Periods of Play in the 24th Century
Apinya RamakomudShare
By Jim Johnson, Project Manager
Art by Armin Rangani
The Star Trek Adventures team at Modiphius Entertainment is proud to continue its year-long celebration of the 60th anniversary of Star Trek™ with the upcoming release of The 24th Century Campaign Guide.
Celebrating the Star Trek Anniversary with Star Trek Adventures
Across 60 years of storytelling, Star Trek has shown us there are countless stories to be told in this expansive universe, and there is room for everybody to have their stories told.
Every type of character and every genre of story can fit into the Star Trek framework, and thus, can fit into the roleplaying game Star Trek Adventures. This gives players and gamemasters the freedom to tell any story you can imagine together at the game table.
When you play a tabletop roleplaying game, you can imagine a limitless art budget, special effects budget, and casting budget, and you are free to create any story, character, or situation you can imagine.
Unlike a video game, you are not limited by a programmer’s map or a specific vision of uniform style, alien species, or starship design.
Your ship and crew can be literally anything you can imagine, within the boundaries you and your group set for yourselves during Session 0.
It is this sheer range of freedom and possibility that makes Star Trek Adventures a key example of the possibilities of IDIC, Infinite Diversity in Infinite Combinations.
What Periods of Play Does the Star Trek Adventures: The 24th Century Campaign Guide Cover?
The upcoming Star Trek Adventures: The 24th Century Campaign Guide breaks the century down into four key segments for players to explore:
- 2300–2359: The early century, often referred to as the “Lost Era,” a period of time ripe with potential and light on known canonical events.
- 2360–2369: A key period of exploration, led in part by the commissioning of the Federation’s new Galaxy-class starships. Prior to the U.S.S. Enterprise-D’s first encounter with the Borg, the Federation is still full of optimism, boldly sending out exploratory vessels to stretch the boundaries of known space and the collected knowledge of all spacefaring beings.
- 2370–2375: Rising tensions and the Dominion War, a period of time where the Borg threat create significant challenges for the Alpha and Beta Quadrants, which are soon overshadowed by the Dominion threat that explodes into full-scale war.
- 2376–2399+: The post-war years, which present continued challenges for the Federation and other species of the Galaxy. The Romulan supernova destroys the Romulan Empire, the Borg and Changeling threat nearly destroy the Federation, and the allied peoples of the Alpha and Beta Quadrant somehow continue to thrive and move forward into the 25th century
What Can My Character Do in Star Trek Adventures in the 24th Century?
Anything your group and gamemaster can imagine can be done. The 24th century presents interesting possibilities—the first part of the century up to about 2360 is largely unexplored in canon, though there are plenty of things happening in the “Lost Era” as well as in the year immediately preceding The Next Generation.
Once The Next Generation kicks off in 2364, the remaining 35-odd years of the century are well-detailed, thanks to the many series and movies set in that time period. From TNG to Deep Space Nine, Voyager, Lower Decks, Prodigy, and Picard, plus most of Star Trek Generations and all three TNG motion pictures.
The 24th century is arguably the most detailed of all Star Trek timelines, and yet, even with the wealth of canon and secondary materials from novels, comic books, and games, there’s still plenty of room to explore and to add your own imaginative situations and storylines to the century.
Perhaps your characters are part of the great exploration efforts in the earlier part of the century, where 23rd century luminaries such as Captain Hikaru Sulu and Captain Nyota Uhura engaged in extensive, long-term exploration missions.

Art credit: Paolo Puggioni
Your crew may be involved in the early, tentative steps toward peace and alliance between the Federation and the Klingon Empire following the events of Praxis and the Khitomer conference.
Perhaps your characters are involved in any number of conspiracies that threaten the Federation throughout the century. Maybe one or more of your characters were involved in the post-Wolf 359 reconstruction of Starfleet and the movement toward more combat-capable spaceframes.
Whether you adhere to canon and slot in your stories around canon events, or use a specific canonical event as a starting point and make up your own game canon from that point, there is no shortage of possibilities in the 24th century.
More Star Trek Adventures
What time period are you planning to set your mission or campaign in? How are you planning to use The 24th Century Campaign Guide? Share your ideas and insights with your fellow fans at the official Modiphius Discord!
Preorder the print edition now and receive the final digital edition as soon as it is available.
To further celebrate the 60th anniversary, we’re pleased to release the Star Trek Generations mission briefs pack today. As with the other movie mission briefs pack, this one includes four mission briefs focused on the events in and around the classic movie. The mission briefs pack is available on the Star Trek Adventures download page as well as on DTRPG.

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!
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