, and any of these options can form station-based games may keep the main characters
the basis for hours of engaging and fun gaming. The of your campaign less mobile than they would be if
default assumption likely would be for the players to they were stationed aboard a warp-capable starship.
take on departmental leadership positions, making Player characters will spend less time boldly going
big decisions with the potential to shake up the and more time engaging with stories that come to
status quo for the entire region. But “lower decks” them. Luckily, space stations, colonies, and starbases
style games can offer a compelling alternative. In are exciting locations where remarkable happenings
these games, players take on junior positions and occur all the time. Your player characters should have
will likely spend their time carrying out the scientific no difficulty finding exciting things to do.
and technical functions necessary to keep your
station operational. They may also confront street- MAKE YOUR STATION
level crime, which may be a persistent concern A RICH AND DIVERSE SETTING
in your setting. This guide also details options for Your characters will spend a lot of time living, work-
playing non-Starfleet or non-Klingon Defense Force ing, and interacting with one another on the space
characters. Players may wish to create merchants, station, planetary starbase, or colony on which your
diplomats, spies, mercenaries, or religious officials, game takes place. Accordingly, you should spend
86 CHAPTER 3.20
some time creating a rich and detailed setting that’s Putting some thought into the location of your
going to be just right for your campaign. You may setting can also help you figure out what kind of
want to collaborate with your players to see how stories might make the most sense for your setting.
they envision the setting. Try to come up with details Determining what civilizations live near your setting
and traits for your setting that will bring it to life and can influence the kind of encounters your players
elevate it above a generic, cookie-cutter, space- can expect. Is your station located near a powerful
dock-type starbase. Aim to make your setting as space-faring empire? Or are the nearest planets
dynamic and unique as any of the player characters. completely uninhabited? Are there nearby plasma
storms, wormholes, or other spatial phenomena that
Some characteristics you and your players might might affect the flavor of your campaign?
consider as you’re designing your setting are its
history, location, and mission. Writing up a brief BRING THE STORY TO YOUR PLAYERS
history of your setting gives your station a sense How many memorable episodes of Star Trek: Deep
of depth. The characters in your campaign are not Space Nine hinge on strangers visiting the station?
stepping onto a blank slate, but a living location that These characters include Klingon Dahar masters,
may have been the setting for many previous stories revolutionary Cardassian scholars, energy beings
and will likely continue to be the backdrop for more that feed on the creativity of corporeal creatures,
stories long after your campaign ends and your and Vulcan Starfleet officers who have taken up the
characters have moved on. Did the governmental old Earth sport of baseball – just to name a few!
body or entity that oversees your station do so from
the beginning, or did it take over the setting from You may decide that your space station has access
another governing entity? How long ago was your to a warp-capable vessel whenever the player
setting built? Is it well maintained, or is it in a state characters need one, in which case they’ll be able
of disrepair? The answers to these questions can to go wherever the action leads them. However, you
inform the kind of traits you assign your setting and also have a golden opportunity to create a diverse
make it seem like a deeper, more believable place. and imaginative cast of supporting characters who
S TA R T R E K E R A S A N D P L AY S T Y L E S 87
visit your station to kickstart the plot of your games. depth and texture. Each new layer of detail deposits
Think of your station as a crossroads where virtually new material that you can mine later for plot hooks
anyone or anything may pass through on any given and call backs.
day. These visitors may have ulterior motives or dark
secrets. They may be fleeing pursuers and looking Much the same way the supporting cast rules allow
for safe haven. Or they might have something of your players to add new details to characters when
great value to offer the player characters, which they make multiple appearances, you can add
they might give freely or part with only if the player new wrinkles and traits to nonplayer characters
characters agree to pay an equally great cost. These as they drop in and out of your game. You might
are just a few of the options for story seeds that you introduce the chef at the Klingon restaurant on
can plant on your station-based game. your space station’s concourse as little more than
a generic background character. However, on the
Space stations, planetary starbases, and colonies chef’s second appearance in your game, the player
attract both uniformed and civilian personnel, characters might learn that she’s the heiress of a
giving you wide latitude to introduce all manner of once-powerful Klingon house that was run out of
supporting cast characters. This may contrast with the Empire by rivals. The next time the chef appears,
a starship-based game in which most of the char- she might ask for help restoring her family to a
acters belong to Starfleet or the Klingon Defense place of honor in the Empire. The layers of this once
Force. Feel free to stretch your imagination and generic chef can build gradually and naturally until
populate your station-based game with a supporting she becomes a three-dimensional character with
cast capable of surprising your players. Introduce her own plot thread. Because the player characters
characters that will challenge your player charac- will spend so much time ensconced in a single
ters and cause them to question their biases and, setting, opportunities for this kind of serialized
hopefully, grow beyond them. storytelling will present themselves frequently in a
station-based game.
Garak, for instance, is among the most memorable
characters to live on Deep Space 9. Most of the
crew on the station treat the former Obsidian Order Space Stations
operative with suspicion. But Dr. Bashir cements an Space stations reside in deep space and, like star-
unlikely bond with Garak, and even Benjamin Sisko ships, they serve a range of functions and support a
agrees to work with Garak when the situation calls range of missions. Unlike starships, they have only a
for it. These unexpected relationships can elevate a limited ability to adjust their position and orientation.
campaign into something special and exemplify the While starships can travel light-years in the blink of
IDIC principle. an eye, moving a space station any great distance
usually requires a significant amount of preparation.
TELL SERIALIZED STORIES
The player characters in your campaign should Some space stations operate in strategically impor-
weave themselves into the fabric of your setting by tant locations and act as a crossroads of commerce
forming dynamic relationships with the supporting and travel. Often, these space stations are massive
cast and with one another. They’ll likely spend less and possess the capacity to dock a number of large
time focusing on external circumstances and more vessels. Other space stations might be smaller and
time embedded in the community of your setting. occupy more remote regions. These smaller stations
This makes station-based storytelling a terrific usually support smaller crews and may focus on
avenue for serialized arcs in which plot threads research and scientific missions or act as listening
stretch out for multiple sessions. As you and your posts or communications relay stations.
players spend more time interacting with the setting
of your game, you’ll add nuance and detail to the Both the Federation and the Klingon Empire depend
game world, lending your setting a greater sense of on extensive networks of space stations. Private and
88 CHAPTER 3.20
unaligned stations also exist in various locations
across the Alpha and Beta Quadrants, offering you a
Frontier Colonies
Your players might have an interest in establishing a
wide range of styles and flavors for games based on
new colony from scratch on a previously uninhab-
space stations.
ited planet. They may be driven by the desire for
freedom, scientific curiosity, or philosophical or reli-
Planetary Starbases gious motives. Establishing a new civilization on a
world where none previously existed offers opportu-
Some starbases are built on planets, moons, aster-
nities for creativity and collaboration that few other
oids, and other celestial bodies. Like space stations,
play styles can match. But this lifestyle contrasts
they can perform a huge range of functions and can
starkly with the relative luxury and security of the
support large populations. Bustling starbases usually
core worlds. Colonists must take on the challenges
support a mix of uniformed and civilian residents.
of material scarcity and social isolation, and they
usually face these dangers alone due to the extreme
You can give their starbase unique traits by placing
distances that often separate new colonies from
them on planets with interesting properties. In these
heavily populated worlds.
cases, your group’s main characters aren’t setting
out to discover strange new worlds; rather, they
This sort of campaign allows you to explore the
live on one. A starbase may reside on a planet with
theme of survival more viscerally than most other
unique native plant or animal life, unstable climactic
Star Trek settings. The essentials for survival are not
or seismic conditions, or unpredictable temporal
guaranteed on a planet covered by untamed wilder-
fluctuations. Think of some of the most imaginative
ness. Colonists must devote much of their time to
planets you’ve encountered in your favorite science
making sure their populations have adequate shel-
fiction stories. Could a starbase exist on that planet?
ter, food, and water. For colonies of any great size,
If so, you might have an interesting premise for a
they must build schools, hospitals, roads, and other
Star Trek Adventures campaign.
infrastructure. Nothing can be taken for granted,
S TA R T R E K E R A S A N D P L AY S T Y L E S 89
unlike on the core worlds where material scarcity is defend themselves against invasion from neigh-
largely a thing of the past. boring interstellar powers. And, unlike on the core
worlds, colonists must often face these dangers
Any number of things can go wrong. Unforeseen without the possibility of timely support. Colonists
natural disasters strike. Colonists may stumble upon must fend for themselves or everything they worked
dangerous life-forms on their new world they didn’t to build can crumble in an instant. Colony games
know existed previously. Strange spatial phenomena can give players a sense of desperation, isolation,
such as temporal distortions or plasma storms may and danger that few other settings can match.
arise. Isolated colonies must always be prepared to
90 CHAPTER 3.20
KLINGON STARBASES AND COLONIES
Warriors in the Klingon Defense Force often on a military starbase along the Romulan
find themselves serving aboard space stations border, or perhaps a character was wrongly
and colonies. The Empire’s fearsome fleet accused of a crime and must now escape
of warships, the very pride of the Defense from the brutal confines of a prison colony. The
Force, take flight from massive shipyards and Empire’s quest to command the stars would
drydocks where some of the best engineers surely fail without the crucial contributions of its
in the Empire ply their trade. Heavily armored space stations, starbases, and colonies.
starbases occupy strategically important loca-
tions to defend territory and repel foes. And the
Klingon network of penal colonies constructed
on desolate asteroids and moons is the stuff of
nightmares.
UNSANCTIONED MISSIONS
THE CREW OF THE U.S.S. ENTERPRISE LED BY JAMES the sometimes-unsettling reality of life without
T. Kirk defy Starfleet orders and return to the Genesis regulations. This style of campaign is well-suited for
planet to rescue Spock. Worf resigns his Starfleet fans of Star Trek: Picard. If you are planning to run
commission to join the Klingon Defense Force during this style of game, it might end with the characters
a civil war. Jean-Luc Picard assembles a ragtag band saving a friend’s life, exposing a galactic conspiracy,
to unravel the mystery of the Zhat Vash. or discovering a valuable treasure. Conversely, they
might end up losing all rank and privilege, wasting
In all these cases, the characters marshalled away in a dank prison, or dead at the bottom of a
together what resources they could and struck ravine on a backwater planetoid.
out on their own without the support of a larger
organization. In some cases, they openly defied A DEBT OWED
direct orders to accomplish their objectives. Your A call from help has come from a person or a civili-
group might feel forced to do the same. Maybe a zation. The situation is dire. Perhaps Starfleet or the
friend or colleague is in trouble. Maybe it is time KDF is deliberating on the matter, mired in politics
to repay a debt. Perhaps the characters are aware and treaties, but the characters need to act now.
of a Galaxy-spanning danger and cannot wait to Or they may be currently serving aboard a starship
cut through governmental red tape to save the day. when someone from the past reaches out to them.
Maybe sabotage, infiltration, theft, and assassination They need to do something unscrupulous or off-the-
are the only ways to preserve the peace or tip the record before an opportunity is missed. Whatever
balance of power. the ask, the characters feel compelled to break
protocol, grant the favor, or pay back the debt. Once
Unsanctioned missions give characters the oppor- they go down this road, their future with Starfleet or
tunity to slip out from the Prime Directive and see the KDF is uncertain.
S TA R T R E K E R A S A N D P L AY S T Y L E S 91
VIGILANTES have a chest full of gold-pressed latinum, hard to
The Maquis. Ferengi eliminator Leck. The Fenris find technology, or valuable intel to exchange if they
Rangers. Starfleet and the Klingon High Council do are going to keep moving toward their goal.
not even play into the equation. Player characters
got fed up with the rules a long time ago. It is time If you and your group are designing an unsanctioned
to do what is right or in their own best interest. Dare campaign, here are some things that might be
anyone to try to get in their way. The characters helpful to map out.
might go it alone or join like-minded individuals to
achieve their goals. Vigilantes might be out for jus- CONTACTS
tice, revenge, or a pile of gold-pressed latinum. They Contacts that can provide information and resources
are familiar with hideouts, outposts, and safehouses are valuable assets in an unsanctioned campaign.
used by illegal traffickers and traders. Anything or These contacts can work for the government.
anyone can be bought for a price in this underworld They could be businesspersons, bartenders, local
environment. Vigilantes might be acquiring or celebrities, or criminals. In any case, they can help
exchanging information like the location of archae- player characters cover their tracks or get a lead
ological treasures, banned weapon technology, or on someone or something. They may not have the
security access data to some of the quadrant’s most exact information or technology they are looking for,
powerful figures. but they know someone who does. Generate con-
tacts from the wide array of adaptable NPCs found
ESPIONAGE in Chapter 11 of the core rulebook or Chapter 10 of
Your group’s characters could be working for a The Klingon Empire core rulebook.
secret organization like Section 31, the Tal Shiar, or
the Obsidian Order. They are one thread in a tangle STARSHIPS
of lies and cover-ups. Maybe they have some of Unsanctioned missions are rarely accomplished by
the information, but never all the information. They staying on one planet. Transport is often required. It
could meet with disguised agents and counter- is highly unlikely that your player characters will get
agents in shadowy alleys, crowded marketplaces, their hands on an Intrepid-class science vessel or
and over encrypted comm lines. The lines of moral- Pach’Nom-class escort. Hitching a ride on an inter-
ity are blurred but the crew’s mission directives are stellar cargo freighter, mercenary shuttle, or luxury
clear. Perhaps they are enlisted officers, but know commercial cruiser are more plausible scenarios.
Starfleet could never support such a questionable If they are even more gutsy and have high-quality
mission. Nonetheless, the characters are willing forged documentation, they may manage a ride on
to put their careers and lives on the line to do that a Federation or Klingon vessel. The best scenario,
which Starfleet or the KDF would never allow a of course, is if the crew can afford to rent, borrow,
sanctioned officer to do. or buy their own vessel. Most likely, it will be an
unregistered warp-capable vessel built by a private
supplier or a third-generation retrofitted spaceship
Player Guidance held together by self-sealing stem bolts and chicken
for Unsanctioned wire. If they are fortunate, fate may drop into their
lap a Kaplan F17 Speed Freighter or some other
Missions Games modern ship. If none of these ideas work, the player
Traveling the Galaxy without the backing or characters could always just try to hijack a vessel to
protection of Starfleet or the Klingon Empire is one get where they need to go.
of the riskiest endeavors a being can undertake!
Characters can easily drop into danger if they fall WEAPONS AND TECHNOLOGY
off the grid. Villainous people, nefarious crime syn- If you are going it alone, you will want a trusty
dicates, and desperate individuals are all too eager sidearm…or three. You may seek to hide weapon
to take advantage of them. Goodwill is a rare com- caches in cities, outposts, and planets you frequent.
modity during unsanctioned missions, so they better Your character will want to know one or more
92 CHAPTER 3.20
weapons dealers who can come through in a pinch. If a character has chosen the life of a vigilante, they
Of course, you run the risk of being sold a dud. And will need to decide where the character lives, who
Starfleet will not treat you kindly if they find you they spend most of their time with, and how they
in possession of an illegal weapon. Additionally, pick up new missions. Do they live by an ethical
each mission often requires specialized technology. code? What are their political views? Do they hold
Vigilantes rarely have access to industrial replicators a particular view of the Federation or Klingon High
or starship cargo bays stuffed with useful gear. You Council? Do they have a criminal record? Will
may need to build, barter, or steal what you need. someone be pursuing them while they are pursuing
their goal?
UNSANCTIONED MISSIONS
A player character could easily get lost in the Players may want to run an unsanctioned storyline
chaotic environment of an unsanctioned game. for a brief period before moving on to a different
Individuals might have contrasting objectives and style of play. If so, did they take on the unsanctioned
you may need to adopt a win some / lose some atti- mission for sport, adventure, money, loyalty, love,
tude to obtain your goals. If any of your players are thrills, or something else? When and under what
playing an undercover officer, decisions will have to circumstances do they eventually want out of the
be made on when to cross the line. They may simply game? Are their friends and families endangered by
want to accomplish their unsanctioned mission as their profession or did they cut all ties long ago?
quickly and neatly as possible then head back to
their normal life.
S TA R T R E K E R A S A N D P L AY S T Y L E S 93
94
CHAPTER 04.00
TO BOLDL Y G O
04.10 GAME PREPARATION. . . . . . . . . . . . . . . . . . . . . . . 96
T O B O L D LY G O 95
CHAPTER 04.10
GAM E
PREP ARAT I O N
“ We ha ve a lo t t o do . O f all th e cap tain s th at’ll sit
in t his c ha ir, I c a n’ t imag in e an y of th em b ein g
mo re p rou d th an I am rig h t n ow.”
96 CHAPTER 4.10
RUNNING AT CONVENTIONS
If you run Star Trek Adventures at a conven- You should consider sharing the convention’s
tion – whether in person or online – you should code of conduct and allow the players to share
try to represent the game how it is intended to what their expectations are in terms of tone and
be played. While introducing the rules to new acceptable behavior. If someone says they don’t
players, especially those unfamiliar with Star want to do something, and another player tries
Trek, provide insight on what it means to be to get them to do it, it is up to you to immedi-
Starfleet or how to bring honor to the Klingon ately stop what is going on, explain why it is
Defense Force. If an action the player takes in wrong, and redirect the scene. Additional advice
a game is the opposite of what a member of on developing safety tools with your players is
either faction would do or believe in, it is okay provided on page 109.
to pause the game and explain why their action
might not make sense. If appropriate to do so, You should also allow players to introduce both
offer suggestions that could bring their actions themselves and their characters, along with
more in line with the Star Trek feel. which pronouns they prefer for themselves and
their characters. It may also be useful to have
The other thing you should consider when the players share what their relationship is
preparing to run at a convention is how you are with Star Trek and what they hope to get out of
going to ensure the safety of all of your players. the session.
