Visually stunning, with the appearance of a Starfleet computer interface and apposite illustrations, there's a brief Introduction and eight completely-developed adventures to keep your starship crew busy. The Introduction points out that exploration is a major part of Starfleet's role, and that all the adventures are somewhat exploratory in nature. It also suggests that any of the adventures could be used either as a starting-point for a campaign or dropped into an existing one as preferred, and that they are amenable to modifications as necessary to fit in with what is happening in YOUR universe. Reassuringly, each is written without the need for specialist knowledge of any specific movie, era or episode; and while some are intended for a particular era notes are provided to help you fit it to the era you want to play in.
Each adventure comes with a synopsis, three acts and a conclusion... and there's plenty to get your teeth into. The first adventure, A World with a Bluer Sun, is aimed at The Original Series (TOS) era and involves a spot of time-travel. If you are not playing in TOS era, there are some interesting ideas to make it work for any other era. It all starts with a distress call... and ends with negotiations with a new alien lifeform and maybe the odd warp core exploding!
The other adventures are equally exciting, although each brings its own challenges. Border Dispute pits the party against the Romulans in a tense situation that could easily spark a war, Entropy's Demise has them investigation a planet where things get old fast, and in Forests of the Night they encounter a really strange alien vessel. Biological Clock raises issues around the Prime Directive, A Plague of Arias involves the commemoration of a major medical breakthrough that isn't quite what everyone thinks, That Which is Unknown starts off with a weapons-testing task that quickly goes astray, and finally The Shepherd discovers sentience in a very unlikely place!
Resources are good, with suggestions throughout as to what the party could check and what information they can receive, likewise their likely actions are laid out clearly so that even a novice GM should be able to handle task resolution easily, with plentiful complications and even alternate endings to enable you to accommodate player actions. This collection of adventures provides for hours of fun and should spawn plenty more of your own.
Return to These are the Voyages Volume 1 page.
Reviewed: 2 October 2017