Image by P.R. Dobson
The Lost Era: Dusk on the Frontier
At the dawn of a new Starfleet era, your crew must explore a dangerous frontier where every discovery could spark diplomacy—or conflict.
$20.00
/ Session
Details
Bi-weekly / Saturday - 7:00 PM UTC
Session Duration / 3–3.5 hours
0 / 6 Seats Filled
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About the adventure
Session Zero is free. Included in that session will be some actual gameplay so you can decide if it is a good fit for you before spending any $. You are a Starfleet officer at the dawn of a new era. The year is 2300. The Federation is expanding into the Archanis Frontier and beyond—a volatile region where diplomacy, exploration, and political tension collide. You serve aboard the newly commissioned U.S.S. Meridian, representing the best of Starfleet in a sector where not everyone welcomes the Federation’s presence. Out here, the frontier is fragile. Colonies struggle to survive. Strange subspace phenomena appear where charts say space should be empty. Romulan observers watch carefully for Federation overreach. Out here, your decisions matter. This campaign takes place during the Lost Era—the time between Kirk’s adventures and the rise of the Next Generation. It is a period of expansion, optimism, and gathering shadows. You will wear the iconic “monster maroon” uniforms of the Star Trek II–VI era while navigating the real work of Starfleet: 🖖 Negotiate fragile treaties 🖖 Lead first contact missions 🖖 Investigate strange scientific anomalies 🖖 Command a starship on the edge of Federation space Combat is possible—but the consequences of your choices matter far more than the number of torpedoes fired. You won’t just roll dice. You’ll debate in briefing rooms. Stabilize failing colonies. Investigate frontier mysteries. And decide when to raise shields—and when to extend a hand. The campaign begins with the crew assembling at Starbase 24 to take command of the U.S.S. Meridian and investigate a dangerous anomaly near the Archanis sector. What begins as a routine mission will quickly reveal that the frontier is far more complicated than Starfleet expected. Because in the year 2300, the future of the frontier is still unwritten. And your crew will help decide what the Federation becomes.
Game style
Rule of Cool (RoC)
Game themes
Meet the Game Master
About me
I’ve been GMing for about six years, mostly online, and I love running story-first games. I spend a lot of time with Star Trek Adventures and Vampire: the Masquerade (5e), and my focus is always on character, tone, and choices that actually matter. My style is roleplay-forward but flexible. I enjoy creating memorable NPCs, giving them distinct voices and personalities, and building longer story arcs that grow over time. I like to keep things immersive, but there’s always room for humor and table banter—this is still a game, after all. I’m especially comfortable running games for new players. I enjoy helping people learn the system, find their footing, and ease into roleplay at their own pace, without pressure to “perform” or already know everything. Players often mention the NPCs, voices, and visual details as standout parts of my games. I put a lot of care into making the world feel alive and giving everyone the tools to engage confidently.
View Profile →Character creation
Creating your character
🖖 New Player Friendly No Star Trek Adventures experience required. Rules will be explained as we play, tools are provided, and questions are always welcome. If you join after the campaign has started, we’ll schedule a short one-on-one character creation session and integrate you into the story naturally. To make character creation easy, I recommend the Star Trek Adventures Character Creator (optional): https://sta.bcholmes.org/ Use 2nd edition Era: The end of the 23rd Century- The Lost Era. Characters: Starfleet main characters Sources: All official STA (Star Trek Adventures)books 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 your first session, 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.
Equipment needed to play
Internet
Computer
Microphone
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