03102
combat. Single-session adventures generally have a interesting backstories. Because of this, you have
self-contained story arc, much like a standalone epi- many more ways to tie the characters to the plot and
sode from one of the series, that can be wrapped up to each other. Using these connections, you can build
by the end of the session so that players get a feeling short character arcs into the content you are running.
of closure. However, some single-session events
could be a series of roleplaying scenes and tasks for When preparing for a multiple-session adventure,
characters to attempt, if you’re looking to spotlight you should keep in mind what schedule works best
the game for curious players. for you as the game can usually go forward if any
one player can’t make it, but it can’t progress without
Single-session games are often run at conventions. you. Also keep in mind how much time you require to
Whether it is online or in person, these sessions prepare for a session. If you are quick to prepare, a
usually run between two and four hours and typically weekly game could work well; if you need more time
use pregenerated characters and starships so that to prepare for a session, meeting every other week or
you and the players can get right into the story. When monthly might be a better cadence. Work with your
running one-shots, it helps to have rules references players to find the schedule that works best for all.
to hand out to players as needed. The two free
quickstart digital adventures (one Starfleet, the other MULTIPLE-MISSION SEASONS OR CAMPAIGNS
Klingon) detail the essential rules and provide pregen- You may decide you want to tell a longer, more
erated characters, along with a short adventure. involved story, or perhaps even run a full-blown
campaign consisting of multiple seasons and dozens
MULTIPLE-SESSION MISSIONS of missions. If so, you’ll want to think about what
A multiple-session mission is a self-contained story the overarching story is for the season or campaign.
played out over several game sessions, usually on a Perhaps you want to run a season’s worth of episodes
regular schedule with your group. This format allows where your crew is tasked to discover the truth
time for players to develop detailed characters with behind some cataclysm that impacts the entire Alpha
T O B O L D LY G O 97
Quadrant. Or maybe you want to run a multiple-sea- Story Type
son campaign detailing the crew’s experiences boldly
The second thing you need to consider when prepar-
exploring the newly-opened Gamma Quadrant.
ing to bring players together to play is how would you
like to lay out your campaign. Are you looking at using
Whatever the case, know that a longer story requires
an episodic approach, a serial story, or a combination
more effort on your part. You’ll have that many more
of the two? Knowing how you want to deliver your
episodes to prepare, more NPCs to create, more story
stories will allow you to better connect your players’
arcs to consider. While that may sound like work,
characters to the arcs that are presented. It will also
remember that you’ll be creating the series with your
help your players understand what to expect from the
players, and that you can share much of the creative
content you are delivering.
load with them. You may find that much of your cam-
paign almost writes itself, as you throw a challenge at
Review the advice in Chapter 3 and think about what
your players, see how they react, and then build the
style of game you want to run, be it a far from home
campaign scene by scene, mission by mission, until
game, a serialized game set on a planetary science
you arrive at your epic conclusion.
lab, a game full of political intrigue, or another option
(or even some combination of all the above!).
98 CHAPTER 4.10
Style of Content
The last thing you should consider before recruiting
players is what type of content you will be using.
While you will probably use multiple options as you
become more comfortable, it is a good idea to share
what kinds of content you intend to run. Some players
have different preferences as to what they want to
play and may not be as engaged in a story that you
made up versus one found in a published “official”
adventure, or vice versa.
PREWRITTEN MISSIONS
If you want to focus more on learning the craft of
being a gamemaster and don’t want to have to
worry about creating non-player characters or a
detailed plot, you may want to try running any of
the dozens of prewritten missions created for Star
Trek Adventures. Both the core rulebook and The
Klingon Empire core rulebook include intriguing,
multiple-scene missions designed for new gamemas-
ters and players alike. In addition, the two quickstart
digital releases and the Star Trek Adventures Starter
Set include premade missions designed to show off
different aspects of the game to new players.
CANON CONTENT
When creating your own missions and setting while other players prefer to keep their cam-
content, you may wish to give your players the paigns free from any canon “guest stars.”
experience of playing through events depicted
in one of the Star Trek television episodes or One strategy to include canon in your stories
movies. The important thing to remember when is to have your events run parallel to the canon
using canon in your adventures is that members events you wish to use. You can even have
of the Star Trek community have varying opin- what your ship does influence different events,
ions about what canon means and if it should so the canonical situation happens the way it
be changed based on your crew’s actions. As did on screen. The key to making these stories
such, bring it up with your players to see what successful is to remind your players that though
they think. Some players might wish to avoid they may know what is supposed to happen,
playing canonical events, whereas others might their characters don’t, and therefore their char-
enjoy using canon events to tell parallel stories. acters’ actions should be true to the characters’
Some players value the opportunity to have their values throughout the story.
characters interact with canonical characters,
03103
T O B O L D LY G O 99
Voyages and Strange New Worlds. While all of the and encounters. Because they are written at a high
standalone missions and the compendium missions level, they are easy for you to adapt to your particular
are each designed for a specific era of play, each campaign and cast of characters.
include guidance for adapting them to different eras.
Mission briefs also work well as side treks that take
Prewritten missions give you the opportunity to focus your crew from one mission to the next. Most briefs
on being a Star Trek Adventures gamemaster by are written to be easily adapted to stories you are
providing a story for you to follow as well as the already telling and allow for you to use NPCs that
statistics for any enemies, NPCs, or ships your crew you’ve already introduced in previous missions.
may encounter. With these things already laid out for
you, you can focus on adapting the mission to your Even though they can be used with stories you’ve
crew, creating a seamless and immersive experience already told, it is also entirely possible to use a
for your players. mission brief as its own self-contained episode that
isn’t connected to your previous stories. If you decide
MISSION BRIEFS to do this, you’ll want to spend some time preparing
Originally introduced in The Klingon Empire core statistics for non-player characters and ships that
rulebook, mission briefs are one-page story starters your crew may encounter.
for you to use as you become more comfortable
with being a gamemaster. These high-level outlines PREWRITTEN CAMPAIGN
provide a story structure, NPC suggestions, and plot Another type of content you may wish to run is a
threads that you can use to create your own stories prewritten campaign. A campaign is an ongoing
§ Single-session event
§ Multiple-session mission
§ Multiple-mission season
or campaign
§ Prewritten missions
§ Mission briefs
§ Prewritten campaign
§ Original content
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T O B O L D LY G O 101
CHAPTER 04.20
RECR UI T I NG
A C RE W
“T h e r e a r e t hre e t hings t o re me m b er ab ou t b ein g a starsh ip
c a p t a i n : Ke e p yo ur shirt t uc k e d in, go d own with th e sh ip …an d
ne ve r a ba ndon a memb er of you r crew.”
ASSEMBLY REQUIRED
YOU CAN’T RUN A STAR TREK ADVENTURES GAME community. One way to accomplish this is to visit
without a group of excited players who are looking local game stores in your area and ask about adver-
to express themselves through dynamic characters. tising a game. This advertisement could be a simple
With this in mind, there are many different ways flyer posted in the store or, in some cases, a quick
to recruit players. In some cases, you may want to blurb that the shop could put into their customer
invite specific players whom you know, while other newsletters or on their websites. The information you
times you may be running for new or inexperienced put in these advertisements should be short, concise,
players with whom you’ve never played a game. and designed to get players excited about your game.
If you plan to run Star Trek Adventures at a conven- of gamemastering and allow players to introduce
tion, you rarely get to determine who sits at your themselves and any expectations they have during
table during a session. In these cases, you may not the session. It also helps to discuss the philoso-
know who your players are at all, even when they sit phies of Starfleet or the Klingon Defense Force,
at your table. Because of the lack of familiarity with and to explain how the co-storytelling of Star Trek
each other, it is important to create trust with and Adventures works. By setting clear expectations
among the players as soon as the session starts. early, it allows for a more dynamic game among
Begin by taking a few minutes to go over your style players who have just met.
T O B O L D LY G O 103
often involves talking with others and sometimes the intelligence gathering play style are often more
dominating conversations. The enterprising style is attached to the stories you are telling and can pick
often openly passionate about their beliefs and are up bits of information that other roleplaying styles
the first to jump into action during stressful situa- might miss.
tions. For better or worse, players who like this style
want to push the plot forward at a rapid pace. Players who like the intelligence gathering style
typically prefer to have plots that involve personal
Players with an enterprising style often jump on journeys that support or challenge their values.
all plot threads that you dangle in front of them. While their reactions to plot twists may not be dis-
To ensure an experience they won’t forget, plan played in front of the group as a whole, these stories
intricate subplots they can connect with while an can ensure a connection to the overall story and can
overarching story is happening. It is also a good idea help their characters develop over time.
to remind the players who enjoy this style to include
players with other play styles in their conversations
as some may not speak up unless asked. Entertaining
An entertaining roleplaying style usually includes the
most jovial and excited players at the table. Excited
Intelligence Gathering to just be a part of the experience, players who enjoy
A player who prefers an intelligence gathering play the entertaining play style find joy in every character’s
style often hangs back in a scene, processing the ups and downs. This entertainment can often lead to
information they’re hearing. A player who enjoys this laughter and jokes that may or may not be related to
play style usually creates grand plans of things the the game. It is important to let these players know
group could do, but often waits to reveal these ideas when these comments and jokes are appropriate and
until they are asked their opinion. It might be easy when they aren’t. In addition, it is important that the
to interpret this play style as not paying attention or players who enjoy this style of play understand and
not attached to the game. In reality, players who like respect other players’ boundaries while playing.
T O B O L D LY G O 105
in every mission, they can help a player who enjoys consider having a holodeck training scene for
the tactical style to connect to the story in ways players who enjoy tactical roleplaying to give them a
they enjoy. If you can’t make these scenarios work, chance to do what they like.
DIFFICULT PLAYERS
There may be a time where a player in your If the behaviors continue to disrupt and distract
group becomes difficult to manage and redirect. from the group, have another private meeting,
This behavior can manifest in multiple ways, and explain your observations. In addition, give
such as trying to control another player’s the player some ideas and strategies on how to
actions, complaining about rules interpretations, avoid being difficult while playing with a group.
or even breaking the group’s trust. A difficult It often helps to share how their actions are
player becomes problematic if they continually making things less fun for the group.
try to manipulate the players and the game,
making it less fun for the rest of the group. If things still don’t get any better, you may need
to consider removing the problematic player
Usually, difficult players aren’t being difficult on from the group. Delivering this information to
purpose and may not realize they are making the player is always difficult, but the future of
the game less fun for the group. For this reason, your group might rely on it. During this conver-
it is important not to call them out on every little sation, lay out why things aren’t working for the
thing they do, especially in front of the group. As group, and explain how you came to this deci-
everyone has a bad day, it is best to presume sion. It often helps to have specific examples of
positive intentions with the player and check in things the player did in the game, and to remind
with them privately. them they’ve had several chances to change
their behaviors.
04202
CHEATING
If you ever suspect a player might be cheating, playing the game. When you speak to the player
they probably don’t even realize that they are. For who is cheating, remind them that Star Trek
this reason, it is best to approach the player as a Adventures is about co-storytelling where the
teacher and not an accuser. Ask the player if they players work together to create an interesting
added their abilities together correctly or if they story. If a character stumbles, others are there
really had an appropriate focus for their character to pick them up. Let the player who cheated
role. You could even confirm that they understand know that their actions deter from the fun and
their talents correctly or if they totalled up their focus of the other players at the table.
challenge dice roll appropriately.
Ultimately, you are responsible for addressing
Rarely, you might encounter a player who is cheating in your game. While doing so, remem-
cheating knowingly and on purpose. Consider ber to be calm and ask questions instead of
discussing with the group what the expecta- accusing the player. Through your guidance and
tions are for this kind of discussion. Will you talk mentorship, the behavior should stop in a short
to the player in front of the group or privately? amount of time. You are, after all, a teacher and
This should be determined before you start a facilitator, not a dictator.
04203
T O B O L D LY G O 107
CHAPTER 04.30
YO UR FI RST
VOY AGE
“ This is a ne w ship, but sh e’s g ot th e rig h t n am e.”
SESSION 0
ONCE YOU’VE ASSEMBLED A GROUP OF PLAYERS, IT regular contact to share ideas, make announcements,
is time for your first session together. This session and coordinate logistical concerns outside of your
is the most important meeting you will have with regular gaming sessions. You might exchange email
your players, as it will set the tone and expectations
for the group moving forward. Often referred to as
Session 0, use this meeting to establish ground
rules, determine which era you will be playing in, PLAYER EXPECTATIONS
and design the group’s cast of characters and star- To help you connect with your players and
ship or space station. Your goal during this session establish the group’s expectations, each
is to guide the group through this process together, player should be given the opportunity to
and to answer any questions they might have in answer the following questions as honestly
regard to the rules and the story you want to run. as they can. If a player isn’t comfortable
answering any of these questions or
answering them in front of the group, give
Expectations them a chance to share privately with you
The first thing you should do is give each player a after the session.
chance to introduce themselves, explain their per-
sonal roleplaying expectations, and express what they § What is your name and pronoun
hope to get out of the game. It is a good idea for you preference?
to take notes and make them available to all players,
§ What is your connection to Star Trek?
as they will serve as the foundation for your game
moving forward. This interaction is the first step to § What are you not comfortable with in a
building trust within the group. In addition to making roleplaying game?
this information available to everyone, you should
§ What do you enjoy about roleplaying?
reference this information while preparing sessions to
find a way to engage the players in satisfying ways. § What accommodations might you
need to fully access the content being
presented?
Forms of Communication § What types of plots do you not want to
Session 0 is also a good opportunity to establish the
be part of?
best means of communication with your gaming
04201
group. Your group most likely will need to stay in
addresses; set up a group text; communicate via Roleplaying games require some improvisation and
social media; or even create and maintain a game collaboration. The sometimes-unpredictable nature
forum, wiki, or server. Poor communication can doom of the hobby can create situations where you and
a campaign to a premature end, so it’s worth your your players might be exposed to ideas, themes,
group’s time to figure out the best way for everyone and situations that trigger discomfort or emotional
to stay in touch outside of gaming sessions. distress. Session 0 gives every participant an oppor-
tunity to establish clear communication about what
they are and are not comfortable with.
Safety and Consent
It is important to understand that roleplaying can be Note that if you’re playing a game at an event or
an intensely personal experience. Players join a game convention, you may not have the time for a Session
placing a strong amount of trust in each other – trust 0. Therefore, it’s important to publish or check for
that the story you will be creating together will be content warnings, so that you and your players have
a good experience, and that everyone’s personal an idea of what to expect at the table.
boundaries will be respected by all involved. It is
critical to ensure that everyone playing with you feels
safe and comfortable in their gaming experience.
T O B O L D LY G O 109
HARD AND SOFT NO’S § Sitting back, as if trying to pull away
A strong way to start your campaign from a safe
§ Nervous laughter
place is to discuss the tone you want from the game,
setting the expectations of the game you want to § Prolonged silence
experience. Some players may want to delve into
grittier, darker themes, while others may prefer to If you notice these, call for a pause and check in
lean into humor. Any option is fine, but what matters with your group – ask if they are happy to con-
is the group knowing what they’re in for. Be sure that tinue. If anyone seems hesitant, you should stop.
everybody is happy before you start playing. A player does not need to outwardly say that they
are unhappy – people often feel put on the spot and
Ask your players if there are any situations that may not answer honestly in the heat of the moment.
they would not want to approach in the game, or If you’re unsure, be cautious and keep checking
any topics they don’t like. If a player has a topic in. You shouldn’t have to rely on a player to catch
which is a “hard no,” then everyone should strive these cues; if you see something happening or feel
to ensure that topic never comes up in the game. something is off, say something.
Common “hard no’s” in Star Trek include child
abuse, animal abuse, sexual assault, and unwilling HANDLING DISCOMFORT
bodily or mental possession. When a player signals that they are uncomfortable
with a subject, some people at the table may be
Soft “no’s” are subjects that players might be fine tempted to ask why or enquire what it is about the
with but prefer not to engage with directly in the content that the player found objectionable. This
game. Think of these as “off-screen” or “fade to should be avoided – someone who has come to a
black” events. Common soft “no’s” in Star Trek game night will find little enjoyment in being quizzed
might include sexual encounters and substance about their fears or phobias. Everyone at the table
abuse. You should approach these subjects with should strive to be respectful of their fellow players.
considerable care and with attention to players’
consent, often only referencing them in passing. Sometimes somebody may discover that they are
uncomfortable about something only once it comes
Be aware, however, that these preferences can up and it’s important to recognize this. A player
change over time, so always consider them subject may have stated that they are fine with intense
to alteration. Check in with your players and adjust violence, only to discover that those descriptions
accordingly, and encourage them to check in with are uncomfortable for them. If this does occur
you and each other as needed. mid-game, treat it as you would any other discom-
fort and adapt your game accordingly. After the
READING THE ROOM session, you should take a moment to touch base
If you are playing the game in person and are with your group to gauge if they are comfortable
approaching a subject that might be difficult, it’s with the game, check if there are any issues, and,
important to slow the pace of the scene so that you above all, if they’re still having fun.
can get a good reading of how the group is feeling.
