The core rule book is a hefty but engaging tome. It’s packed full of the lore of Star Trek and it’s far too easy to get lost in it as you read. One of my goals for the summer is to read through the game mechanics, roll up a few characters, and pitch a one-shot (or maybe a double-shot) to my gaming group. If they like it, I’d love to run a short campaign consisting of 3-6 episodes set in timeframe of the Original Series movies. Based on our informal polling, that seems to be the time period our group’s most interested in.
2022 Update: I still haven’t run Star Trek, but I have even more Trek books than I had in 2019 thanks to a Humble Bundle a few years back. With Star Trek’s continued resurgence (thanks to Picard, Discovery, Strange New Worlds, The Lower Decks, and Prodigy) I’m still interested in running or playing in a game.
- This post is part of RPG a Day 2019, an online celebration of all things role-playing games.
- Star Trek Adventures Quickstart (includes the one-shot scenario “Signals”)
- Modiphius Plays… Star Trek Adventures – Signals – Part One (video)
- Tips for running the Star Trek Adventures quickstart scenario
- Dail Colony… An introductory adventure for 1-2 players
- Why Star Trek RPG Scenarios Don’t Yield Star Trek Episodes
- 4 Tips For Running Star Trek Adventures This Con Season
- Shield of Tomorrow (video series)
- ‘Star Trek Adventures’ Is the Franchise’s Best RPG Yet
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The Star Trek core rulebook. Credit: Ken Newquist