By Jim Johnson, Project Manager
Art by Rodrigo Gonzalez Toledo

 

One of the most rewarding moments in a Star Trek Adventures campaign is when the sessions play out based on previous character actions and their collective backstory, rather than on the new plotline the gamemaster creates or randomly generates. When the campaign develops a life of its own and new events follow logically from the choices the main characters made in previous outings, you know you’ve created an amazing story with your fellow players.

 

Some of the best Star Trek storylines are great not so much because the plot or story hook is interesting, but because they grew out of the choices the characters made in previous episodes. Worf’s many episodes involving his interactions with the Klingon High Council are an example, spanning two television series, and taking some 10 years to come full circle when he finally faces off against Chancellor Gowron during the Dominion War.

 

Star Trek III: The Search for Spock is another example. Without the character choices made during the events of Star Trek II: The Wrath of Khan and the whole wealth of adventures that crew had together previously, the continuing story of Kirk, Spock, McCoy, and the others wouldn’t exist, or at least not have the same impact if the lead characters were different people.

 

You can evoke this same concept in your ongoing campaign by including scenes where the choices the characters made in the past have an impact on their present and future. The consequences of their actions, good and bad, could make for great focal points for your campaign going forward. Even with campaigns and series that are primarily episodic, where the events of one episode don’t necessarily impact the events of the next one, there are through-lines and plot threads you can weave in to provide some continuity of character and events.

 

Interacting with that one-off culture might have repercussions in the future when that culture becomes the balance point during a conflict. The whimsical merchant the player characters let go in one episode might prove to be an adversary in another, depending on how the player characters treated them the first time round. The player characters’ decision to break the Prime Directive to save a colony that then wipes out another colony could lead to the crew being hunted down by Starfleet to answer for their actions. What direction does that send your campaign into?

 

There are as many story possibilities as there are stars in the sky, but sometimes, you don’t have to look all that far to find worthwhile and meaningful stories to tell, just by looking at the player characters’ previous actions and choices, and building off those. 

 

What stories have you and your crew created that were character-driven rather than plot-driven? What sorts of Star Trek-style stories do you want to tell? Share your ideas and insights with your fellow Star Trek Adventures fans at the official Modiphius Discord!


As a special bonus this week, we continue to celebrate Star Trek’s 60th anniversary with the release of the third movies-themed mission briefs pack, this one inspired by the events in and around Star Trek III: The Search for Spock. Grab a copy of this free mission briefs pack and enjoy!

 

 

 

 

Thanks for reading this article, and thank you for your interest and support of Star Trek Adventures! Keep frequencies open for news about other upcoming Star Trek Adventures product releases. Live long and prosper! 

 

 

TM & © 2026 CBS Studios Inc. STAR TREK and related marks and logos are trademarks of CBS Studios Inc. All Rights Reserved.

 

Read more at this site