Getting Started With Star Trek Adventures
I picked up the Core Rulebook when it dropped and immediately ran into a problem that wasn't obvious from reading reviews or forum threads. The skill list looks straightforward at first glance, but the way the system groups abilities into disciplines—Captain, Explorer, Officer, Science, Scholar, Soldier—means you have to think about your character differently than you would in most other RPGs. I learned this the hard way during my first session when my player tried to build a scientist who could also do heavy combat work. The rules don't explicitly forbid it, but the experience point costs make it painfully clear that branching across too many disciplines leaves you mediocre everywhere. The Core Rulebook came out through Modiphius Entertainment and represents their flagship entry into licensed tabletop RPGs based on the Star Trek universe. It covers the original series era primarily, though the rules are flexible enough to handle other canon periods if your table wants that. You can find it through major retailers and the Modiphius website directly. The dice mechanic is d10-based, which should feel familiar to anyone who has played World of Darkness or Conan RPG. You roll a pool of ten-sided dice and look for successes. The threshold system uses a target number you need to meet or exceed on individual dice. What catches people off guard is that the difficulty scaling is relatively gentle compared to other narrative-focused systems. Most basic checks have a difficulty of 5 or 6, and you build your roll pool from your discipline rating plus relevant skills.
Here is the thing nobody tells you before you sit down at the table: the success/failure binary matters less than the story consequences built into the roll results. When you fail a check, you do not just get nothing. The (plot dice) system gives the Gamemaster tools to escalate tension, introduce complications, or force difficult choices. I have run campaigns where a single failed lockpick attempt spiraled into a whole scene because the player did not understand that failing well is actually part of playing this game. The rulebook dedicates a full section to this, but readers tend to skim past it. Do not skip that section.
Character Creation Without Making Regrettable Choices
Start by picking a discipline that matches what kind of Starfleet officer you want to play. Captain handles command decisions and leadership challenges. Explorer deals with survival, navigation, and first contact scenarios. Officer covers tactical operations and security. Science is for technical problem-solving and research. Scholar focuses on diplomacy, culture, and knowledge acquisition. Soldier is pure combat and physical confrontation. Once you lock in a discipline, distribute your skill points. The core rulebook provides suggested builds, but those are starting points. I usually recommend players spend at least one session playing a pre-generated character before creating their own. The math works differently than it looks on paper. A discipline rating of 3 with two skills at rank 2 gives you a solid foundation. Going for three disciplines at level 1 each sounds flexible until you realize you are rolling with maybe two dice on most checks instead of the standard four or five. Another practical consideration: equipment matters more than it should. The rulebook includes detailed gear lists for starship officers, away team members, and shore leave scenarios. Starfleet uniforms, combadges, phasers, tricorders—these are not flavor items. They have mechanical properties. A standard phaser set to stun does meaningful damage in combat. A combadge is your lifeline for calling the ship. I once had a Gamemaster handwave away phasers as irrelevant background props, and the table felt the loss immediately because the players had no way to handle hostile encounters that were not solved through pure roleplay.
Get the Full Details

Running a Session as a Gamemaster h2>
If you are the one running the game, the Gamemaster section in the Core Rulebook is essential reading. The book explains how to create challenges, manage plot dice, and build adventure scenarios. The advice is solid but occasionally generic because it has to cover every type of Star Trek story—from diplomatic missions to away team disasters to shipboard mysteries. My practical tip after running several campaigns: lean into the strengths of the Star Trek setting. The best sessions I have seen use the tension between Starfleet regulations and practical necessity. Players love arguing about whether a particular action violates the Prime Directive or whether they have clearance for a certain area. The rulebook gives you mechanics for chain of command and authorization levels, but the real fun comes from using those mechanics to create moral and procedural dilemmas rather than just obstacles to bypass. Also, pay attention to the starship rules if your campaign involves vessel operations. The book covers ship-to-ship combat, Engineering challenges, and bridge crew coordination. These subsystems are detailed enough to be satisfying but complex enough to slow down pacing if you get bogged down in the math. My workaround was to keep a reference sheet with the most common ship combat numbers rather than flipping through the rulebook constantly. It cut decision time by roughly half during combat encounters.
Common Mistakes to Avoid h2>
First mistake: assuming that every problem has a mechanical solution. Star Trek Adventures rewards creative roleplay and diplomatic solutions. Sometimes the right answer is to talk your way out of a situation instead of rolling for persuasion. The rules support this, but new players and Gamemasters alike tend to default to dice rolls because that is what RPGs usually do. Second mistake: underestimating the importance of character relationships. The rulebook includes guidance on building bonds between characters, and this is where the game shines. A character who has a stated conflict or loyalty to another PC gets additional mechanical benefits. I have watched campaigns improve dramatically after players took time to establish these connections during character creation instead of treating them as optional backstory notes. Third mistake: ignoring the theme of the show you want to emulate. Star Trek is not a monolith. The Original Series has a different tone than The Next Generation, which differs from Discovery or Strange New Worlds. The Core Rulebook is written with a general Star Trek sensibility, but your table should discuss what flavor of the franchise you are aiming for before diving in. This affects everything from how strictly you enforce the Prime Directive to whether alien species design leans toward practical makeup or modern CGI aesthetics.
What the Rulebook Handles Well and Where It Shows Its Age h2>
The skill system is clean and intuitive. Character generation is straightforward. The gear lists are comprehensive. The adventure hooks and scenario seeds in the back of the book are genuinely useful for busy Gamemasters who need material fast. What could use updating: some of the examples feel dated even though the game itself is current. The writing style occasionally drifts into exposition mode when a tighter summary would serve better. And while the rulebook mentions flexibility for different eras and spin-offs, it does not provide as much concrete support for non-TOS content as some fans might want. If you are running a Klingon Empire campaign or a Dominion War scenario, you will likely want supplements or community resources to fill gaps. The combat rules work but can feel abstract when you need quick resolution. A full ship battle might take twenty minutes of rolling and tracking, which is fine for dramatic set pieces but tedious for routine engagements. Some tables streamline this by using simplified combat variants found in fan-created references or by accepting that certain scenes will be resolved through narration rather than mechanics.

Final Practical Advice h2>
Read the rulebook once straight through before your first session. Do not try to learn it during play. The mechanics are simple enough that this takes maybe two hours, and the investment pays off immediately. Bring a notebook to track rules you want to reference later so you do not get lost in page-flipping mid-scene. Consider printing or saving the skill and discipline tables as a quick reference card. The game works best when everyone at the table understands that Star Trek Adventures is about telling stories in a recognizable Star Trek setting, not about winning conflicts through optimal build strategies. The system supports both approaches, but the storytelling focus is where the rules show their real design intention. If you approach it with that mindset, the Core Rulebook gives you everything you need to start playing within a single evening.