If you are playing online, you can do the same
via webcam or by listening carefully to the audio Choosing a Faction
stream. There are many signs that a player might With both the Starfleet core rulebook and The
give which could indicate that they are not entirely Klingon Empire core rulebook, there are multiple
comfortable with how a scene is progressing. These options for which faction’s point of view your players
could include: can choose from. While it might initially feel like
these two options narrow down the types of role-
§ Crossing their arms over their body playing that players can experience, both Klingon
and Starfleet games allow for all types of roleplaying
§ Glancing to the side or away from the main group
T O B O L D LY G O 111
Finding Consensus But not every story must adhere to this bright and
optimistic tone, even though we often think of it as
on Tone and Era the default tone for Star Trek. Games can just as
There’s an entire Galaxy of stories waiting to be easily make use of themes and story elements that
told with Star Trek Adventures, but before you can introduce shades of gray into the mix. For instance,
lay in a course for excitement and fun, you have to campaigns set against the backdrop of a bloody
decide where and when in the Galaxy your story interstellar war, such as the Dominion War or the
takes place. Determining the era and tone for your conflict with the Klingons, most likely will take on
campaign are big decisions that will influence the a bleaker tone. Or a player might decide to play an
kind of stories you tell and the experiences you’ll admiral in the upper echelons of Starfleet who must
share with your players. Are you most interested in make difficult choices that affect the populations of
a starship-based, action-adventure romp during the multiple worlds.
2260s? Or maybe you’d prefer a more methodical,
introspective campaign set after the synth attack There’s no one way to tell a Star Trek story. The
on Mars in 2385. Maybe you want to take on the franchise has been a vehicle for everything from
roles of temporal agents who visit a different era deep character studies to contemporary social
every mission. All of these stories and many more commentary to high-octane action and adventure
await you in Star Trek Adventures, but some might to side-splitting comedy. Some episodes combine
appeal to your group more than others. Everyone some or all of these elements into a single story.
in your group should give these questions some All of these options can result in compelling game
thought and then try to come to a consensus before experiences for you and your group, and there’s no
play begins. Let’s look at a few considerations you single right or wrong answer for what kind of tone
should account for when making these decisions. your Star Trek Adventures game should strike.
Rather, it comes down to a matter of taste.
TONE
Tone is simply the word often used to describe how That’s why it’s important for you to discuss the
a campaign feels and the kinds of themes it is likely kind of tone you’re most interested in early on with
to utilize. Star Trek often showcases a bright and your players, before the campaign even begins.
optimistic tone in its largely positive depiction of Establishing a consensus increases the likelihood
humanity’s future. Human beings have made great that everyone will be happy with the feel of the
strides toward eliminating poverty, greed, prejudice, campaign and won’t end up in situations that make
and many of the other ills that have marred Human them uncomfortable or frustrated. Those lines of
history. This depiction of the Human adventure communication should stay open throughout the
strikes a hopeful tone that has inspired millions campaign as well. Campaigns evolve, just like a
of Star Trek fans throughout the years, and you television series. Many gamemasters and players
may want to emulate that feeling in your Star Trek enjoy experimenting with different tones over the
Adventures game. course of the campaign to keep the game from feel-
ing stale. Be honest and open with your group about
You can do this by encouraging players to create what kind of tone appeals to you, while keeping in
characters who strive to do right and who adhere mind that others may have different ideas.
to a code of ethics that enshrines noninterference,
peaceful exploration, and scientific advancement ERA
as core principles. Many of the main characters of Just as with tone, Star Trek has told stories across
various Star Trek series aim for these standards. many different eras in its fictional universe, span-
They may occasionally make mistakes, misjudge a ning thousands of years within the Star Trek uni-
situation, or compromise their principles, but they’re verse. Your group should seek consensus on the era
unquestionably the heroes of their story, and their best suited for the stories you want to tell. Chapter
actions make the Galaxy a better place. 3 takes you on a brief tour of Star Trek eras, and
you can set your game at any point on that timeline,
T O B O L D LY G O 113
character for each player. If any of your players have 3. LAUDED BY ANOTHER CULTURE
created characters before, they may wish to complete § The culture that the character helped in the
this process on their own, but newer players will past is under a new threat.
benefit from working through the process together.
§ When the character next meets the culture,
the character is hated for some reason.
It is important to emphasize to your players that
each step of the lifepath process can create plots § The culture that loves the character has
strings for stories and can be used to determine if started taking over other planets with their
their characters have met prior to the start of the military and subjugating the people on
game. While connecting a backstory to one or two them.
other characters makes sense, it isn’t often that
every member of a bridge crew knew each other 4. NEGOTIATE A TREATY
before they were assigned to their vessel. § The culture that the character helped nego-
tiate a treaty with has been seen breaking
Perhaps the most important parts of the lifepath the treaty.
process are the career events. Often showing up
in their values, career events are defining moments
§ The company that signed an agreement
brokered by the character has stopped
in the player characters’ lives. These events often
following it.
provide many plot possibilities that you can use
to create character arcs within your story. Some § The culture the character made an official
character arc starters for each career event are alliance with has completely disappeared.
listed below.
5. REQUIRED TO TAKE COMMAND
1. SHIP DESTROYED § The leader the character took over for has
§ A crewmember who the character thought gone rogue and is actively working against
died on the ship shows up mysteriously the character’s ship.
while they are on shore leave.
§ The mission the character was on when
§ The vessel that destroyed the character’s they took charge failed and the fallout is
ship shows up and offers to aid their new happening now.
ship.
§ When the character took command of the
§ The character dreams every night about ship, they did a better job than the previous
the five minutes before their ship was commanding officer and caused a rift
destroyed and discovers something about among its crew.
the event that nobody else knows.
6. ENCOUNTER WITH A TRULY ALIEN BEING
2. DEATH OF A FRIEND § The alien changed the character at a quan-
§ The character discovers that their actions tum level, giving them strange abilities.
were responsible for the friend’s death.
§ The alien’s species has begun taking over a
§ The character begins seeing temporal small star system.
echoes of their friend.
§ The being reached out of a new dimension
§ The character is placed on a similar mission that the character often has visions of.
to the one that go their friend killed.
7. SERIOUS INJURY
§ The injury caused the character to wear
a device or prosthetic that doubles as a
tracking device for an evil species looking
for them.
§ The hostile culture the character engaged 13. CALLED OUT A SUPERIOR
with has sent out a distress call. § The character got a rank demotion for
calling out the superior and is trying to work
§ The hostile culture is pretending to turn
their way up on a new ship.
over a new leaf and the character is called
in to help sign a peace agreement, only to § The superior they called out requests aid
be taken advantage of. from the character and their ship.
9. MENTORED
§ Calling out the superior led to a failed
mission and now the character is on a
§ The character’s mentor has been similar one.
kidnapped.
§ The character’s mentor has fallen gravely ill 14. NEW BATTLE STRATEGY
and requests something of the character. § When battling an enemy, the enemy mimics
the strategy the player created.
§ The character decides to mentor another
character and is struggling to do the same § The battle strategy the character created
job their mentor did. was used by an alien species when taking
over multiple starbases.
10. TRANSPORTER ACCIDENT
§ The character attempts the strategy in
§ The character’s quantum structure another situation, and it fails horribly
becomes corrupted, and they can now
because the enemy somehow knew it
phase through walls.
was coming.
§ The character was stuck in a pattern buffer
for over a hundred years and is now trying 15. LEARNS UNIQUE LANGUAGE
to adapt to the future. § While using similar language to the one
they learned, the character accidentally
§ The character is terrified of transporters
angers a new alien species.
and refuses to use them while conscious.
§ Using the language they learned, the char-
11. DEALING WITH A PLAGUE acter is able to figure out another species’
§ The character starts showing signs of having language.
a plague they tried to stop years ago.
§ The ship picks up a message coming
§ The plague the character helped stop has from the aliens the character learned the
mutated and returned. language from that suggests the language
is a form of programming code.
§ A group within the society the character
helped has begun withholding the cure for
the disease and marketing it for profit.
T O B O L D LY G O 115
16. DISCOVERS AN ARTIFACT 18. SOLVED AN ENGINEERING CRISIS
§ The artifact begins speaking to the player § The adjustments the character made to the
and asks them to do things for it. system have been silently corrupting other
systems over the past several months.
§ The artifact fits together with several others
that have been found to become a key to § Another character tried to fix a problem the
deciphering an ancient mystery. same way the character did, and it ended
badly for them.
§ The artifact belongs to a slumbering enemy
species that have awoken to reclaim it. § The solution the character used was stolen
by an enemy and turned into a weapon.
17. SPECIAL COMMENDATION
§ The event that preceded the player getting 19. BREAKTHROUGH OR INVENTION
their commendation was their fault. § After integrating the player’s invention into
their society, an alien species has become
§ The records of the player receiving this
infected with an unknown sickness.
commendation have gone missing and
nobody seems to remember the event § While doing research on the scientific
happening. breakthrough, a previously unknown alien
threat emerges.
§ The commendation was given to the char-
acter to keep them quiet about the details § When the breakthrough was made, the
of the event. character unknowingly created a jealous
nemesis who is now hunting them down.
T O B O L D LY G O 117
players that any talents granted by their mission make the game experience safe and enjoyable for
profile count toward the total number of talents the all involved.
ship can have. Talents represent special abilities
and upgrades your ship might have. A talent can You’re ready to leave Spacedock. It’s time to see
be taken as long as your players’ ship meets any what’s out there.
necessary requirements it may have. Explanations
of these talents can be found in the core rulebook
on pages 255–257 and in The Klingon Empire core SESSION 0 CHECKLIST
rulebook on pages 228-230.
TOPICS TO DISCUSS
Make sure your players know that these talents
Use this session zero checklist to help
can help with many parts of the game, not just in
you work through your first meeting with
ship-to-ship combat scenarios. It sometimes helps
your group.
to consider starship talents in five categories: offen-
sive, defensive, maneuvering, power management,
and non-combat. Your players may wish to have
Scheduling and establishing best
channels for communication
talents from each category or focus them all in one.
Each ship is unique in this regard and there is no Player introductions and expectations
wrong way of deciding which talents are taken.
Safety and consent
Campaign tone and era
Ready for Departure
As you can see, Star Trek Adventures upholds the
Choose a faction
IDIC philosophy by supporting a diverse, virtually Character concepts
limitless range of possibilities. Going over the topics
contained in this section should help you and your
Complete lifepath process together
gaming group establish consensus on the tone, era, Choose roles
and scope of your Star Trek Adventures adventure
or campaign. Further, you should be ready to work
Choose a spaceframe
with your players to create a setting that fits those Choose a mission profile
qualities. You also have the tools you need to help
players create believable characters with some
Name the ship and give it traits
depth and detailed career events, and you know Choose ship talents
what to expect from Session 0, including how to 04206
RUNNI NG
T HE GAM E
“ It ’s a ga me . Rik er b rou g h t it b ack from Risa.
Eve r ybo d y’s p layin g it. Wan t to tr y?”
YOUR GROUP HAS BUILT CHARACTERS AND TOOK with the basic rules of the game and have agreed
the time to flesh out their background and personality. upon the table rules and safety tools you’ll use.
You know the ship or station on which the crew will
serve. You and your players have familiarized yourself It is now time to run the game.
EFFECTIVE GAMEMASTERING
REVIEW THE FOLLOWING SECTIONS ON EFFECTIVE You can then add in the more detailed rules for social
gamemastering, which build upon the chapters on and physical combat, starship combat, extended
gamemastering in the core rulebooks. tasks, and more. Just remember that you don’t have
to go into your first session or adventure with com-
plete knowledge of the entire game system.
Start with the Basics
Between the core rulebook of your choice and this
guide, there is a wealth of gamemaster advice you Be Engaged
can review and absorb to help you run an effective There are some best practices that you can use to
and entertaining Star Trek Adventures mission. enhance each gaming session, all as part of being a
However, you shouldn’t feel like you must memorize collaborative, engaged gamer. Consider the follow-
all the contents and rules before running your first ing advice to be an engaging storyteller.
session. Start with the basics, and build from there.
ALWAYS ASK “WHY”
If nothing else, learn how task resolution works, A story dies without motivation, whether it is the
and what parts of it you are responsible for. The drive to discover new worlds and new civilizations, to
vast majority of your game sessions will consist see things no other being has seen, or to reunite the
of your players roleplaying and asking to attempt shattered fragments of a millennium-old Federation.
specific tasks, and you telling them the attribute
and discipline combination to use, as well as the This is the “why” factor. Every adventure should
task’s Difficulty level. With that foundation, you include a why. Why are Lokai and Bele at odds
can then add in the rules for Momentum, Threat, even though they are the last two beings in their
Determination, assists, and traits, showing players civilization (Star Trek, “Let That Be Your Last
how task attempts can be modified or manipulated. Battlefield”?) Why won’t the Sikarrians provide their
spatial trajectory technology (Star Trek: Voyager,
T O B O L D LY G O 119
“Prime Factors”)? Why is the Red Angel appearing in solution. These solutions tend to be more innovative
seemingly random locations throughout the Galaxy and gratifying than responding to every problem
(Star Trek: Discovery, “The Red Angel”)? with a volley of photon torpedoes.
There could come a time when a player pushes the In the same vein, you should also meet with the
limits of logic in game terms. They may say, “I want group to discuss where they want the story to go.
to use the power of a star that is two light-years Are they going to remain on a space station or
away to recharge our entire vessel so that we are in ship? Are they exploring the borders of the known
battle ready condition in one hour.” In this case, you Galaxy or serving in a diplomatic role among other
might say that this is impossible, though you could Federation members? Is it a time of war or a time of
use an NPC to offer suggestions, or let the players peace? Does the crew want to discover new worlds
spend some time brainstorming possibilities. and new civilizations or test out new technologies?
Do they want to focus on one primary character,
highlight a few key officers, or rotate the spotlight
Encourage Players among the characters?
to be Co-Writers
You play an essential role in the development of your
players’ characters. Meet with players before and
T O B O L D LY G O 121
actions, chat in and out of character, and make rolls § Main play forum. This forum is meant to present
with virtual dice applications. Gamemasters can the ongoing story in narrative form. It explains the
post links and art from their home, local coffee shop, actions that both player characters and NPCs are
or while in transit. performing. All posts should be in character.
§ Out-of-character (OOC). Another forum should
Several virtual tabletop platforms allow voice and
be an out-of-character (OOC) forum. This is
video calls from your computer or smartphone. You
where players can chat, ask questions, strate-
can search for and find free applications. Some
gize, and joke around.
gamers like a virtual platform since many roleplay-
ing games, including Star Trek Adventures, provide § Actions. Dice rolls, Momentum spends, Threat,
PDF copies of their books and supplements. and complications can be tracked here, though
you might want to have a separate forum for
If you have purchased a core rulebook, download each element.
the digital file along with any supplements you need
to run the game. The printable PDF editions are Additional forums can be formed depending on the
searchable from smartphones. This is essential for needs of your group. You can create different rooms
you but optional for players, though players will do that allow characters to chat privately or break out
well to review the Player Guide to optimize their the crew into different scenes on the ship.
gaming experience. Download an online dice rolling
app. The group could decide that you should make Search popular social media sites if you are
all the dice rolls. interested in creating a virtual tabletop group. You
will find many eager people with similar interests
If possible, set up multiple forums with different pur- and matching schedules looking for a group to
poses. Here is a sample of the type of forums you join. Prepare to enjoy an entirely different kind of
might set up to enable clear and concise playing: roleplaying experience online.
ST AR T R E K
STORYT E L L I N G
05.10 STAR TREK STORIES. . . . . . . . . . . . . . . . . . . . . . 124
S TA R T R E K S T O RY T E L L I N G 123
CHAPTER 05.10
STA R T RE K
STO RI E S
“O n c e u p o n a t ime , t he re w a s a Dal’Rok. An d it lives th ere,
i n t h e w o o d s, a nd he ha t e d t he vill ag e an d all of th e villag ers
a nd he w a nt ed to see th em d estroyed .”
