Star Trek: Odyssey
Play Starfleet officers chosen to reopen the frontier after the Dominion War - every first contact carries risk, every discovery has consequences.
$20.00
/ Session
Details
Bi-weekly / Sunday - 11:00 PM UTC
Session Duration / 3–3.5 hours
1 / 5 Seats Filled
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About the adventure
After the Dominion War, Starfleet is cautiously returning to what it was meant to be: an organization of explorers, diplomats, and scientists. You play Starfleet officers selected for a new exploration initiative—sent beyond established space in the Beta Quadrant, where the war’s shadow still lingers, and the unknown is more dangerous than it once was. This is a story-driven Star Trek Adventures campaign focused on exploration with consequences. You’ll lead away missions, negotiate with powerful factions, investigate strange phenomena, and make command decisions that shape not just your ship—but the future of the region. First contact is rarely simple, diplomacy is never clean, and there isn’t always a clear “right” answer. Play is episodic, with missions unfolding over a few sessions, but everything connects to a larger season-long narrative involving political tension, ancient mysteries, and long-term repercussions for your crew and Starfleet itself. Choices you make early will matter later. This game is welcoming to new players—rules and setting support are provided—and rewarding for experienced players who enjoy thoughtful roleplay, ethical dilemmas, and collaborative storytelling. Star Trek knowledge is helpful but not required; your character’s perspective matters more than encyclopedic lore.
Game style
Combat Lite
Rule of Cool (RoC)
Game themes
Meet the Game Master
3 years on StartPlaying
About me
I’ve been GMing for about six years, primarily online, with a focus on Vampire: the Masquerade (5th Edition) and Star Trek Adventures (1st and 2nd Editions). I run story-driven games that prioritize character, tone, and meaningful player choice. My style is roleplay-forward and flexible. I enjoy bringing NPCs to life with distinct voices and personalities, building long-form story arcs, and giving players the tools they need to engage confidently without feeling overwhelmed. Humor has a place at my table, but the focus is always on immersion and collaborative storytelling. Players often mention the NPCs, voices, and visual details as highlights of my games. I’m especially comfortable supporting new players, and I enjoy helping people learn the system and settle into roleplay at their own pace. Outside of gaming, I bring over 20 years of professional leadership experience, which translates into clear communication, good group dynamics, and a table where expectations are clear and everyone’s time is respected.
View Profile →Character creation
Creating your character
Play Starfleet officers returning to exploration after the Dominion War—where discovery is dangerous, diplomacy is fragile, and choices matter. 🖖 New Player Friendly No Star Trek Adventures experience required. Rules will be explained as we play, tools are provided, and questions are always welcome. Character Creation & Crew Setup Create your Starfleet officer before the campaign, with final review and adjustments during Session 0, so we can start playing smoothly as a cohesive crew. To make character creation easy, I recommend the Star Trek Adventures Character Creator (optional): https://sta.bcholmes.org/ Guidelines Era: 24th Century (post–Dominion War) Characters: Starfleet main characters Sources: All official STA books allowed, but we will use the new 2E rules for character creation. Interested in a non-Starfleet role (civilian, Klingon, etc.)? We can talk through options outside the session. All characters start at the standard STA starting level using normal rules—no optimization pressure and no need to memorize the system. Crew Roles Optional pre-generated Starfleet roles (Captain, XO, Engineer, Science, Medical, Security, etc.) are provided to help visualize the crew. You can use one, customize it, or build your own character. Any unclaimed roles will be filled by NPC officers so the ship feels complete. Roles are flexible and can change based on player feedback—the goal is a collaborative, comfortable start.
What to expect
Preparing for the session
Just a few quick steps so we can focus on play, not setup. Before Session 0, please: Confirm your seat on StartPlaying. Join the campaign Discord server (link provided after sign-up). We’ll use Discord for voice chat, scheduling, announcements, and between-session discussion. Create a free Roll20 account if you don’t already have one. We’ll use Roll20 for maps and dice rolling. https://roll20.net (No paid Roll20 subscription required.) Make sure you have a working microphone and stable internet. Video is optional—clear audio is what matters. Read the campaign overview on StartPlaying to get a sense of tone, themes, and playstyle. 🖖 New Player Friendly No prior experience with Star Trek Adventures, Roll20, or online tabletop play is required. Rules will be explained as we go, and we’ll rely on references and tools during play—you don’t need to memorize anything or buy additional software. If you’re new to Roll20 or have any setup questions, I’m happy to help. Just reach out in advance, and we’ll make sure everything is ready before the session.
What Eric brings to the table
This game is designed to feel like playing through a season of Star Trek—focused on story, character, and choice rather than tactics or rules mastery. At the table, you can expect: - Light character voices and in-character moments when they enhance the scene - Ambient music and occasional sound effects to set tone and mood - Visual support in Roll20, including maps, handouts, and shared references - Easy access to rules and materials through Roll20 and Discord Combat supports the story. It happens when it matters, stays purposeful, and is paced like a scene in an episode—not a prolonged slog. If the table wants more tactical depth, we can lean into that together. Rules serve the narrative. I use them consistently, rely on tools during play, and make rulings that keep the story moving. Creativity is encouraged; extended rules debates are not. Pacing and accessibility come first. Questions are always welcome, breaks are encouraged when needed, and no one is expected to memorize the system. Overall, expect a game that is: Immersive, not overwhelming Structured, not rigid Collaborative, respectful, and story-first If you enjoy exploration, roleplay, and thoughtful challenges—with space to breathe and contribute—this campaign should be a great fit.
Homebrew rules
I mostly use the core Star Trek Adventures rules as written. When edge cases come up, I make fair rulings that keep the game moving and support the story. If you have a creative or bold idea that fits the tone of Star Trek, I’ll usually find a way to let you try it—even if it goes beyond a strict reading of the rules. Success should feel earned, and dramatic actions may carry meaningful risks or consequences. I don’t block creativity, but big swings come with stakes. Outcomes grow naturally from the story rather than arbitrary rulings. In short: the rules matter, creativity is welcome, and the focus stays on the narrative—not debates.
Equipment needed to play
Internet
Computer
Microphone
Headphones
Platforms used
Safety
How Eric creates a safe table
Player comfort and trust are important to me, and I want the table to be a space where everyone can engage with the story without feeling pressured or unsafe. We’ll use Lines and Veils to establish clear boundaries around content before play begins. Lines define topics that won’t appear in the game at all, while Veils allow content to exist off-screen without explicit detail. These will be discussed and agreed upon during Session 0 and can be updated at any time. We’ll also use the X-Card as a simple, no-questions-asked safety tool. If something in play becomes uncomfortable, any player can invoke the X-Card, and we’ll immediately pause, adjust, or move past the content without explanation required. I’m open to incorporating additional safety tools if players have had good experiences with them in the past (such as check-ins, aftercare, or other consent-based tools). The goal is to make sure everyone feels respected, heard, and able to enjoy the game. Safety tools are there to support the table. Using them is always okay, and doing so will never negatively impact your character or your place in the game.
Content warnings
Safety tools used
