The Pilot Episode

The Pilot Episode

Apinya Ramakomud

By Jim Johnson, Project Manager
Art by Carlos Cabrera

 

Across six decades of Star Trek, television pilots have introduced us to diverse new crews, strange new worlds, and fresh possibilities for adventure. A good pilot does more than introduce a series: it gives viewers a taste of what makes that series special and a reason to come back for more.

 

The same principle applies to the start of a Star Trek Adventures campaign. Your first episode introduces the player characters, establishes the setting and tone, and gives everyone a chance to experience the kind of stories the group wants to tell together. Just as importantly, it helps you and your group discover whether the campaign works in practice.

 

Today, we’ll share just how you can make that pilot episode a real promise of the campaign to come.

 

Preparing for the Pilot

 

Session 0 is where you set expectations, and figure out the tone of your campaign before anything begins.

 

To aid you in preparing your new campaign’s pilot episode, review the Player Advice document available on the Star Trek Adventures downloads page, including ensuring all of your players are comfortable at the table, and share it with your group at your Session 0.

 

The key ingredients include:

  • Agreement on scheduling and campaign commitment: How often can the group realistically play, and what length of campaign feels manageable?
  • The campaign’s starting era or year of play: What period of Starfleet or galactic history interests the group, and what does that make possible for the campaign?
  • Main player characters, with ranks and expected roles: What does each character bring to the crew, both mechanically and narratively?
  • A setting, likely either a starship or station: What opportunities and constraints does a starship, space station, or other form of home base create?
  • The campaign’s overall tone and scope: Are you imagining episodic adventures, a serialized story, or something between the two? Are you aiming for exploration, political intrigue, military adventure, mystery, character drama, or a mixture of them all?

 

Chat with your group over a meal - art by Rodrigo Gonzalez Toledo

 

Developing the Pilot

 

Once you have your key elements in hand, develop the overall structure of your pilot episode. Keep in mind that you don’t necessarily need a detailed outline or to spend a lot of time preparing a large-scale story.

 

Here are a few ideas on what your pilot episode could include:

  • A great opening scene to hook the players and get them invested in the story
  • Memorable NPCs, such as a key antagonist, interesting alien species, or a worthy foil within the player characters’ organization
  • Moments that push the ’wow’ button—this is a science fiction franchise after all, and you should strive to include the sense of wonder where possible
  • A spotlight moment for each player character to show where they excel
  • A satisfying conclusion, to give the players a sense of completion even if the campaign continues

 

Your pilot episode doesn’t need to have all of these elements to be successful. Prepare the situation, the major NPCs, the central problem, and a few interesting complications. Think about what might happen if the crew takes different approaches, but don’t try to anticipate every possible decision. Let the players surprise you.

 

If the session ends with a few unanswered questions or an unexpected development; it may give you the beginnings of your next episode and the continuation of your campaign.

 

Player choices may take stories in unexpected directions - art by Carlos Cabrera

 

Evaluating the Pilot

 

After your pilot session, it is worth having a post-episode chat with your group, and talk about what went well and what challenges arose.

 

Use the opportunity to actively listen to your fellow players and see what ideas percolate for use in your next Session 0. Use it as a learning experience. Consider asking the following questions:

  • What was the most enjoyable part of the session?
  • How did everyone have an opportunity to contribute?
  • How did the actual play experience match the campaign we imagined during Session 0?
  • Was anything confusing, frustrating, or less engaging than expected?
  • What would we change before playing the next episode or planning a new campaign?

 

It’s important to remember that, unlike a television series being evaluated, you don’t necessarily need to cancel a campaign if you experienced a challenging first episode. You could use the time to check in with your group and make minor adjustments for the second episode, rather than scrap all the work you’ve done and start over.

 

Additional Resources

 

There’s no shortage of RPG campaign building advice out there, for a wide range of roleplaying games. Specifically for Star Trek Adventures, you can find advice along these lines in the core rulebooks as well as the Player’s Guide, Gamemaster’s Guide, and the Captain’s Log Solo RPG.

 

You can also glean a wealth of advice and inspiration from Star Trek nonfiction resources, which offer insight into how various television series were imagined and developed from the ground up, and can serve as inspiration for planning your campaigns. Some of my favorites include:

  • The Making of Star Trek: Deep Space Nine, by Judith and Garfield Reeves-Stevens
  • The Star Trek: Deep Space Nine Companion, by Terry J. Erdmann with Paula M. Block
  • The Making of Star Trek, by Stephen E. Whittfield and Gene Roddenberry
  • Inside Star Trek: The Real Story, by Herbert F. Solow and Robert H. Justman
  • The Star Trek: The Next Generation Companion, by Larry Nemecek


Hailing Frequencies Open

 

How does your group approach the first episode of a new Star Trek Adventures campaign? Have you ever had a campaign that looked great on paper but struggled once play began? What did you learn from the experience, and what advice would you offer other gamemasters preparing their next pilot?

 

Share your thoughts and experiences with your fellow Star Trek Adventures fans at the official Modiphius Discord.

 

In upcoming articles, I’ll explore specific Star Trek television pilots and examine what they can teach us about creating memorable opening missions for our own campaigns.

 

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. © 2026 Paramount Pictures Corp. STAR TREK and related marks and logos are trademarks of CBS Studios Inc. All Rights Reserved.

 

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