S TA R T R E K S T O RY T E L L I N G 125
MISSION MODIFICATIONS
You may come across an adventure or mission ADJUST NPCS. Non-player characters can be
brief that is set in a different era than the one manipulated to fit the needs of your games. For
you are playing in. Or it could feature a region of instance, a campaign module might provide
space, NPCs, or technology that would conflict that the Major NPC is a Ferengi. However,
with your current campaign’s storyline. Not a this might not match the tone of your Klingon
problem. Star Trek Adventures missions and campaign. You can always swap out the Ferengi
mission briefs are flexible and can be adapted for a member of the Nyberrite Alliance. Use the
by taking the following into account. same stats for the Ferengi. Tweak some of the
disciplines and attributes. You can also swap out
VERIFY THE ERA. The scope of the filmed Star entire species. If you and your crew are tired of
Trek universe now spans over 1,000 years, battling against Romulans, switch them out for
starting with Enterprise in 2151 and into the Nausicaans, Breen, or a species of your crea-
most recent era of Discovery in the late 3100s. tion. View the various characters outlined in the
As such, you may need to verify what technol- rulebooks and modules as basic recipes. You
ogy exists in your campaign’s era. For instance, can add creative ingredients to bring distinct
Enterprise-era ships would not have tractor characters to life.
beams yet. They use grapplers, a metal cable
outfitted with a magnetic lock device to clamp FOCUS ON THE MISSION OBJECTIVES. Before
onto objects. launching into your adventure, review the mis-
sion objectives. Do they need any tweaking? Are
CONFIRM SCENE LOCATIONS. Most campaign they still achievable? For instance, maybe the
modules and mission briefs do not stipulate an objective of the mission is to drop off an alien
exact location wherein the story occurs. Many ambassador on the Klingon homeworld but your
times, it may name a planet or note the location campaign is set in the far-off Delta Quadrant.
is along the borders of Federation or Klingon The objective may need to be adjusted by
space. In either event, feel free to change the delivering the ambassador to an alien world in
names of planets, sectors, and cities to meet the Delta Quadrant instead.
the needs of your game. For instance, you may
be playing a campaign wherein your crew is Take note of any modifications that you have
exploring the Shackleton Expanse. You can made to the module or mission brief so that
adjust the modules so that all of the action you can recall them at any point in the game.
takes place in the Expanse or along its borders. Remember, your players have no idea what
is in store for them, so make each mission
your own!
05102
You should review a mission brief and create con- You can also generate plot hooks by reviewing the
flicts from the information provided. For instance, a player characters’ information sheets, backsto-
major beat might explain that the characters must ries, and lifepath results. Your players may have
infiltrate a locked room. It would be up to you to populated their characters’ histories with interesting
create the tasks and challenges needed to break events, NPCs, and other material that could indi-
into the room. Much like a standalone mission, these vidually be turned into a plot hook for an adventure
briefs can be used for one-shot gaming groups or or scene within an adventure. These types of plot
dropped into a campaign with regular players. hooks are, by definition, specifically oriented toward
your player characters, and likely can carry more
A wide variety of mission briefs can be found in impact than a generic plot hook that has been
The Klingon Empire core rulebook, the Shackleton adapted for use.
Expanse Campaign Guide, in some digital
standalone adventures, and in digital mission brief Plot hooks are discussed in greater detail in
packets available for free download. Chapter 05.30, starting on page 144.
PLOT HOOKS
Plot hooks (also known as plot seeds) can be found in
a variety of places, including every product published
Yet, without engaged players, all this creativity, You may have a general idea about how to solve a
work, and imagination is worthless. In the end, the particular problem presented in an adventure. Some
true task of a gamemaster is to keep the spot- gamemasters might make the mistake of “railroad-
light on the players. Players should feel like their ing.” This is when a gamemaster forces the players
decisions and actions are meaningful, impactful, and to make certain decisions to further their personal
S TA R T R E K S T O RY T E L L I N G 127
vision of where the story should end up. However, Your group may have decided to make the com-
you will find that players are a creative lot who can manding officer an NPC. Some groups decide to do
outsmart your best-designed plans. this because they want the captain issuing strong
reminders about mission objectives throughout an
Star Trek Adventures campaign modules are adventure to keep everyone on track. Other players
designed to allow players to make decisions, but may simply prefer to fill other roles on the ship. In
do not force a certain conclusion to happen. This is either case, NPCs should never be the stars of the
because the conclusion can only be decided based on game. The player characters should be center stage
the free will of the players. Instead, campaign supple- and spotlighted during most missions.
ments and mission briefs provide possible conclu-
sions to adventures. They often contain the abundant Take time to study your players’ character sheets. You
use of words like “may” or “might” when describing should be familiar with their backgrounds, focuses,
how a mission could resolve. Players are a bright and values, and talents. Design or adapt your adventures
conniving bunch of people. You may be impressed, around these aspects; doing so will help the players
pleasantly surprised, or shocked by what they come feel like their characters matter to the campaign
up with. Players should feel like their characters are or story. The more familiar they become with each
the stars of their own Star Trek series – they are other, the more they will truly have an immersive
the protagonists, the main characters, the regulars. experience. The more immersed they are, the more
Even though you might have some interesting NPCs enjoyment everyone will derive from the game.
and enemies to throw in their way, in the end, their
characters should be given the opportunity to own the
majority of the game’s “screen time.”
S TA R T R E K S T O RY T E L L I N G 129
CHAPTER 05.20
M ISS I ON- SC A L E
STO RYT E LL I N G
“T h i s i s r e a l l y just a no t he r pa ge o f h istor y, isn ’t it? Will th is b e
t he e nd o f o ur c ivilization ? Tu rn th e p ag e.”
COMPONENTS OF A MISSION
EVERY STAR TREK ADVENTURES MISSION SHOULD choose a course of action, or it may extend over
contain a number of scenes and at least one of a protracted period, with lots of action, drama, or
the following components: encounters, tasks, and tension to resolve.
extended tasks. Each of these four components is
discussed in more detail below, starting with the Many gamemasters keep to the rhythm of Star
most important, the scene. Trek episodes when developing their adventures.
Most episodes open with a teaser (also known as
a cold open), then run through three or more acts
Scenes before coming to a resolution. Many published Star
Star Trek Adventures, like the television series Trek Adventures missions follow a similar format
and movies it is based on, is designed so that play with the adventure broken up into three acts and
is structured as a series of scenes, with you and multiple scenes. Each scene may cover a few
players all having opportunities to drive the action, minutes, hours, or days. Several scenes collectively
adjust the circumstances of the scene, and deter- form an adventure.
mine what happens next.
Regardless of the nature of a scene, it will probably
A scene may be brief, lasting a minute or two at play out something like this:
most as characters make plans, converse, and
S TA R T R E K S T O RY T E L L I N G 131
happening in a scene can be something that actions. In general, a scene should follow logically
started before the scene began, or it can be from the scene before it.
something that begins while the player char-
acters are there. For the most part, the “what” To reiterate: You may be the one in control of
of a scene should be significant to the player establishing each scene, but those scenes should
characters, or to the overall adventure. frequently come about because of decisions the
players have made. If the players have found a lead
5. Why is this happening? This is also crucial,
in a mystery, then the players may state that their
though you may keep this secret from the
next step is to follow that lead, which answers some
player characters – determining why something
of your questions about the next scene.
is happening can be the players’ drive to con-
tinue the adventure. This will often link into a
Now, that isn’t to say that things will always play
wider storyline that spans the whole adventure,
out as the players desire. There’s nothing to prevent
but this doesn’t always have to be the case.
you from having the group ambushed on the way
to another destination, for example (though don’t
When you establish a scene, you have free rein to
overuse this, as it gets boring fast), or to have the
answer these questions in any way they see fit,
scene involve some factor or element the players
but the answers should have a reasonable link to
didn’t predict.
the adventure or to the player characters’ previous
S TA R T R E K S T O RY T E L L I N G 133
afterwards. In a lot of cases, this will be a simple resolve quickly and with few or no dice rolls, while an
matter, as many tasks the player characters attempt intense chase or battle might take many rolls and a
will have a predictable outcome if successful. In the greater use of the rules to resolve.
cases that aren’t simple, however, you can rely on
the rules for assistance. Aside from the actions of gamemaster-controlled
characters (any NPCs not directly commanded by
Regardless of how the action is resolved, you are the players), the way that you can influence a scene
responsible for describing what happens next. The in progress is by spending Threat, which will often
situation will change in response to the actions of be generated by actions and events within the scene
player characters and NPCs. You may ask the play- itself. These opportunities for Threat use will often
ers for their input here, especially where the action be elements of the scene itself, described when the
heavily involves them – a player character’s suc- scene was introduced, or created by the actions of
cesses, and their failures, can be given to the player characters within the scene.
to narrate, within reason – but you get to decide
how the world around the player characters (and the WRAPPING THINGS UP, AND MOVING ON
NPCs in that world) responds to those actions. Concluding a scene is as important as starting a
new one; indeed, the two are linked, because how
This response can take many forms. The players’ you end one scene will feed into the start of subse-
actions could see the scene concluded, with the quent scenes.
consequences influencing the next scene, or those
actions could be one small part of a larger sequence A scene concludes at a point where there is nothing
of events, with adversaries and allies taking their own worthwhile left to do in that place and at that time. If
actions, which in turn prompt more actions from the the players decide that they want to leave the area,
player characters, and so forth. This will vary based then that’s a call for a new scene: indeed, beam-
entirely on the scene itself: a scene that is merely ing from one place to another is a natural scene
a brief conversation between two characters may break. If the players don’t have anything else to do
right now – time has passed, and they’re waiting Romulan warship. Suddenly, two more Romulan
for something to happen, or they’ve been doing ships decloak and move within weapons range.
something less interesting in the meantime – then Cut scene.
that’s a call for a new scene too. If the group is split
§ A clue of things to come is discovered.
and the action needs to move to the other part of
Imagine that your landing party has arrived in
the group for a while, that’s a new scene as well.
the scene with the goal of finding survivors.
In most cases, it should be obvious when a scene
Perhaps they find a recording explaining that
has ended, as scenes tend to come to a natural
a mutation occurred among the populace that
conclusion by themselves. You also have the means
transformed them all into ravenous giant lizards.
to conclude a scene prematurely, via the Reversal
Suddenly, a distant roar is heard. Cut scene.
option, but this should be rare as it costs a consider-
able amount of Threat to execute. § Someone enters or leaves the scene. Perhaps
the crew is going about its business when
It’s important for you and your players to know when a friend or foe beams onto the bridge unan-
to end a scene. Just as we are not shown every nounced or an argument with another crew
second of what every character is doing during an member ends with them storming out of the
episode or movie, we do not need to play out every conference room. Cut scene.
second of the characters’ lives. Generally, a scene
should end when one of the following happens: You can help the group transition to the next scene
by asking if they have anything else they want to
§ The characters are surprised by something accomplish in the current scene. This is a great way
unexpected. Perhaps everyone looks around for everyone to step out of character, take stock, and
at each other, are rendered speechless, jump in reorient the direction of the game. When it’s clear
shock, or cry out in disbelief. Cut scene. the scene is over, you can apply any end-of-scene
mechanics, including managing Momentum and
§ The situation has implied consequences.
addressing other effects.
Maybe a shuttle carrying an away team
explodes, an ambassador walks out swearing
§ Momentum. Remember that 1 point of
war against your species, or your lover tells you
Momentum should be deducted from the team
they never want to see you again and cuts off
Momentum pool at the end of each scene. This
communications. Cut scene.
mechanic is designed to encourage players to
§ The battle seems to be leaning in favor of use Momentum to succeed at tasks and move
one side over another. Leaving players in the plot forward. However, you may choose to
suspense as to who will win a particular conflict not enforce this mechanic after every scene.
is a good way to hold their attention. Imagine Some scenes are often transitory in nature or
that your crew has been exchanging fire with a very short, such as when a group of characters
S TA R T R E K S T O RY T E L L I N G 135
have a “walk-and-talk” scene as they move direction to take the adventure, even if things don’t
from the transporter room to the bridge, catch- turn out quite how the players expect. The players
ing up on the plot in progress before the next may have an idea for this immediately, or they may
crisis occurs. For such a short scene, it may not want to discuss it amongst themselves briefly.
make sense to remove a point of Momentum.
Alongside this, attend to minor rules “upkeep”:
§ Other effects. A change of scene can also indi-
remind the players to remove all their current
cate a change in circumstances. For instance, if
Stress, reset the ship’s Power and Shields, and end
the previous scene ended with the away team
any other effects that last until the end of the scene
being knocked out by a theta-wave projector
(most complications fall into this category).
while walking in the dark, they might wake up
on a brightly-lit beach on the other side of the
You should also think about the events that took
planet. Some or all the advantages, complica-
place in the scene, and then consider if any of them
tions, conditions, or traits from the last scene
will have long-term consequences or repercussions,
may or may not be present in the current one.
or if there are any threads or elements of that scene
You should communicate to the players when
which haven’t yet been resolved. These may not
and if these changes occur.
be immediately relevant in the next scene, but they
might impact later scenes, lay the foundation for
Concluding a scene often starts with a brief descrip-
later adventures, or provide inspiration for complica-
tion of the state things are in as the scene ends,
tions and uses of Threat later.
especially if the scene is dramatic or action-packed,
perhaps describing the last fleeing enemy, or
bystanders emerging in the aftermath. Encounters
In addition to scenes, your missions will usually
You should then ask the players what they want to do
contain one or more encounters, which are the
next. This, more than anything else, should provide a
INTEGRATING GAME
MECHANICS INTO YOUR STORY
WHEN RUNNING ANY GAME, CLEVER USE OF NARRA- is the hallmark of an exceptional gamemaster to
tive elements and game mechanics to keep your seamlessly integrate both into an adventure. Being
players engaged are critical and often go hand-in- able to actually pull this off, however, is not nearly
hand, and Star Trek Adventures is no different. It as simple as just stating it. Your ability to identify
S TA R T R E K S T O RY T E L L I N G 137
and incorporate these elements into your game characters that will be recurring during play. If your
requires a solid understanding of the players at players are new to Star Trek Adventures, this is
the table, the characters they have created, the also a fantastic time to highlight some core game
elements of the setting you wish to highlight at any mechanics as well. Toss in a few minor tasks first
particular time, and the game mechanics that will so the players can get a feel for how dice pools
govern how everything else interacts. The first step are constructed, how tasks are rolled, and how
in this process is planning. Momentum and Threat are generated and used. It
may also be good to include some brief structured
Before you can hope to design an adventure or series conflicts, both physical and social, so that players
of adventures that will capture your players’ interests, can see what those look like and the basic rules
as well as those of the player characters they are that govern them. This will also be a good time to
portraying, you have to know what those interests are. give players an opportunity to use their characters’
While you can often guess what key elements your talents. For most groups, this “training wheels”
players are interested in experiencing as your story stage lasts for one or two sessions before they are
develops, most roleplaying game settings cover a ready to move on to more dynamic and complex sit-
broad range of elements. Narrowing your field of focus uations. If your players are already experienced with
can help keep your game exciting and interesting. Star Trek Adventures and have a solid understand-
ing of the game mechanics, this introductory phase
If you have been gaming with your group for can be skipped entirely.
a while, you likely already know each player’s
personal tastes, but it is important to ask anyway. When designing your adventures, think about what
Just because a friend at the table has consistently you are trying to convey to your players. Many
enjoyed playing games focused on surviving the roleplaying games are based around an ongoing
dangers of combat, you should ask what they wish campaign plot, where their players are slowly
to play next. These will often be more broad discus- advancing and becoming more experienced while
sions about the setting, and not tied to any particular moving toward a final, dramatic confrontation
character, and therefore will help you formulate the with a significant adversary. While Star Trek has
outline for entire episodes or ongoing plot elements traditionally been episodic with each episode being
throughout your game. a self-contained story, as the setting has progressed
through popular media, the idea of ongoing chron-
Remember that your players are both your key actors icle-type story telling has increased. If you decide
and the audience of your game, and the success of to run campaign or series using a more traditional
your game is usually measured by how entertaining chronicle style of storytelling, you should outline
it is for your players, not on how challenging it is or what the critical developments of that story look like
how amazing their characters look – though those and when those developments should enter play
can both play into the level of entertainment your within your adventures. This will provide you a guide
players get. Once you’ve identified what the players for designing individual episodes, since you know
want to see and achieve as your game develops, start what the overall plot of the game is leading to.
looking at how you can incorporate those elements
into play and what game mechanics will be critical in Once you’ve identified the adventure’s focus, outline
representing those elements. each scene or act that the adventure covers with
a few keywords or perhaps a sentence or two.
Most adventures that are intended to last one or
Letting the Story two sessions generally contain between three and
Drive the Rules five acts, with each act covering between one and
three related individual scenes or encounters. Each
The first session or two will likely be more of an
scene should allow the players the opportunity to
introduction of the player characters, their environ-
address some story element related to the act they
ment (usually a starship) and any key supporting
are currently in, and each act should advance the
Some scenes will simply be opportunities for Start with the mechanics in question. In what
the players to engage in roleplaying with other circumstances are they intended to be used? Since
characters, and these will often be times where you the mechanics apply to some specific situation,
can advance a subplot involving just those specific including those mechanics in your game will, in turn,
individuals. Other scenes will be where you can start require the players to be faced with that circum-
to tie game mechanics into your game. Each act stance. How might your player characters end up in
may call for one or two critical tasks that specifically that circumstance? This will likely tell you what the
address the story, though where these tasks fall scenes should be focused on where this mechanic
within the act’s scenes will depend on the nature of will come into play. Why would your crew be
the scenes and how your players progress through involved? Answering this will give you a basic guide
those scenes. When outlining an act, try and keep on what the overall plot (or at least a major subplot)
in mind what kind of tasks have been called for of the adventure or episode should include.
in previous scenes and add some variety to keep
things interesting. From there, it is just a matter of fleshing out any
specific elements necessary to give the plot more
If you are unsure, try two standard tasks for each depth, and deciding if there are any secondary plots
challenge or extended task and two challenges or or elements you want to include, and what scenes
extended tasks for every use of structured conflict would give those elements a narrative impact.
or scientific method, and see how that feels for you
and your players. As with previous recommenda- Finally, if this mechanic is something that only a few
tions, this suggestion is not intended to be followed of the players are going to be involved in, ensure
exactly, but to give you a guide for planning out you have readily available supporting characters for
tasks and time management during play. idle players to take control of, and see if you can
give characters that are otherwise missing from this
game’s focus an opportunity to engage in a minor
Using Rules to scene that either drives a subplot about that charac-
Guide the Story ter forward or gives that character an opportunity to
engage in meaningful roleplaying.
