Star Trek: Infinite Combinations — Your Five-Year Mission

Star Trek: Infinite Combinations — Your Five-Year Mission

Have you ever wanted to feel like you’re serving aboard a Starfleet vessel in an episode of Star Trek?

TYPE

Campaign

LANGUAGE

English

EXPERIENCE

Open to all

AGE

18+
2 NEEDED TO START
$20.00

/ Session

Details

Bi-weekly / Thursday - 12:00 AM UTC

Session Duration / 2.5–3 hours

1 / 6 Seats Filled

Top Game Master

One of StartPlaying's top-rated GMs, a player favorite and highly recommended.

Magic Gemstone

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This game will begin once 3 players have joined

Meet your party members

1/6

About the adventure

It’s 2261. You are a senior officer aboard the U.S.S. Challenger, a Constitution-class starship beginning a long-range mission into a frontier barely explored by Starfleet. This is an episodic campaign inspired by Strange New Worlds and The Original Series, built to make each session feel like an episode of Star Trek. You’ll take your station on the bridge, beam down with landing parties, make first contact with new civilizations, investigate impossible phenomena, negotiate with alien powers, command the ship through crises, and make the difficult decisions that Starfleet officers are trusted to make. Expect: 🖖 Exploration and first contact where your choices shape what happens next 🖖 Bridge scenes and starship operations where every officer has a role 🖖 Science, diplomacy, mystery, and occasional starship combat 🖖 Character-focused stories alongside classic planet-of-the-week adventures 🖖 A living crew and ship that become your own Star Trek series No Star Trek Adventures experience is required. Take your station. The frontier is waiting.

Game style

Rule of Cool (RoC)

Roleplay Heavy

Combat Lite

Game themes

Meet the Game Master

4.9

(8)

TOP GM
LGBTQ+
Queer
Multi-lingual

4 years on StartPlaying

42 games hosted

Highly rated for: Inclusive, Beginner Friendly, Storytelling

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.

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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: 23rd Century 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 Forge account if you don’t already have one. We’ll use Foundry VTT in Forge for maps and dice rolling. https://forge-vtt.com/ (No paid subscription required.) Make sure you have a working microphone and stable internet. Video is optional—clear audio is what matters. A note about Foundry VTT: Foundry does not work especially well on mobile devices, so phones and tablets are not recommended for play. A desktop or laptop will give you a much smoother experience. 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, Foundry, 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 Foundry or have any setup questions, I’m happy to help. We'll take things slow and questions are always welcome in 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 Foundry VTT, including maps, handouts, and shared references Easy access to rules and materials through Foundry VTT 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

Equipment needed to play

Internet

Computer

Microphone

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

Death
Fire
Freezing
Illness
Insects
Language/Cursing
Lifechanging Injury
Mind alteration
Violence

Safety tools used

Frequently asked questions