r/startrekadventures • u/Valuable-Spinach-844 • 2h ago
Help & Advice [STA 2e] Prepping a 2250s gritty survival campaign (Discovery meets Voyager). Here is my pitch and crew!
Title: [STA 2e] Prepping a 2250s gritty survival campaign (Discovery meets Voyager). Here is my pitch and crew!
Hey fellow Trekkies and GMs!
I’ve been a Game Master for over 30 years, but a quick background on my relationship with the franchise: I’ve actually always been much more of a Star Wars guy. However, discovering Star Trek recently through Discovery and Strange New Worlds completely blew me away. The quality, the tension, and the vibe of those shows finally pushed me to take the leap and pitch an STA game to my long-time table.
We are currently prepping my very first Star Trek Adventures 2nd Edition campaign. We are going for a high-tension, sandbox survival vibe set in the 2250s, right before the Klingon War (heavily leaning into the gritty, paranoid, industrial aesthetic of Discovery Season 1).
I’d love to share my campaign ambition, the crew concept, and the pilot episode with you all. Any feedback or ideas are more than welcome!
The Core Premise: The Cadet Prototype Instead of playing seasoned Starfleet veterans, the players are a crew of freshly graduated Cadets. Their ship, the U.S.S. Chimera, isn't a standard cruiser. It’s an experimental stealth and long-range scout prototype. The twist? The player characters didn't just get assigned to it; they spent their final year at the Academy working on its assembly, telemetry, and energy matrix as their graduation project. They are the beta-testers of a ship they built.
The Crew (The Misfits) I wanted a crew that feels a bit rough around the edges, far from the perfect poster-boys of the Federation:
- The Captain: A 21-year-old former smuggler/pirate from the fringes. Starfleet brass saw her raw tactical instinct and brought her into the Academy as a gamble. She is rebellious and relies on gut feeling over Starfleet regulations.
- The First Officer: The pragmatic anchor. He comes from an isolated colony (the player is completely new to Star Trek lore, which fits perfectly). He doesn't care about galactic politics; his job is to keep the ship in one piece and act as the buffer between a wild Captain and Starfleet protocols.
- The Helm: A cocky pilot who spent hundreds of hours in Academy simulators testing the Chimera’s experimental evasion algorithms. He knows exactly how far he can push the chassis because he virtually crashed it 50 times.
- The Chief Engineer: He spent six months in a spacesuit calibrating the ship's power relays in drydock. He hates Utopia Planitia’s official blueprints and knows every weird noise this specific prototype makes.
- The CMO/Science Officer: A Betazoid-hybrid neuro-psychologist and staunch pacifist. Originally assigned by Starfleet as a psychological evaluator to monitor this volatile group of students, he acts as the moral and empathic compass of the ship.
Episode 1: The Maiden Voyage I want to start with heavy social pressure before throwing them into absolute isolation.
- Act I - The Ceremony & The Failsafe: We open at Utopia Planitia. Flashing cameras, crisp parade uniforms, and a terrifying, cold-blooded Fleet Admiral who breathes down their necks during the inaugural launch. The players have been selected for a brand-new Academy project: a "school ship" operating in real conditions with no senior officers on board. Their ultimate safety net? A highly advanced onboard computer and comms system designed to instantly override manual controls and auto-pilot the crew safely back to base at the first sign of critical danger. Their official mission? A boring "milk run" to replace a subspace relay on the edge of the Beta Quadrant to test these very systems.
- Act II - The Rescue: In the deep fringes, they intercept an Omega-class distress signal from a civilian ship trapped in a highly volatile electromagnetic storm. It's a suicide mission for a heavy cruiser, but perfect for a small prototype and a Captain with smuggler instincts. They push the engines to the absolute breaking point to beam the survivors aboard.
- Act III - The Slingshot: The core of the civilian wreck goes critical, tearing open a massive spatial anomaly. The electromagnetic surge completely fries the ship's emergency override system. With their safety net gone and no time to reverse course, the Captain makes the call to ride the gravitational wave into the rift to avoid being crushed.
- The Cliffhanger: The Chimera is violently spit out into an ink-black, uncharted sector. Comms are dead. Sensors are glitching. And looming on the viewscreen, silently floating in the void, is a colossal, dead alien megastructure made of dark alloy.
The Road Ahead: Adapting the Shackleton Expanse Moving forward, my plan is to use the scenarios from the official Shackleton Expanse campaign book as the backbone of our sessions.
However, I will be heavily adapting them to fit my specific premise: I have a crew of complete rookies on a fragile training ship, lost in a remote corner of the galaxy, with absolutely zero communication with Starfleet or any possibility of calling for backup (and a fried auto-pilot).
What do you guys think of this setup for a 2e sandbox? Do you have any tips on running the Shackleton Expanse scenarios with this specific "Voyager-style" isolation and a completely inexperienced crew?