You could build adventures by focusing on mechanics
first and writing story elements to fit those mechan-
EXAMPLE: Melina, the gamemaster, has run her
ics. This may seem somewhat backward at first,
group through five adventures so far, comprising
given the earlier discussion on how to make game
some 30 sessions of game play, and her group
mechanics fit the story, but in truth, the two go hand
has yet to make use of the scientific method
in hand and equally inform and support each other.
mechanics. She likes the mechanics and wants
S TA R T R E K S T O RY T E L L I N G 139
to fold in the possibility of using them in her by how important that particular scene is to your
next adventure. She spends some time planning adventure or overall campaign. Scenes with little
a situation for her crew that might justify the significance can be represented by a handful of
need to use the mechanics, and folds it into the simple or opposed tasks, depending on the charac-
next mission. The players might not choose to ters involved. Some scenes – such as a structured
use the scientific method, but Melina hopes that conflict that might carry more importance, but not
by tailoring the plot of the mission around the enough to require an hour or more to resolve – can
mechanics, the players might give them a try. be easily represented using an extended task.
When deciding how to shorten or bypass mechan- Conversely, instead of keeping story elements
ics, the methods you use will likely be determined secret, you can hide crucial elements within a
S TA R T R E K S T O RY T E L L I N G 141
session for your group, and, by extension, the ideal to repair Chelmik’s ship, for some price to
number of scenes and encounters you’ll want to be determined – maybe a plot hook for a
prepare for each of your missions. future episode?
EXAMPLE: Aliyah sits down to develop the § Scene: The crew arrive at Vendra II and help
outline for the next adventure she wants to run Chelmik get settled. Marco’s character looks
for her group. She knows she wants to run a up Yvette, or she reaches out to him first.
one-off adventure about the crew having to
respond to a distress signal coming from the § Scenes: Opportunity for shore leave for any
Badlands. She wants the adventure to focus characters who want to take it. Jump from
on the group’s first officer, whose sister, Yvette, scene to scene for different players and see
happens to live on a contested planet within the what they get up to. Bar crawl, chatting up
Badlands. She also wants a group-favorite NPC, locals for rumors and news (Cardassians
an irascible Yridian smuggler named Chelmik, are on the prowl in the region), dinner invite
to make a cameo as well. She wants the tone of to sister’s house, dealing with Chelmik, etc.
the episode to be light-hearted and roleplay-
ing-heavy, given that her group has recently § Key note to hit is that Yvette wants to sound
been embroiled in a tense standoff with a out her brother as to whether he’d render
Cardassian gul and his crew in the last episode.
S TA R T R E K S T O RY T E L L I N G 143
CHAPTER 05.30
SEASON- SC A L E
STO RYT E LL I N G
“ O v e r t h e pa st 2 4 ho urs, F e de ra t ion sen sors p icked u p seven
r e d b u r st s spre a d o ut a c ro ss mo re th an 30,000 lig h t- years.
T he y a ppe a re d in pe rf e c t syn ch ron ization , ju st lon g
e no ugh f o r us t o get a read in g , an d th en ju st
a s sudde nly dis ap p eared , excep t for on e.”
YOU’VE OUTLINED AND RUN YOUR FIRST MISSION do so and keep your players engaged from the first
with your group. You may have even run several episode to the climatic season finale.
missions in succession, either as a series of
standalone adventures or perhaps integrated into a Before we talk about planning and building a season
short story arc. Now you want to plan a bigger story, for your group, let’s discuss the most important
something that could span an entire season’s worth parts of your game – the players and their charac-
of missions. This section provides advice on how to ters – and why it’s critical to keep them engaged if
you want to plan and run an extended story arc.
Directives often form the basis of an active hook, as Baited hooks do, however, require more invest-
they determine what actions are and are not accept- ment and research in order to properly pull off.
able. As these are still choices, players always Understanding what both your players and their
have the option of refusing to follow an active characters want to get out the game is essential,
hook, and when tied into the mission’s Directives, and to make such efforts work, you should consider
this can be an excellent opportunity to use the what hooks to bait during the early stages of cam-
mechanics around challenging Directives and using paign planning, character creation, and adventure
Determination. Regardless of how they are used, design. Knowing each character’s driving motiva-
however, when active hooks are used too frequently, tions will tell you what specific kinds of plot ele-
they may make your game feel constraining or ments those characters will be motivated to follow,
cause the players to feel that they are being led which will help you determine what kinds of hooks
around and therefore should be introduced in your you can reasonably expect to get the most out of.
games with special care.
S TA R T R E K S T O RY T E L L I N G 145
You should never expect that the player characters party dealing with a crisis on a planet, a subplot
will always take a hook, regardless of how well you involving an alien spore infecting the crew aboard
have baited it, so plan accordingly. Engaging in a the starship could suffice to involve those player
hook should always be represented by a choice that characters who didn’t get added to the landing
the character must make. This can be particularly party. This gives more of the player characters
interesting when a character is conflicted about something to do, even if their player chooses to play
pursuing the hook, either because they disagree a supporting character in the plotline their main
with the potential options presented or, more character isn’t involved in.
interestingly, because their character has opposing
motivations and following the hook may involve
yielding to one desire while sacrificing another. Sidebar Scenes
A sidebar is a type of scene you can use in a mis-
These kinds of conflicts often make for dramatic sion to provide detail or texture to the overall season
experiences and drive meaningful character devel- or story, without necessarily relating to the main
opment in game and, therefore, you should actively plot in progress or any subplot that may be running
work to try and foster these kinds of dramatic concurrently. Sidebar scenes could be used to high-
moments for each character at least once during light a character relationship or to explore a player
a season. character’s backstory, the types of scenes we often
Subplots
Subplots are a storytelling technique used to tell
more than one story within a single adventure, often
a primary plot (or A-plot) and one or more second-
ary plots (B-plot, C-plot, etc.). The secondary plots
may, but not always, relate to or echo the primary
plot. This structure is seen frequently in Star Trek
episodes, particularly in The Next Generation and
Deep Space Nine.
S TA R T R E K S T O RY T E L L I N G 147
on the characters or individual plot points. This form
of episodic campaign is ideal for groups that don’t
Hybrid Season
Like many of the Star Trek series, it’s possible to
want to invest in a long, interconnected storyline,
plan and run a season in a hybrid format, where a
and who may want a slightly more casual gaming
percentage of the season’s episodes are devoted
approach, where whichever players are able to
to the larger storyline you want to tell, and the
show up for a given mission do so and enjoy the
remainder of the episodes are standalones that drop
events, and don’t necessarily feel like they have to
into the season to break up the metaplot-heavy
show up for the next one for continuity purposes.
episodes. These standalones could serve as a
This sort of campaign is somewhat easier on you
change of pace or change of tone, or serve to give
as well, as you don’t have to necessarily work to
the players a fresh perspective should the metaplot
connect one mission to another, other than to have
you’re building grow in complexity or heavy in sub-
Starfleet issue orders to the commanding officer
ject matter. They can also be used to introduce new
with directions on what to do next.
characters or plot elements that may play a role
later in the season, or perhaps plant plot seeds that
If running an episodic season, feel free to create
won’t bloom until a mission in a subsequent season.
missions of your own but to also drop in the
occasional pre-written mission or mission brief from
If you are running a hybrid season, an option might
the many Star Trek Adventures products available.
be to start with a couple of adventures that intro-
With a little tweaking, each standalone adventure or
duce and advance the overall main plot, and then
mission brief could be “reskinned” into something
run an adventure that is focused on something else
new, tailored for your group of players. And doing so
– either a character-focused story or a self-con-
could involve less effort on your part than creating
tained mission. If you can, avoid making these
an entirely new mission from scratch. Your players
breaks between metaplot episodes and standalones
may never know the difference.
predictable. Also, be careful not to go too long before
running the next metaplot story, as a three-episode
Serialized Season gap tends to be the upper limit before most players
lose the thread of the larger story being told.
Any of the seasons of Star Trek: Discovery can be
viewed as an example of a serialized season – for
the most part, each episode follows from the previ-
ous one in a logical, linear fashion, and it’s a good
idea to watch each one in order so as not to miss
out on key plot points or character reveals. Planning
and running a season in this manner takes effort
and diligence on your part as well as that of the
players, and requires some research into the char-
acters’ backstories to pull in events and NPCs that
can be used to add in subplots and plot hooks that
will keep the players and their characters engaged
for the long haul.
CAM P AI GN- S C A L E
STORYT E LL I N G
“ F o r t h a t o ne f ra c t io n o f a se c o n d , you were op en to op tion s
y o u h a d ne ve r c o nside re d. Tha t is th e exp loration th at awaits
y o u . N o t m a pping st a rs a nd st udyin g n eb u lae, b u t ch artin g th e
unk no w a ble p ossib ilities of existen ce.”
— Q
NOW THAT YOU KNOW WHAT GOES INTO A STAR This section details how to blend all you know about
Trek story, and understand how to build a stan- Star Trek, Star Trek Adventures storytelling, and
dalone episode as well as a season’s worth of your players, and build a campaign that consists of
story, and to make it all focused squarely on the multiple episodes comprising multiple seasons.
players and their characters, it’s time to bring all
your knowledge and gamemastering skills together
into developing and running the largest format of
roleplaying game storytelling – a campaign.
TYPES OF CAMPAIGNS
WHILE THERE ARE AS MANY POTENTIAL TYPES OF Most published Star Trek Adventures missions and
campaigns as there are gamemasters, broadly speak- mission briefs are considered episodic in nature and
ing, campaigns will usually be predominantly either can be played in any order.
episodic or serialized in nature. These were discussed
in some detail earlier, in Chapter 3. The key points
are repeated here to provide context to this section. Serialized Campaign
On the other hand, you may prefer a more serialized
style of play. This is reminiscent of Deep Space
Episodic Campaign Nine, Discovery, or Picard. Each mission builds off
You may choose to run an episodic game mod- another one in a serialized campaign. Storylines
eled after the original series, The Animated Series, may provide clues that can help solve problems in
Enterprise, The Next Generation, or Voyager. Episodic future sessions, and early episodes may present
campaigns take place in the same setting but usually plot seeds that don’t blossom until an episode in a
have new and different plots each adventure. Even later season. There is often an overarching theme
though we watch the characters grow and progress, to the entire campaign. Ask your players if they
each story tends to have a clear ending and is rarely are okay with you launching a serialized cam-
directly connected to the story that follows it, other paign, since their regular participation is key to the
than the same ship and crew appearing within it. campaign’s long-term success. Be careful, though.
S TA R T R E K S T O RY T E L L I N G 149
Intricate plots and a myriad of detail that stretches adventures. Next, you may take a break with a few
over months or years of play might exhaust some episodic stories only to cut back to the serialized
players. And, should scheduling issues or burn-out style for one or two missions. This is a great way to
occur, the long-term campaign you had planned mix it up and introduce a variety of gaming elements
may never gain completion. into your group’s sessions.
Hybrid Campaign
Finally, you may want to try a combination of both
major campaign styles. For instance, you may start
with a short story arc composed of three interrelated
BUILDING A CAMPAIGN
MANY CAMPAIGNS ARE EPISODIC IN NATURE, make for a tremendous moment in your game if
where each mission or episode stands alone and they accept a command of their own in the cam-
consists of a story told from beginning to end, with paign’s finale.
no specific story tie to the episode or adventure that
occurred prior to or after it. There are many different ways to start a campaign.
Is the crew already a few months into a tour? Is
The advantage to running a full campaign over a the ship full of unproven technology that requires
single standalone mission or single season is that you maintenance or unexpected fixes? While players are
can tell more complex stories over multiple seasons making their characters, you should discuss your
and missions. If you have an expansive story that ideas for the beginning of the campaign. Your char-
will not fit in a single season, think about how many acters may have connections with each other. They
seasons’ worth of missions it might take to tell. If pos- may have reputations to live up to – or down from.
sible, work in a cliffhanger at the end of each season These elements do not have to be fully developed,
that will keep your players on the hook to come back since half the fun will be exploring them in later
next time and see how the story continues. sessions, but putting them in place at the beginning
of a campaign will enable them to grow.
Campaigns also enable you to feed longer stories
to players little by little as time passes and as While it is important in the short term to give each
characters learn more about each other. A character mission and season a beginning, middle, and an
who starts out as a low-ranking officer in the first end, also consider planning those elements for the
episode and grows in skill and rank over time will whole campaign. If your campaign is about the
S TA R T R E K S T O RY T E L L I N G 151
152
CHAPTER 06.00
MAIN E NGI N E E R I N G
06.10 TASKS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155
T ASK S
“My bro t he r, it is yo u w h o d oes n ot see. You look for
ba t t le s in t he w ron g p lace. T h e tru e test of a
w a rrio r is n ot with ou t, it is with in !”
RULES AS WRITTEN
In many published adventures, different and when you apply such changes in order to
situations present suggested attribute and maintain those reasonable expectations; players
discipline combinations, standard difficulties, who are uncertain about what they can and
and standard consequences for failure, along can’t do may be less willing or able to engage
with specific uses for Momentum and specific with the adventure.
effects for complications.
In a similar way, players can suggest changes of
These are meant to provide a reliable, predict- their own if the circumstances fit; perhaps they
able baseline so that players can make reason- think a different attribute might be more fitting
able plans and have reasonable expectations in this case, or they want to use Momentum
for how events may play out. However, you are in a specific way not covered by the rules. You
free to change those details as circumstances are encouraged to consider these, and possibly
dictate, especially if a situation is markedly to negotiate with the players briefly about
different from the norm. changes of this nature. Perhaps a player-sug-
gested method is possible, but it’s riskier, so the
You should be careful about making such complication range goes up, perhaps it requires
changes, and should make any changes clear spending Momentum to make that change, or
to the players so that they’re aware that the perhaps it alters the consequences of failure in
situation is unusual in some way. It’s also some way.
recommended that you be consistent in how
06101
ACTION ASSUMPTIONS
As a general rule, when determining whether § Knowledge is a little more ephemeral, and it
an action is possible, you should assume may be innate to the character (represented
that player characters are competent, driven, by a trait or a focus) or come from research
and capable. They are, after all, the stars of a and study (taking time and effort to create
Star Trek story, whether that means Starfleet an appropriate advantage). Lack of knowl-
personnel, Klingon warriors, or some similar edge may often lead to increased Difficulty
dynamic being. or increased chance of complications.
§ The opportunity to concentrate relies on a
In general, a player character should be able
lack of distractions. Action scenes such as
to accomplish anything given enough time, the
combat are a common form of distraction.
right tools, the right knowledge, the opportunity
to concentrate, and the absence of serious risk § Absence of risk or peril allows a character
or peril. Tasks (or “no” answers) will often come to keep trying even if they make mistakes,
in situations where the character lacks one or succeeding through trial and error. A risky
more of those factors, framing the action as or perilous task means a character can’t
“can the character achieve their goal in this sit- rely on being able to try again if they fail.
uation.” In a similar way, a character’s attributes
and disciplines can be thought of as how good Similarly, this kind of framing also means that
the character is at applying their strengths and failure isn’t a matter of incompetence: a char-
knowledge when under pressure. acter doesn’t fail because they screwed up, but
rather because something prevented them from
§ Time pressure is a common problem posed succeeding. They didn’t have enough time, they
in adventures. didn’t have the chance to focus, they didn’t have
the right tools, something or someone interrupted
§ Tools are either carried by the character,
them, or something else of that nature.
or must be located during play, and lack of
tools is a common complication.
06102
PLAYER-DRIVEN PROBLEMS
While problems are mainly a consideration for The other way that players might wish to
you, players can have some input here. engage with problems is by adjusting risk and
reward. A player may offer to face a problem,
As already noted, a problem may be repre- or a more severe problem, in exchange for
sented or caused by something else present increasing the benefits of success (typically
in-game, typically a trait or complication; play- manifesting as bonus Momentum for a suc-
ers can engage with and eliminate the problem cessful task). For example, a character may feel
by attempting to remove or circumvent that that they could search a laboratory for evidence
trait. This is a useful way of presenting traps more effectively if they weren’t concerned about
and similar artificial hazards, and it encourages making noise, increasing the risk of being heard
creative approaches to problem-solving. but making it more likely that they’ll find what
they’re looking for.
06104
EXTE NDE D T A S K S
“ I’ m no t go o d in g rou p s. It’s h ard to work
in gro u p s wh en you ’re omn ip oten t”
— Q
§ Breakthroughs are akin to a character’s But the important part is less about how they work,
injuries, or the breaches a ship can suffer. An and more about what they’re meant to be used for.
extended task can only take a set number of
breakthroughs before it’s been successfully
overcome. Get all those breakthroughs, and you Where and When
beat the extended task. Extended Tasks Work
§ The Work track is the activity’s Stress rating. An extended task is essentially a pacing tool,
When you succeed at a task to affect the activ- designed to slow down and add some uncertainty
ity, you inflict Stress upon that track, much as to an activity. They represent activities which will
if you had hit an enemy starship with an attack. take longer than a single task, but more importantly,
Inflict 5 or more Stress (after Resistance) in one they create an opportunity for tension, so long as the
go, and you’ll get a breakthrough. Fill the Work extended task is in the right place within the narrative
track entirely, and you’ll get a breakthrough (do you’re building. If you apply an extended task in the
both and you’ll get two breakthroughs). Inflict wrong place, your players are likely to see it as just
Stress when the Work track is already full, and meaningless dice rolling, and they’ll likely get bored.
you’ll get a breakthrough.
