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Star Trek: Next Frontier — Campaign Introduction

·454 words·3 mins

The Premise
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It is 2376. The Dominion War is over. The Alpha Quadrant is exhaling.

But Starfleet has never been in the business of standing still. With the ink barely dry on the peace accords, a new mission is already underway — charting the Shackleton Expanse, a mysterious and turbulent region of the Beta Quadrant that has resisted exploration for as long as anyone can remember. The stars out here don’t follow the rules. Neither does anything else.

This is Star Trek: Next Frontier — a Star Trek Adventures campaign exploring uncharted territory both in space and in Star Trek lore.

The Ship
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The crew serves aboard the USS deGrasse Tyson, a Starfleet vessel assigned to deep exploration at the edge of known space. Named for the astronomer and science communicator who reminded a generation that the universe is under no obligation to make sense, the ship feels appropriately chosen for a mission where the unexpected is the only thing you can count on.

The Crew
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Next Frontier is a five-player campaign, with Bill at the helm as Game Master. The crew consists of characters played by Liz, David, Mabrin, Chris, and myself — each bringing their own backstory and personality to a posting that is far from routine.

The Tone
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Our GM set the table early: this is a game about story and roleplay first. In true Star Trek fashion, diplomacy and negotiation are the strongest tools in a Starfleet officer’s arsenal — though the photon torpedoes remain on standby when all else fails. Combat exists, but it’s rarely the point. The Shackleton Expanse is full of danger, but the most interesting threats tend to be the ones you can’t shoot.

So Far…
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Several seasons in, and the Expanse has already made its mark on the crew.

We have lost our captain — a moment that shifted the entire dynamic of the ship and forced the remaining crew to find their footing in the wake of real grief.

A crew member has been secretly cloned. None of us knew. The implications of that are still unfolding.

And our Chief Engineer — played by Liz — has been existing partially out of phase, present but not quite there, somewhere between a person and a ghost in the machine.

This is not the safe, orderly Starfleet of the recruitment posters. This is the frontier.

Following Along
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I’ll be writing up session recaps and campaign notes here as we continue. If you’re a fan of Star Trek Adventures, narrative-heavy tabletop play, or just enjoy reading about the weird things that happen when you let five people loose in the Beta Quadrant — welcome aboard.

Campaign run via Start Playing Games.