Star Trek has many memorable episodes filled with strange new locations, devices, and beings which challenge the captain’s and crews of Starfleet’s most famous vessels. Oftentimes these exotic and powerful places and creatures serve only to move the main plot along as they remain shrouded in mystery even after the mission ends while some are simply normal pieces of technology changed by a random technical glitch. Some of the greatest and most iconic plot devices introduced in Star Trek include the Guardian of Forever, the Shore Leave Planet, the holodeck, and the being Q of the Q Continuum. In this article I will discuss how each of these iconic locations can be utilized in a Star Trek campaign to challenge your players and bring them adventure at warp speed!
The Guardian of Forever
Essentially the Guardian of Forever, or Guardian, was a time portal constructed by an ancient alien species. Through this oblong stone opening viewers could witness the past history of countless galactic cultures and even view other dimensions. Additionally, the portal could serve as a gateway allowing beings to enter the past being projected though the flow of time projected by the Guardian could be difficult to judge without computer or tricorder assistance.
The U.S.S. Enterprise discovered the Guardian of Forever during Star Trek: The Original Series (ST:TOS) and Federation scientists were later using the Guardian to study Vulcan and Orion history during Star Trek: The Animated Series (ST:TAS). In both instances Starfleet personnel altered the past and were required to enter the portal to correct the timeline. It can be assumed that visits to this unnamed planet after the year 2269 would be restricted by Starfleet and that the planet would likely have a permanent Starfleet presence in the form of a research installation, orbital installation, or starship patrols.
The Guardian of Forever presents an easy way to incorporate time travel into a Star Trek RPG adventure. Perhaps an archeological find on an unexplored world requires further research about the past history of a long dead alien species? Maybe spies for a hostile faction have acquired information regarding the Guardian and are attempting to use the portal to stop the creation of the Federation? The PCs might be on the closest starship that can investigate or intervene and the characters soon find themselves faced with having to enter the portal to save the galaxy as they know it.
The Shore Leave Planet
Also known as Beta Omicron Delta III, the Shore Leave Planet was a planet specifically modified by an unknown alien species for use as a place of amusement. An underground master computer could read the thoughts of visitors to the planet and make anything they thought of appear or happen. The crew of the U.S.S. Enterprise visited this world in both ST:TOS and ST:TAS.
Visitor memories of a potentially dangerous or lethal nature could be produced by the master computer as easily as pleasant experiences. Therefore, it is possible for visitors to the planet to be seriously injured or killed as part of their fantasy fulfillment. However, the master computer will not allow any guests to be permanently injured and is capable of repairing and restoring visitors so that they may continue playing on the world.
The Shore Leave Planet can easily be dropped into a campaign for a scenario where the PCs find themselves with some time for rest and relaxation (R & R). They can spend time there reliving old romances, fighting as knights in shining armor, or doing anything which they imagine with no worries about long-term negative effects. It is a good location to try something different and just be a little silly at the game table, but remember that anything they say or think about will be produced by the master computer.
The Holodeck
The holodeck, or Holographic Environment Simulator, is a standard part of Federation starships and facilities from the time period of Star Trek: The Next Generation (ST:TNG) on. While a holodeck can simulate fictional settings for entertainment purposes, it can also serve as an investigative or training tool. The holodeck parameters are only limited by the information programmed into its computer.
Much like the Shore Leave Planet, users of a holodeck are able to experience any situation they can imagine without fear of permanent injury due to safety protocols inherent in the system. There are ways for command officers to bypass these safety systems when required and there are numerous examples where external factors have caused malfunctions which put users at risk. An accidental or purposeful change in the safety settings can be the basis of an entire adventure which occurs in a holodeck.
Holodecks provide many roleplaying opportunities for players in a Star Trek campaign. A science officer may use the holodeck to ponder theoretical physics with Stephen Hawking and Albert Einstein while a medical officer may learn new techniques to perform surgery on a visiting alien dignitary. Crew can practice combat skills against holographic opponents in a variety of scenarios. Regardless of the need the holodeck can likely be a tool to assist the PCs in finding a solution.
Q and the Q Continuum
Q can refer to both the being first identified as Q and the Q Continuum itself. Together they are a species of god-like beings with seemingly omnipotent powers. Since the first encounter with Q in ST:TNG, the Q have been interested in humanity and its desire to seek out and explore the unknown. Oftentimes, Q seems more interested in exploiting human weaknesses as he tests the mettle of the unfortunate mortals that capture his attention. He provides temptations for humans in Starfleet and waits for them to resort to violence, greed, or other unseemly means to achieve a goal. Every meeting with Q should be treated as a test without any rules.
Q can be the ultimate MacGuffin in a Star Trek adventure. With a flourish and snap of his fingers Q can send a starship far beyond the limits of explored space, transport the crew of a starship to an alien world to face a test of his design, or even appear to a person in a semblance of a near-death experience. Q’s motives are his and is alone, but he does not act maliciously. He may even offer help in a tough situation through sarcasm and ridicule.
Players may encounter Q in any scenario where things are not quite what they seem. Regardless of the factors at play he will be there to goad the players and will be betting against them resolving the situation in a thoughtful or peaceful manner. If he is proven right he will gloat endlessly and perhaps even leave the players to reap what they have sown. If played right, Q can be an NPC encounter that your players will never stop talking about.
Final Thoughts
Part of the fun of playing an RPG inside a well-known universe is the opportunity for players to experience iconic places and characters that they are familiar with at the game table. Star Trek is no different and the subjects discussed in this article are just the beginning. I may have to devote a separate article to other locations such as Deep Space 9, the Bajoran Wormhole, and the Mirror Universe. If you are searching for ideas to bring to your campaign you only need to go and re-watch your favorite Star Trek episodes to find inspiration.
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