M OME NT UM
“ Alla ma ra ine , cou n t to fou r. Allam arain e,
t he n t hre e mo re . Allamarain e, if you can see…
Alla ma rain e, you ’ll come with me.”
THREAT
“ Yo u k no w t he gre a t e st da nge r facin g u s is ou rselves, an
i r r a t i o na l f e a r o f t he unk no w n . Bu t th ere’s n o su ch th in g
a s t he unk no w n – o nly th in g s tem p orarily h id d en ,
t e m p orarily n ot u n d erstood .”
DITHERING
Sometimes players spend a long time debating In these situations, particularly in time-sensitive
a situation and don’t spend enough time doing situations like combat, you may wish to
things. This can suit some groups fine – many announce that their debating and time-wasting
groups enjoy an intricate, carefully-devised will add to Threat. If this doesn’t stir them to
plan – but other groups may end up talking in action, add 1 or 2 points to the Threat pool.
circles, and may need a little nudge to get them
to decide on a course of action (even if it’s as This Threat could even be spent right away
simple as who goes next in combat). to change the situation in such a way that
makes the players react and gets the session
moving again.
06401
Thus, you should watch the group’s behavior, and STATUS GAUGE
their approach to Threat, to help guide decisions One interesting use of Threat doesn’t rely on how
made during the game, such as numbers of enemies Threat is gained or spent: instead, it considers
and Difficulty of tasks. Your use of Threat should simply how much Threat there is in the pool. The
also be adjusted accordingly: if players generate a overall quantity of Threat can be used as a gauge for
lot of Threat, then that Threat can be used to put the situation currently playing out. This is a useful
pressure on those players in turn, so that the players trick when handling games focused on infiltration
have a degree of control over how big a challenge or subterfuge (though it works in other situations
they will face. too), as the amount of Threat can provide a useful
guide for how NPCs will act: higher Threat means
If the players are wary of Threat, and are reluctant adversaries will be alert, wary, and quick to respond,
to provide you with any, then you should use Threat while bystanders may withdraw from the area or
sparingly; Threat use may need to be rationed hide if startled. In a negotiation, high Threat may
anyway, as there isn’t as much available. Also, mean that tensions and tempers are running high.
using effects that alter the circumstances rather
than just amp up the Difficulty can be good for the This provides a greater sense of feedback for
game in general: players wary of Threat often feel Threat, with an effect more visible and pervasive
afraid of it being used to “punish” them later, so than individual uses of Threat. It is especially valua-
using it in more narrative and less confrontational or ble in situations where the peril is contained within
adversarial ways can help. It can also help if Threat the local environment – such as a single building, a
is used in small quantities, rather than saving up compound, or some other restricted area – or where
for a bigger effect: a large pool of Threat can seem there is some supernatural phenomenon in play that
ominous, especially for players expecting some big, Threat can represent… or both, such as a haunted
catastrophic expenditure. house or similar environment.
Gaining Threat
You begin every adventure with a set amount of
Threat, based on both the number of players and on
the underlying tension and danger of the adventure
itself. By default, the starting number is 2 Threat per
player character, but some adventures may begin
with a larger or smaller number.
If the situation is one where Threat will fluctuate
greatly, Threat can cue a change in NPC behavior: § A low stakes adventure begins with 1 Threat
if high Threat means that an enemy is alert and per player character. These adventures are
vigilant, then spending Threat for that enemy can likely to be simple, straightforward affairs, either
represent the effort and intensity of their search, short one-off games, or low-key adventures in
which will pass in time. As Threat decreases, those a campaign that serve as a reprieve after a few
enemies will relax their efforts, let their guard down, tense adventures.
and go back to their normal patrols, but an increase
§ A high stakes adventure begins with 3 Threat
in Threat will increase their alertness again. This
per player character. These adventures are likely
produces a degree of dynamic feedback, where
to be high in action, drama, and uncertainty. In
actions that feed and draw from Threat influence the
a campaign, several adventures may lead up
situation in passive ways as well as more active and
to a high stakes adventure, building in tension
immediate ones.
over time.
ADDING THREAT TO THE NARRATIVE § A catastrophic adventure begins with 4 Threat
Any time Threat is generated, a narrative expla- per player character. These adventures are likely
nation of what that looks like should accompany to be explosive, whether literally or figuratively,
adding points of Threat to your pool. This can often and are ideally suited to climactic struggles
take a variety of forms, depending on where the against major adversaries. They should also be
Threat originated from, either because the players extremely rare, being built up to over the course
have added it or because of the inherently danger- of a campaign.
ous nature of the situation. In either case, giving
your Threat a meaningful narrative description will Once an adventure has begun, you can spend and
add to the atmosphere of the game and give both gain Threat as you see fit. You gain Threat through
you and your players a more rewarding experience. a variety of situations and circumstances, as
described below.
Tracking threat in this way can be as challenging as
tracking Momentum and traits. If you feel your players THREAT FROM THE PLAYER CHARACTERS
are willing, you may ask them to keep narrative A significant source of Threat is the player charac-
track of the Threat they have generated, but keep in ters, who can add to Threat through their choices
mind they may not have as much knowledge of the and through random chance.
circumstances active in any given scene as you do.
This option works best when dealing with Threat that Immediate Momentum: Whenever a player charac-
has been generated specifically because of a play- ter uses a Momentum spend listed as Immediate,
er-driven action, and should only be used when you they may choose to pay some or all the cost by
call for it. Players should not be encouraged to offer adding to Threat instead of spending Momentum.
You should be consistent in this, and instances of This is an important option, as it can allow the
escalation should be appropriate to the theme and players’ enemies to build up Threat through their
style of the game. However, use of lethal force, normal actions. A useful trick here is to have
or carrying powerful or unusual weapons into a “minions” who generate Momentum on their tasks
populated area, are both actions that commonly which then gets used by their leader, or to use
risk escalation. You should declare that an action smaller battles with enemies who dump all their
risks escalation and then allow the player character Momentum into Threat rather than spend it on
to choose whether they wish to continue with that themselves, creating a fight that was “suspiciously
choice: springing an escalation cost on a player after easy” to build up to a later scene.
the fact is unlikely to be well-received.
changing the nature of the scene: perhaps a or deteriorates in a major way – such as an
social conflict or stealthy approach becomes overwhelming number of enemy reinforcements
a combat, or perhaps there’s now a challenge or some other imminent catastrophe – and then
to overcome, or time pressure that applies. A the scene ends. The reversal cannot be used to
reveal costs 4 Threat. harm or kill the player characters directly, only
to radically change their circumstances, and
§ A reversal is a significant turning point or
the players should be given a few moments to
change of fortunes. By spending 2 Threat per
discuss their new situation before you set a new
player character present in the scene, you end
scene. As you chose how the previous scene
the scene immediately, with the situation unre-
ended, you can use it to set up the next scene in
solved. You describe how the situation escalates
a specific way.
ENVIRONMENTAL ACTIONS
In a conflict, when the situation is split into encourage the player characters to get out
rounds and turns, it may sometimes be useful to quickly), and the gamemaster can spend
set aside a turn every round for the environment Threat to make the fire spread, to cause
to take actions. parts of the ceiling or floor to collapse, to
make choking smoke billow out, and so
Strictly speaking, the environment isn’t doing forth. Gaining that Threat and spending it on
anything deliberately, but this provides a those effects takes place on a specific turn
convenient point at which you can handle each round, within the normal action order
those moments where the scene itself adds – so that the situation will get worse.
to or spends Threat for environmental or
narrative effects (as opposed to spending it on If the situation is especially severe, it may even
characters directly). warrant multiple turns each round, though
in that case it may be wise to break up the
EXAMPLE: The action is taking place inside situation into discrete problems, each of which
a burning building. Each round, the situ- receives a distinct turn (to continue the above
ation adds 2 to Threat, as the state of the example, perhaps the collapsing building is one
building worsens and the fire rages (and to problem, and the fire is another).
06402
ATTRI BUT ES A N D
DISC I P LI NE S
“ I a m e n d e a vo ring, ma da m, t o c o nstru ct a m n em on ic m em or y
c irc uit using ston e kn ives an d b ear skin s.”
INFINITE COMBINATIONS
ONE OF THE GREAT BENEFITS OF A ROLEPLAYING and the various supplements for Star Trek
game is that it gives players many more options Adventures, you will often find that specific rules
and choices in how their characters respond to have been outlined with particular combinations. You
challenges and circumstances, as they are not should feel empowered to alter these combinations
usually forced to choose between a handful of given when and if the situation warrants. It is important
responses. But, while the idea of Infinite Diversity to remember that, whenever these specific rules
in Infinite Combinations is a lofty aspiration, the have been outlined, it is intended that they cover the
reality of any roleplaying game is that its rule broadest use of that set of rules, not to restrict you
system cannot possibly match the broad spectrum or players into a set series of responses.
of possible actions and responses an individual can
attempt in any situation. Games that try to cover as
many of these responses as possible usually end up Disciplines in Review
with rules that are quite extensive, and often cum- There is often significant overlap between various
bersome. Star Trek Adventures takes a different combinations. It usually falls on you to decide which
approach, and instead provides a system that is is the most appropriate combination for the scene
considerably streamlined and easy to understand, or circumstance. It may be helpful to revisit this
while providing a framework that covers the bulk of core mechanic and provide examples for how each
what most situations call for, both mechanically and discipline interacts with each attribute, and how that
narratively. At the core of that system is the combi- might be used in your games.
nation of attributes and disciplines which make up
how tasks are performed. Command is the go-to discipline whenever charac-
ters are dealing with others in a social environment.
Exploring the 36 possible combinations of these In this way, it often overlaps and combines with
two aspects of player characters gives you and your Presence, the attribute associated with social inter-
players a sizable number of possible responses to actions. Just because Presence and Command may
challenges. When you add in focuses, this number be defaulted together, this combination should not
grows exponentially. These possible combinations be used every time characters are engaged socially.
and the situations that could call for them are briefly Control is usually used when a character must resist
discussed in the core rulebooks, but throughout the social manipulation from others, Daring when orders
various rules provided by both the core rulebooks must be given in rapid succession or without time to
players are having their characters meaningfully to meaningfully effect their target. When describing
move or exert themselves, use Fitness. Because an activity or action, use Presence if the narration
this represents nearly every aspect of physical includes: influence, convince,
performance, save acute hand-eye coordination and coordinate, command, bully,
manual dexterity (which could fit under Control), you negotiate, argue, inspire, or
should call on this whenever their overall physical assertively.
fitness is important. When describing an activity or
action, use Fitness if the narration includes: endure, Reason: Reason governs
overpower, gracefully, strong, demanding, elegantly, problem solving, pattern
powerful, or tough. recognition, mental acuity,
and rational predictions. The
Insight: The attribute all about immediate observa- key component to Reason, in
tion and instinct, Insight shares many of the same contrast to the related Insight,
key areas of focus as Daring, except related to is that Reason should only be
mental or emotional functions instead of physical used when the character has
action. Insight is especially important whenever information or data to use, or
information is limited or subtle and a character can readily apply knowl-
must be able to guess or feel their way through a edge obtained previously.
situation. When describing an activity or action, use This becomes an especially
Insight if the narration includes: notice, spot, guess, important distinction when
gauge, feel, instinctually, intuit, assume, and sense. encountering unknown
circumstances. If a character
Presence: Encompassing all things related to a char- is able to carefully review and
acter’s social or emotional influence, Presence comes compare obtained informa-
into play anytime a character is interacting socially tion or draw clear connec-
with another and attempting to drive an outcome. tions to existing known quan-
Such actions, however, will often require prerequisite tities, Reason should be used.
activities using other attributes before being able When describing activity or
VALUE S AND
DETE RM I NA T IO N
“T h e r e a r e t ime s w he n it is ne c e ss ar y to d ie for on e’s id eals;
do yo u be lie ve th is is on e of th ose tim es?”
The idea here is that the ship and crew are a well- Directives & Dictates
oiled machine, and you’re there to throw a wrench While they can be somewhat overlooked next to
in the works (in a nice way). Solving the problem values, Directives (Dictates in The Klingon Empire
and saving the day is satisfying, sure, but solving core rulebook) can be a powerful way to shape a
the problem and saving the day while dealing with plotline and exert pressure upon character values.
some inner struggle or interpersonal turmoil? That
makes for a story worth retelling. Directives, broadly, come in two forms:
T RA I T S
“ Ho w c a n I punish you for b ein g wh o you are?”
CON FLI CT
“ At t a c k ing t he Ca rda s sian s n ow will on ly escalate
t h e c o n f l i c t , a nd ma k e pe a c e mo re exp en sive in th e lon g ru n .
N o w, I ask you ...is th at log ical?”
— QUARK
COMBAT
SOMETIMES, SCIENTIFIC DISCOVERY AND PEACEFUL the occasional mindless fight scene in a perfunc-
exploration can have unpleasant consequences. The tory manner (i.e., it’s there, but nobody really cares
Federation may pursue peace and prosperity for its for its inclusion or puts much effort into making
member worlds and their inhabitants, but that often anything of it). And even for combat-heavy games –
brings them into conflict with other cultures whose even for a Klingon game set during the height of the
methods are less peaceful, from clashes against Dominion War, where clashes against Cardassians,
Klingons, Romulans, and Xindi early in Federation Jem’Hadar, and Breen should be commonplace –
history, to wars with Cardassia and the Dominion, that is most certainly the wrong way to go about it.
the Temporal Cold War, and other historic struggles. Combat is not separate from roleplaying or story.
Combat is a time when roleplaying and story are
Whether your game centers on Starfleet personnel heightened, because the stakes are life and death.
or Klingon warriors, your game is likely to include
conflict, even if the characters try to find other solu- Combat is a story. It should happen for meaningful
tions. Sometimes the conflict will be purely verbal, reasons, and it should contain drama and emotion
but violent conflict remains a possibility that needs just as much as social scenes and other roleplaying.
to be defended against. Combat scenes are scenes of suspense and tension
which resolve through violence, and they should
And, well, even if Star Trek isn’t about seeking out highlight who characters are just as much as scenes
battle (unless you’re a Klingon), fighting for what centered around dialogue.
you believe in and being willing to defend others are
important aspects of the universe, and an opportu- If an action scene doesn’t do those things, of course
nity to tell interesting stories. they’ll seem boring.
Much of this section is applicable to both personal Who is involved? Who are the participants in this
combat and to space combat, though concerns particular action scene? What do they want? What
that apply specifically to space combat are goals are each character (or more often, each side
addressed separately. of the combat) trying to achieve?
In this context, achieving the extended task is the To add some extra tension and struggle to proceed-
goal of the scene. That is what matters, and it will ings, maybe note that the enemy will fight harder
determine success or failure for the entire combat. the closer you get to success, informing your players
Transporting refugees from a stricken ship, stealing that each breakthrough they achieve will add 2
or sabotaging some vital technology from an enemy points to Threat to represent this.
facility or ship, shutting down the shielding of a Borg
cube so you can beam away – these are natural
examples of an extended task in a combat scene. Zones and Environments
The extended task needs to be overcome, and Combat in Star Trek Adventures uses a system of
combat just happens to be occurring at the same abstract zones to determine movement, range, and
time. Furthermore, the combat ends naturally when relative position. While this is a versatile tool for
the extended task is completed: there’s no reason gamemasters, it can sometimes be tricky to figure
to stick around, and even if the action continues, it out how big a zone should be, how to break an area
probably takes a different form (perhaps a chase down into zones, and how to depict certain environ-
rather than a fight). ments that lack obvious features or divisions.
THE SCI E NT IF IC
M ETHOD
“ Insuf f ic ie nt f acts always in vite d an g er.”
CREAT I NG A N D
USIN G NP C S
“ Huma n int uit io n a nd in stin ct are n ot always rig h t,
but t hey d o m ake life in terestin g .”
— GUINAN
6 Espionage
In addition, ally NPCs can use their values nega-
7 Biological weapons tively. After suffering a complication or challenging
8 Technological upgrades (and thus crossing out) a value, the NPC can remove
3 Threat from the Threat pool.
9 Computer manipulation
061003
INTERPHASIC SPINED
The being is constantly shifting through different The being has long spines that they use as a
dimensions or their molecules scatter and reassem- defense mechanism. When the being is hit with a
ble at will. The being can move through walls, other melee attack, the attacker suffers 1A Stress. The
creatures, and objects as though they aren’t there. attacker continues to suffer 1A Stress at the start
of each turn until they use a Prepare minor action to
MARTIAL ARTIST remove the spine.
The being has trained for years in hand-to-hand
combat styles from numerous cultures. When the STURDY
being succeeds at an unarmed attack, they may The being has many legs that aid in keeping it
replace the Knockdown effect with either Intense or upright or can defy the laws of physics in other
Piercing 1. ways. The being is immune to the Knockdown
weapon effect.
MIND-SHIELDED
The being has natural psychic barriers built into SWARM
their anatomy or they have technology that makes This being is a swirling mass of smaller beings or
their mind unreadable. The being is immune to the robots. When combined as a single threat, they gain
effects of both the Telepathic and Empathic talents. this trait. This being has twice as much Stress than
normal and can only suffer an Injury from having its
Stress track completely filled.
Another thing to be wary of when creating an In many cases, creating a sympathetic case for your
adversary NPC is to consider how their tactics may recurring NPC will tighten the connection that your
push or challenge the values of the characters. characters will have to them. You can build sym-
Some of the best adversaries actually want the pathy for an NPC by showing the characters why
same ends as a player but have a totally different the adversary is doing what they’re doing. When
philosophy on how to achieve them. This difference designing the reasons why the adversary is acting
of philosophies can create dynamic interactions and the way they are, consider similar events that have
conflicts that don’t have to come down to combat. happened in the crew’s past and how they may
While the adversary NPC shouldn’t shy away from have handled them differently.
ADDI T I ONAL R U L E S
A ND T O O L S
07.10 OPTIONAL RULES . . . . . . . . . . . . . . . . . . . . . . . . 208
OPTI ONAL R U L E S
“N o w, I ’ m n ot a f ra id o f be nding t he ru les ever y on ce in a wh ile
i f t h e si t u at io n w a rra nt s it . And I don ’t th in k you are, eith er.”
— LUT HE R SLOAN
THE MENAGERIE
This chapter provides even more game advice, Guide. Review each section at your leisure and
optional rules, and tools that didn’t easily fit use only those elements that make sense for
into other sections of this Gamemaster’s your game.
07101
In combat or an extended task, this may manifest Increasing complication range is a common
as extra effects on a weapon, or bonus A. It might approach, as is suggesting a greater effect for
reduce the cost of a Momentum spend by 1 or 2 failure. It may be that a complication reduces some
points or allow a character to gain a benefit for free rating the character has, typically maximum Stress,
that normally costs Momentum or would add to Shields, Power, or Resistance, representing some
Threat, such as keeping the initiative. It might allow weakness or vulnerability that’s been exposed. It
a character to break some small limit or restriction may be a prohibition against using a specific option
in some way. or removing a benefit that would normally apply. As
many complications occur from rolls, a lot of these
A lot of this depends on what the trait itself repre- effects may only be momentary, lasting only through
sents, and it is left entirely up to your discretion. the character’s next action.
This is why this rule is optional: there are a lot of
possibilities here and knowing how to use those Again, the possibilities are endless, and should be
possibilities effectively comes with experience. considered carefully once you are used to the way
the game works.
§ A trait representing some volatile explosives
may allow a character to add the Area effect to § A trait representing an energy drain or damage to
an attack they make into the zone where the ship systems may mean that power requirements
explosives are present. for specific tasks (or even all tasks) increase.
§ A battle plan might grant one extra free minor § A complication representing an error or a mis-
action to allies for a turn or allow an ally to keep judgment may prevent a character keeping the
the initiative. initiative or stop them from providing assistance.
§ Spending time preparing the ship’s shuttlebay § A character suffers a complication in combat
(creating an advantage) may allow it to carry may overextend themselves, preventing them
a Scale 2 craft when it normally couldn’t or from benefiting from cover.
allow it to launch a greater number of small
§ Environmental effects may reduce a ship’s
craft than normal.
maximum Shields, typically by 3.
§ Having the right tools on hand (an equipment
§ Traits represent fatigue or despair may reduce a
trait) might add a special effect to your A when
character’s maximum Stress, typically by 3.
working on an extended task.
§ A trait representing a vulnerability in a character
§ A trait representing a team of subordinates
or ship’s defenses may reduce Resistance by 2.
might allow you to perform a task where you
aren’t present, by ordering them to complete
it. This can include making an attack if you’re
commanding a security team.
Stress and
§
Injuries Variants
A trait representing security team providing
Many fights in Star Trek are desperate, wearying
supporting fire might add 2A to your attack’s
affairs, full of close calls and near misses, showers
Stress rating.
of sparks from phaser beams hitting rocks and
bulkheads, but over quickly once combatants get
worn out or they take a direct hit.
When a character has suffered 5 or more mental A character can remove Fatigue with a Fitness +
stress in one go, or their mental stress track is Medicine task with a Difficulty of 1, once they have
filled, or they suffer any mental stress while their removed themselves from any sources of fatigue
track is full, then they gain a new trait which (for example, if you took Fatigue from sleep depri-
reflects their fear, their panic, their broken resolve, vation and starvation, getting a hot meal and a good
their anger, or whatever other mental state has night’s sleep allows the character to try and remove
been inflicted upon them. that Fatigue). A character may attempt a Control +
Medicine task with Difficulty 1 to revive someone
Mental stress recovers fully at the start of each new unconscious from Fatigue, administering fluids and
scene, just like physical stress. However, during a stimulants to revive their patient. In either case,
scene, effects which allow a character to recover success removes 1 point of Fatigue, plus one more
Stress must remove either physical or mental stress, for every Momentum spent.
not both.
INJURIES
FATIGUE In some games, the all-or-nothing effect of injuries
Some things can wear on a character’s ability to can get in the way of the story, making it more
endure, from intense heat, extreme cold, thirst or difficult to present tales of triumph against adver-
starvation, abject despair, sleep deprivation, and sity by making it difficult for characters to push on
overexertion. These problems can mount, and when hurt.
though they are not as severe as an injury, they can
still pose a problem to characters. Under this variant, a character can suffer multiple
injuries before being taken out of the fight. It is
MORALE
Just as characters can resist physical harm by and the total added to the character’s mental
taking cover, characters can resist mental harm resistance when they suffer mental stress. Once
through good morale. used, morale resistance is removed.
A character can bolster the morale of them- Morale granted to allies may come from
selves and their allies by spending Momentum, encouraging words, a rousing speech, shared
with each point of Momentum spent camaraderie, or restatement of purpose. Morale
(Immediate, Repeatable) granting themselves granted to oneself may come from mental exer-
or one ally within communications range 1A cises or taking a moment to clear one’s mind.
of Morale resistance. These dice are rolled,
07102
HEALING
A character who has suffered one or more in sickbay may treat an injury in sickbay as part
injuries will likely want to receive healing. of this (the sickbay also reduces the Difficulty
to 1, and the Momentum cost to treat additional
Injuries cannot be fully healed without time, injuries to 1). A character with multiple injuries
rest, and proper equipment. A character may will need to spend more time in sickbay.
attempt to treat another character’s injuries (to
help injuries heal and reduce pain) by suc- A character without access to medical facilities
ceeding on a Control or Daring + Medicine will remove one treated injury at the start of
task with a Difficulty of 2 (Control outside of each subsequent adventure.
combat, Daring while still in combat or on a
dying patient) to treat a single injury. This does DEFEAT AND DEATH
not remove the injury trait, but rather changes A character who has been defeated can return
it to reflect the medical attention provided – the to the action in one of two ways: medical atten-
wound isn’t healed, but broken bones have tion, or Determination.
been stabilized, bleeding has been stopped or
at least staunched with a dressing, and so forth. If a character was defeated by a non-lethal
Additional injuries may be treated by spending 2 attack, removing that injury restores the
Momentum (Repeatable) per additional injury. character to consciousness and allows them to
act normally.
A treated injury does not impose any penalties
upon the character, unless they suffer further If a character is dying, then the Difficulty to treat
damage, which will open treated injuries and an injury increases by 1. Successfully treating
return them to an un-treated state. at least one injury on a dying character stabi-
lizes them, so that they are no longer dying.
If the injury treated was unconsciousness Spending an additional 2 Momentum after
caused by a non-lethal attack, then the injury is stabilizing the character means that they are no
removed entirely. This also means the character longer defeated, but they still have 3 injuries,
is no longer defeated. Otherwise, the uncon- and a fourth injury is fatal.
scious injury is removed at the start of the next
scene with no further effect. A defeated character may spend 1
Determination, without regard for their values,
If the character has access to a sickbay or other to return to action. This does not treat or remove
medical facility, they may remove one treated any of their injuries, other than any unconscious
injury (treated or otherwise) by having the injuries caused by non-lethal attacks.
character spend a scene in sickbay. A character
07103
SQUADRONS
Cover or concealment may have special effects that
Like the squad rules above, this allows small craft
trigger on each effect rolled on those A, just like
– such as armed shuttles or fighters – to operate in
attacks do. You should determine these in advance,
coordinated groups to fend off larger vessels.
but a few examples include:
§ A squadron consists of up to five identical Scale
DENSE: The cover is particularly dense, making
1 or Scale 2 vessels with the Small Craft trait.
it especially hard to score a good hit. Each effect
§ A squadron takes a number of turns each round rolled generates 1 additional Resistance.
equal to the number of vessels it contains,
regardless of their Scale. When they perform FRAGILE: The cover is especially fragile and will
a task from a specific station, all subsequent disperse entirely if it is damaged. Each effect rolled
tasks from that station increase in Difficulty by permanently reduces the number of A that area of
1, just as if they were a single large vessel. cover provides by 1A, after the current attack has
UNSTABLE: The cover is unstable and taking too § Melee attacks are a normal task, rather than an
many disruptor bolts and phaser beams may make opposed task, meaning that the defender does
the situation much worse. Each effect rolled adds 1 not get to roll to defend themselves. In addition,
to Threat. add 2A to the attack’s Stress rating.
§ Starship attacks reduce in Difficulty by 1. In
VOLATILE: The cover is exceedingly volatile, likely
addition, add the Piercing 1 weapon effect to
to ignite or explode. If any effects are rolled, then all
the attack. Unaware enemy ships may also have
characters within the zone immediately suffer 5A
their shields down, treating their maximum
Piercing 2 Stress. This Stress increases by 1A for
Shields as 0.
each effect rolled when the targeted ship rolls their
cover dice. After the attack is resolved, the zone no
WEAPON RANGES
longer grants any cover.
Starship combat applies some additional rules for
weapon range which aren’t typically applied to per-
SURPRISE ATTACKS
sonal combat. In general, this is because effective-
Attacks against unaware enemies can be par-
ness at different ranges isn’t commonly seen in Star
ticularly effective, though they aren’t necessarily
Trek’s fight scenes, but it can be added for groups
honorable.
who want to consider that additional detail.
When a character makes an attack against an
In this variant, each ranged weapon has a distinct
enemy who is not aware of that attack, apply the
Optimal Range – the range where the weapon is
following changes:
most effective. For any weapon listed as a rifle, this
is Medium range. For pistol weapons, and Type-1
When a ranged weapon is used to make an attack, The normal range bands are still used. However,
determine the range to the target. As a reminder, they now apply to specific distances, as explained
Close range is in the same zone, Medium range is in below. Distances are given in meters.
an adjacent zone, Long range is 2 zones away, and
Extreme range is 3 or more zones away. If the range § Reach is anything within 2 meters of a character.
to the target does not match the weapon’s optimal
§ Close Range is anything outside of Reach, but
range (i.e., if the target is not at Medium range for
within 10 meters of a character.
an attack with a disruptor rifle), then increase the
Difficulty by 1 for each zone away from optimal § Medium Range is anything outside of Close
range the target is. Range, but within 25 meters of a character.
§ Long Range is anything outside of Medium
TACTICAL COMBAT
range, but within 50 meters of a character.
Some groups may dislike abstract zones or might
wish to have greater detail when handling character § Extreme Range is anything more than 50
meters away from a character.
07104
CASUALTY REPORT
Ship to ship battle means that vessels will likely 3. Add up the total that appears on the A.
sustain damage. Damage comes in the way of That represents how many crewmembers
exploding conduits, collapsing decks, and hull were injured.
breaches. You may want to elevate the sense of
4. Add up the total effects rolled. That repre-
danger by using this house rule. You may have
sents how many crew members were killed
a group of players who are all too eager to rush
in action.
into battle and you need to impress on them the
sanctity of life and the huge level of responsibil- 5. Identify any player characters that have
ity they bear to keep their crew safe. Determination. Players can choose to use
Determination like Resistance.
Use this rule after a battle concludes. This is
6. Deduct the amount of Determination spent
equivalent to department heads doing a head
from the number of crew members killed in
count and determining who on their teams were
action. Those crewmembers are now consid-
injured or killed. Any crewmembers who met
ered injured and will need medical attention.
their untimely demise may have been sucked
through a breach into space or met some other
Player characters should make a casualty report
sad end.
and deliver it to the commanding officer. Players
can choose to memorialize any crew members
1. Identify how many breaches the ship sus-
that were killed in action with ceremonies in
tained during battle.
accordance with the traditions and wishes of
2. Roll a A for each breach. the fallen.
07105
SAM P LE
EN COUNT E R S
“T h e r e are t ho usa nds o f st a r system s alon g th is p ath . T h ere
m u st h a v e be e n so me t hing t ha t piq u ed you r p eop le’s in terest.”
— CAPT. ARCHE R
STARFLEET ENCOUNTERS
All page references for Starfleet Encounters are from
the Starfleet-oriented core rulebook.
Know-It-All
The setting is a courtroom or assembly hall. An
ambassador from a rival government negotiates on
The Bog behalf of an enemy of the Federation. They are espe-
cially difficult to outwit. The ambassador’s knowledge
IT IS A RACE FOR TIME AGAINST A GROUP OF
of Starfleet Intelligence and protocol is frightening
Klingons, but in a foggy bog full of biological and
due to a neurotransmission device surgically placed
technological traps. The prize is valuable but sur-
on their spine that enables them to scan brainwaves.
viving this muddy encounter will not be easy. The
The crew must either outwit the ambassador or find
fog includes technology that prevents tricorders
a way to hamper the technology that enables their
and transporters from working. The enemy squad
opponent’s seemingly miraculous leaps in logic. Use
should include 1 Major NPC and several Minor
the stats for Cardassian Glinn [Notable] on page 328
NPCs equal to the number of players. Add in
and increase Presence to 12 and Command to 5. Add
one or two Minor NPC creatures and two robotic
the focuses Diplomacy and Negotiation.
drones with Particle Beams (Energy, Range M, 3A).
Location traits are Sinking 1 and Foggy 2.
The Metacompact
This encounter begins when the player characters’
vessel gets trapped in a region of metacompact
KLINGON ENCOUNTERS
All page references for Klingon encounters are from
The Klingon Empire core rulebook.
Nobody Leaves
Here Without Singing
The Lie Klingon Opera
Characters with the most knowledge about Klingon
THIS ENCOUNTER BEGINS WHEN THE KLINGON HIGH
opera might survive this encounter as they happen
Council orders the player characters’ vessel and
on a bar owned by a radical gang leader. The char-
its crew to be destroyed upon sight after a false
acters are severely outnumbered and outgunned.
transmission is circulated among the Empire. The
They might survive if they belt out an amazing
crew must reverse-engineer the false transmission
rendition of Shevok’tah gish, Gav’ot toh’va, or some
while evading Klingon war vessels. Use the Effects
other beloved composition. The bar should be full
on Ships table on page 243 to create stellar phe-
of Minor NPCs based on the Jem’Hadar Warrior
nomena that the player characters can hide in while
found on page 369. The player characters should be
they perform their research. Select two starships to
outnumbered 3-to-1. Taris, Vorta Overseer [Major]
represent KDF forces out to destroy them.
on page 370 can be used to represent the assassin
guild leader.
UNSANCTIONED ENCOUNTERS
All the page references are from the Starfleet-
oriented core rulebook.
The Alien King
An unconscious alien king leaves behind biological
markers that provide the characters the answer to
808 a current dilemma. The player who revives the alien
first will also be granted special ambassadorial
THIS ENCOUNTER OCCURS INSIDE FEDERATION
privileges to the planet and play a role in helping
penal colony 808. The power is out, and the prisoners
them join the Federation. Modify Gul Tremak [Major]
are loose. A fire starts and an escort ship is hijacked.
on page 329. Replace Special Rules with Kingly
The player characters must navigate dark corri-
Advisor: Whenever an ally needs to persuade people,
dors, deactivate security systems, and avoid violent
add a d20 to their die pool.
confrontations. Use Starfleet Security Officer [Minor]
on page 314 for the guards and random Minor NPCs
for prisoners.
SA M P LE
EXTENDE D TA S K S
“We h a ve no re a so n t o e xpe c t su ccess, b u t ou r h eig h t is
l i t t le mo re t ha n t w o inc hes an d even th is action will
be be yo nd us in fifteen m in u tes’ time.”
COMMAND
Evacuating A Ship This is an extended task with a Work track of 18, a
Magnitude of 3, and with a basic Difficulty of 3 for
THE PLAYERS’ VESSEL COMES UPON A SHIP THAT
tasks to overcome it. As the characters are trying to
needs immediate evacuation. Transporters will be
complete the task before the other ship explodes,
ineffective due to a high amount of nucleogenic
they can only attempt a maximum of four tasks to
radiation emanating from the ship’s warp drive and
overcome this extended task. If they have not com-
power systems. The vessel will explode within 30
pleted the extended task after the fourth task, then
minutes. The reactor ejectors have fused, so the
they have one round to get clear of the other ship
warp core cannot be removed. The ship does not
and may attempt a Daring + Conn task, assisted
have enough escape pods for everyone, and some
by ship’s Structure + Conn, with a Difficulty of 5.
of them cannot be accessed due to some decks
This represents the player vessel detaching access
being irradiated. There are dozens, if not hun-
tubes, sealing the hatches, and flying off to get
dreds, of people that need rescuing. The crew can
out of close range. Any complications rolled take 2
evaluate the situation to decide how best to initiate
points off the Work track.
evacuation in a timely manner.
CONN
Escaping a Gravity Well force of nature that can pull in asteroids and small
moons now threatens to envelop the starship and
A MISHAP OCCURS WHILE THE CREW ARE ENGAGED
crush it into atoms. The power of this gravity well is
in a scientific survey, tactical exercise, or battle. The
such that sensors and communications are down.
vessel is caught in the gravity well of a local star. A
Finding Our Friends This is an extended task with a Work track of 18, a
The away team is lost. Search parties must be sent Magnitude of 3, and a Resistance equal to the Conn
out. This takes coordination from someone who of the opponent. Base Difficulty is 3. The person
knows how to create a search grid, mark maps, and leading the search can attempt a maximum of four
coordinate search teams. This task could symbolize tasks to overcome this extended task. They can
an away team being trapped on an alien planet or have two assistants. Only use the ship as an assist
lost in space. A knowledge of a planet’s topography if it is available for use since land-based search
or stellar cartography will come in handy. Failure to parties may not have the benefit of a command ship.
find the away team in time could mean that they fall
to starvation or worse, death. The default task for this is Control or Reason +
Conn with the ship’s Sensors + Conn.
SECURITY
Conducting a to the victim, the methods used to perpetrate
the crime, and the motive. Figuring out the time,
Forensics Investigation location, and any tools or weapons involved in the
A CRIME CAN OCCUR ONBOARD A STARSHIP OR crime is part of the process. Additionally, computers
station that requires the security team to act and and ship systems might have been manipulated to
investigate. Those who plan crimes rarely leave a support the endeavor. You can tweak this extended
clear trail of breadcrumbs. It is up to a forensics task so that the magnitude of the crime is equal to
team to figure out how the individual gained access the Security or Science rank of the perpetrator.
As a base template, presenting a prosecutorial case The default task is Control + Security with ship’s
is an extended task with a Work track of 20, and a Computers + Security. This task can have up to
Magnitude, Resistance, and base Difficulty equal two assistants. Any complications rolled can either
to the Security or Command value of the opposing take 4 points away from the Work track or create
counsel. If the accused is representing themselves, complications like Ready for Attack, Poor Cover,
use their Security or Command value, whichever Savvy Foe, or some such that makes subsequent
is highest. The goal of the opposing counsel is to task rolls more difficult.
leave enough doubt that the accused can go free.
Depending on the severity of the crime, this trial If the extended task is successfully overcome, the
could take hours, days, months, or even years. security team gains initiative and the advantage of
Advanced Tactical Plan. The enemy force receives
The default task for prosecuting a case is the complication of Ambushed! If they fail, the
Presence or Reason + Command or Security. security team fails to mount a successful ambush.
There can only be one assistant to this task. Any The enemy force gains initiative.
complications rolled can either take 4 points away
from the Work track or create complications like
Tainted Evidence, Sketchy Eyewitnesses, Legal Getting Past Defenses
Loophole, or some such that makes subsequent A security team will often be tasked with getting
task rolls more difficult. past a defense system be it a force field, laser
turrets, or an advanced electronic lock. This could
This is an extended task with a Work track of 15, If the extended task is successfully overcome, the
and a Magnitude, Resistance, and base Difficulty security team negates the defensive system and
equal to the Security value of the opposing system, can move forward toward their objective. If they fail
but always set at a minimum of 2. The default in this roll, the defenses stay in place. The security
task is Daring + Security. Each task represents team can abandon the task or start all over again
an established number of minutes or hours set but with 1 increased level of Difficulty every time
by you. In the case of hacking computer systems, they need to restart the task. Under normal circum-
this work could take days or weeks. This task stances, their enemies will only give them so much
can have up to two assistants. Any complications time to try to break in before the characters can
rolled can either take 4 points away from the expect a counterattack.
Work track or create complications like Backup
ENGINEERING
Restoring Life Support Narrow the Annular
THE SHIP HAS BEEN BATTERED IN AN ATTACK OR
hit a spatial anomaly. Conduits rupture, pipes burst,
Confinement Beam
The away team or civilians are trapped on a starship
and systems fizzle and pop. With systems damaged
or planetary surface. Transporters are functional but
and power waning, life support begins to fail in
the interference is too much to allow a successful
certain sections or all over the ship. The crew might
rescue. However, with some tinkering and a lot of
have only minutes or days before the ship becomes
know-how, the engineering specialist is sure they
their coffin.
can narrow the annular confinement beam, secure a
transporter lock, and get the team home.
This is an extended task with a Work track of 15,
Magnitude of 3, and base Difficulty of 4. The default
This is an extended task with a Work track of 12,
task is Daring + Engineering. There are four tasks
Magnitude of 2, and base Difficulty of 4. The default
allowed representing an established number of
task is Daring + Engineering with ship’s Sensors
minutes, hours, or days, set by you. This task can
+ Engineering. The lead can only attempt a
have up to two assistants. Any complications rolled
maximum of three tasks to overcome this extended
can either take 4 points away from the Work track or
task, with each task representing a designated set
create complications like Unresponsive Life Support
of minutes, determined by you. This task can have
Controls, No Response from Trapped Crewmembers,
one additional assistant. Any complications rolled
Working in the Dark, or some such that makes
can either take 4 points away from the Work track
subsequent task rolls more difficult.
or create other obstacles to success like Radiogenic
Interference, Negative Target Lock, or I Cannot Work
If the extended task is successfully overcome,
Under This Pressure.
life support is restored. Everyone can take a deep
breath and start to warm up. If they fail, the charac-
If the extended task is successfully overcome, a
ters can Succeed at Cost but must treat the failure
positive lock can be made on the target. The charac-
as a breach.
ters receive the advantage of Annular Confinement
Beam Narrowed. Standard rules apply for trans-
porter operations. If they fail, the characters fail to
SCIENCE
Do You Understand Digging for Truth
My Words? Unraveling the secrets of ancient civilizations is a
long and arduous process. However, studying the
THERE COMES A TIME WHEN THE UNIVERSAL TRANS-
past informs the future and can grant one a better
lator will not work. Perhaps the translator is
knowledge of other species and everyone’s place
malfunctioning or the alien species you are trying to
in the universe. This extended task could apply to
communicate uses a wildly different form of language
archaeology, cultural studies, computer program-
that could include just photonics, facial expressions,
ming, sociology, psychiatry, or paleontology. It
gestures, body language, proxemics, haptics, colora-
represents a scientist’s efforts in uncovering clues,
tion, relation to shapes or artifacts, or a combination
studying behavior, and searching for patterns that
of such. This is when the communication officers and
shed light on a given subject.
linguistic specialists excel as they work hard to build
a bridge and establish first contact.
This is an extended task with a Work track of 20,
Magnitude of 5, Resistance of 2, and base Difficulty
This is an extended task with a Work track of 20,
of 4. The default task is Reason or Insight +
Magnitude of 4, Resistance of 2, and base Difficulty
Science with ship’s Computers + Science. There
of 4. The default task is Reason + Science. There
are five tasks allowed that most likely represents
are five tasks allowed that most likely represents
days, weeks, but more likely years of work. This task
days, weeks, or years of work. This task can have
can have up to two assistants. Any complications
up to two assistants. Any complications rolled can
rolled can either take 4 points away from the work
either take 4 points away from the Work track or
track or create complications like Decaying Fossils
create complications like Misunderstood Intent,
or Cultural Norms.
Offensive Gesture, or Those Are Fighting Words!
26-150 15 3 2 3
151-2500 16 3 3 3
City 17 4 2 3
Continent 19 4 3 4
Planet 22 5 3 4
Star System 25 5 4 5
07302
MEDICINE
The Cure Drop the Difficulty by 1 if lab equipment is readily
available. If there is a ship available, it may assist
DISEASES. AILMENTS. INFECTIONS. INFLUENZAS.
with Computers + Medicine. Determine how many
Pandemics. The Galaxy is full of viral dangers and
tasks are allowed. Also, determine how much time
bacterial threats. It is a battle waged on the micro-
each task takes, as conditions might alter the medi-
scopic scale and only the strongest can survive. The
cal team’s ability to work.
doctor or surgeon on a starship or station carries
a huge amount of responsibility and is often given
For instance, an especially virulent plague might
new and complex diseases to research and combat.
kill people in 24 hours. Whereas helping one
This work could also mean reversing the effects of
person with a less contagious disease might be an
pathogens, biological agents, or chemical weapons
extended task with a Work track of 15, Magnitude
on an individual or population.
of 3, Resistance of 2, and base Difficulty of 2
research over a period of weeks, trying to stop the
The Work track should be adjusted depending on the
more virulent plague in under a day might be an
threat potential.
extended task with a Work track of 20, Magnitude of
4, Resistance of 2, and base Difficulty of 4. Trying to
You can modify the Work track, Magnitude,
rush the process makes the task more difficult with
Resistance, and Difficulty depending on any traits,
Limited Time being a trait.
complications, or advantages that make sense.
The default task is Daring or Reason + Medicine.
100-999 17 4 2 3
1,000-100,000 20 4 3 4
Planetary
22 5 3 4
Pandemic
Interstellar
25 5 4 5
Pandemic
Planet 22 5 3 4
Star System 25 5 4 5
07303
CU LT URAL
STR UCT URE S
“ A n t h r o po lo gic a lly spe a k ing, it ap p ears th at th ey cob b led
t o g e t h er a re ligio n, ba se d o n t he p rim ar y faith s of E arth .”
— M ICHAE L BURNHAM
7–8 Deism
Deism: Belief that a single god created the universe
and has left it alone to mature and grow based off 9–10 Dualism
the scientific principles that it also created. Deism 11–12 Henotheism
usually doesn’t appear as a religion with worshipers
13–14 Monolatrism
or churches. Most deistic societies carry few beliefs
in anything supernatural. 15–16 Monotheism
17–18 Pantheism
Dualism: A type of polytheism that believes in two
19–20 Polytheism
conflicting gods. These gods usually appear as
opposite concepts who are constantly at war over 07403
PASTORAL
A pastoral society is one in which members have
developed the ability to domesticate animals and to
tend herds and flocks, and to use those animals for
transportation, food, and trade. Pastoral societies
are often nomadic in nature, and tend to be small,
perhaps a few large families working together in
a tribal fashion. These tribes usually do not have a
central leader, relying instead on the head of each
family to have equal status and say in the well-be-
ing of the whole. These tribes move frequently to
ensure the animals have adequate food, water, and
shelter from climate changes. These societies have
little technological capabilities of their own, relying
POST-INDUSTRIAL ADVANCED
Some polities within an industrial society, especially The Galaxy is replete with ancient and current
those among the wealthiest or most powerful, tend civilizations that possess or possessed technologies
to develop more advanced technologies, such as far beyond the capabilities of either the Federation
computers, nuclear power, microchips, and low or Klingon Empire. They may possess advanced
orbit capable spacecraft. They may even develop faster-than-light engines, other forms of advanced
the means to send automated probes into space to propulsion, or even forms of transportation that
explore their solar system in more detail. Knowledge don’t require engines or starships at all. They may
becomes power, and those with the means to gather have medical technologies or practices that seem
knowledge most effectively take on leadership wondrous to 24th century standards. Their culture
positions, often moving the society toward some might be unified in an elevated form of enlighten-
form of global democracy, though this is not always ment. Advanced cultures may be as large as the
the case. Federation, if not larger, and may be trillions of
beings and thousands of worlds in size.
These types of society tend to shift toward more
equity in theory, where there is greater potential
for social mobility, education, training, and ability TYPE OF SOCIETY
to purchase desired goods. Some societies enjoy
the fulfillment of this theory while others strug- RANDOM TABLE
gle to break free from a class system of wealthy
D20 ROLL RESULT
power-holders and struggling workers. Inequity in
1–2 Foraging
these societies may spark regional conflicts or even
global crises. 3–4 Pastoral
5–6 Horticultural
WARP-CAPABLE
7–8 Agricultural
A warp-capable society is one in which technology
has advanced faster-than-light capabilities for 9–11 Industrial
spacecraft. It could be a brand-new discovery for 12–15 Post-Industrial
them, or something they’ve developed for years.
Often, warp-capable societies have also unified 16–19 Warp-Capable
under a single planetary government, though this 20 Advanced
is not always the case. It’s possible the society
07404
suffers significant inequity between those with
INDEX 245
Player Expectations.............................. 108 Space Combat Zones............................ 194 The Scales of Star Trek
Player-Tracked Momentum................... 167 Space Stations........................................ 88 Adventures Storytelling.................... 129
Playing and Running a Season.............. 147 Spending Threat................................... 173 Campaign-scale storytelling............ 129
Playing on a Starbase, Spice of Life Games................................ 84 Mission-scale storytelling................ 129
Space Station, or Outpost.................. 117 Standard Operating Procedures.............. 47 Season-scale storytelling................. 129
Plot Hooks............................................ 144 Docked / External Support Mode........ 47 The Scientific Method........................... 196
Preparing for Launch.............................. 96 Emergency Evacuation / The Star Trek Universe in Play................. 19
Promotions and Adjustments................ 200 Medical Emergency........................ 50 Threat................................................... 168
Raising the Stakes................................ 168 Red Alert / Danger............................. 49 Threat, Momentum,
Random Goals Table............................. 200 Security Alert..................................... 51 and Task Difficulty............................. 157
Random Tactics Table........................... 201 Standard Operations.......................... 48 To Boldly Go............................................ 95
Recruiting a Crew................................. 102 Yellow Alert / Caution......................... 49 Torpedoes............................................... 41
Recurring NPCs.................................... 204 Stardates................................................ 25 Tough Little Ships?................................. 90
Repeating the Past.................................. 61 Starfleet Encounters............................. 221 Traits.................................................... 187
Replicators............................................. 45 Starship Support for Traits Front and Center......................... 187
Risks, Costs, and Consequences........... 158 Your Station-Based Game.................... 89 Traits on the Fly.................................... 187
Rotating Players and Star Trek Defined...................................... 7 Transporter and Replicator Era Notes...... 44
Characters During a Campaign.......... 151 Star Trek Eras and Play Styles................. 57 Types of Campaigns............................. 149
Rules as Written.................................... 155 Star Trek Stories................................... 124 Types of Far from Home Games.............. 83
Running a Campaign Star Trek Storytelling..................... 123, 124 Types of Governments.......................... 239
with Multiple Gamemasters............... 150 Start with the Basics............................. 119 Types of Players and Character Roles... 129
Running at Conventions.......................... 97 Station-Based Games............................. 86 Types of Plot Hooks.............................. 145
Running the Game................................ 119 Story Type.............................................. 98 Types of Religion.................................. 241
Safety and Consent............................... 109 Stress and Injuries Variants................... 211 Types of Societies................................. 242
Sample Encounters............................... 221 Style of Content...................................... 99 Unsanctioned Encounters..................... 223
Sample Extended Tasks........................ 224 Styles of Play.......................................... 69 Unsanctioned Missions........................... 91
Command........................................ 224 Admiralty Campaigns......................... 69 Using Consequences............................ 210
Conn................................................ 226 Campaigns Based on Using Determination............................. 183
Engineering..................................... 231 Season-Long Story Arcs................. 74 Using Rules to Guide the Story.............. 139
Medicine......................................... 235 Cinematic-Style Campaign................. 72 Using This Guide....................................... 3
Science........................................... 233 Close to Home: Political Using Values and Determination............ 182
Security........................................... 229 Campaigns and Core Worlds........... 77 Values and Determination..................... 182
Sample Game Advertisement................ 103 Deep Space Exploration Games......... 79 Variant: Attribute Combination............... 180
Sample Mission Outline........................ 142 Far From Home Games...................... 82 Vertical Movement and Falling.............. 203
Scene Framing Techniques................... 132 Spice of Life Games........................... 84 What is Star Trek?..................................... 8
Scenes................................................. 130 Station-Based Games........................ 86 What is Star Trek Adventures?.............. 13
Season-Scale Storytelling..................... 144 Unsanctioned Missions...................... 91 When Confronted with the Unknown..... 196
Selecting An Era of Play.......................... 58 Subplots............................................... 146 When to Use the Scientific Method........ 197
Selecting a Style of Play.......................... 69 Supplement Structure............................... 2 Where and When Extended Tasks Work.161
Serialized Campaign............................. 149 Swimming and Drowning...................... 202 Where To Start?........................................ 4
Serialized Season................................. 148 Task Difficulty....................................... 157 Why Doesn’t an Enemy Just Fire a Torpedo
Service Protocols.................................... 47 Tasks............................................ 137, 155 into Someone’s Sun?........................... 42
Session 0.............................................. 108 Temporal Possibilities............................. 67 Yesterday’s Enterprise............................... 1
Session 0 Checklist............................... 118 Ten Aspects of Star Trek Adventures..... 13 Your First Voyage.................................. 108
Sidebar Scenes..................................... 146 Ten Facts About Star Trek.......................... 8 Your Ongoing Voyages.......................... 151
Single-Session Events............................ 96 The Premise of Starfleet......................... 47 Zones and Environments....................... 193
Social Extended Tasks.......................... 162 The Principles of Threat........................ 169
Society................................................... 21 The Research Lead............................... 198
So You Want to Be a Gamemaster............ 96 The Ross Initiative.................................. 64
246