Adapting the Classic FASA Trek Campaign Setting
There is a sector of space in the old FASA Star Trek tabletop RPG game that rests where the United Federation of Planets, Klingon Empire and Romulan Star Empire meet. It is a collection of hundreds of inhabited systems independent of control from any of the three major powers in the Quadrant. It was published in 1985, right in the middle of the Original Series movie run, just after Star Trek III: The Search for Spock and before Star Trek IV: the Voyage Home. Two years before Star Trek: The Next Generation premiered in 1987.
It Looks Small on the Map

A colorized map of the Triangle, originally published by FASA in 1985, though I don’t know who to credit with the colorized graphics of this image1
When compared to the full map of the Alpha/ Beta quadrants of the Star Trek Universe, the Triangle Secor is small. Only a handful of parsecs on each side. However, as discussed in the article O God, Thy Sea is so Great, even at this scale, the sector is vast, 243.25 ly3 (a very rough estimate for illustrative purposes based on the map scale.) It’s got 75 star systems that are listed, with the potential for hundreds more. Warp Drives at least capable of Warp Factor 5 (125 C in TOS Warp Scaling) or Warp 3.58 (in TNG Scaling) would be necessary to voyage between most systems in less than a year.
Warp Factor in Star Trek was expressed in different scales depending on the era of the show or movie. In The Original Series, the Warp Factor was the cube root of it speed measured against the Speed of Light (C). In The Next Generation onwards, the function was speed = Warp Factor ^ 10/3 x C with Warp Factor 10 being a limit at infinity. It’s all made up numbers anyway, but having a solvable function allows for measurable consistency.2
This would be relatively slow for the era that the Triangle Campaign was originally designed for, being the TOS movie era. However, in context, the TOS movies (and TOS television episodes) were about the Constitution Class cruiser Enterprise and her 5 year mission into deep space. Civilian Freighters, and Patrol Cruisers don’t need engines capable of speeds at 512 C for an area like the Triangle.
A Near Frontier
The Triangle remains unclaimed by any of the three powers which border it. Though the Federation, Klingon Empire and the Romulan Star Empire keep watchful presences in the sector, mainly watching one another, none of them have any authority nor jurisdiction out here. This has allowed the Triangle to develop into a sector of free worlds, pocket empires, pirate havens and homestead colonies.
This environment is similar to the interstellar frontiers past the claimed systems of the major powers in the quadrant. Except, in the Triangle, the Federation, Klingon Empire and Romulan Star Empire have spread to encompass this sector, creating a pocket between them. Unlike the borders and neutral zones between any two of these empires, this area is tri-lateral, which has made establishing a negotiated border impossible. It would take all three powers to agree to the details of any such treaty which, especially in the era that the supplement was set, could not be possible.
Instead, the worlds of the Triangle are in a perpetual state of Cold War between the surrounding empires. Each exerting influence against the others, brokering deals, using the sector as a place to infiltrate rivals while maintaining deniability. The settlements within the Triangle swing from being willing pawns in this conflict to brokers making a profit off of the espionage. Especially the multi-system alliances and pocket empires are very good at extracting technological and political resources from one major power or the others to expand their own influence among their neighbors.
Unconstrained Capitalism, Cartel Piracy, Syndicated Privateers
Of course the Triangle is a fertile environment for less “formal” powers in Alpha and Beta Quadrants to conduct themselves in the open without entanglements from the overwhelming influence of the major powers in the quadrants. The Ferengi Alliance and Orion Syndicates are less restrained in the sector, free to operate unconstrained and with the power of their polities to back them up. After all, any one Syndicate or the Ferengi Alliance is vastly more powerful in all respects than any pocket empire, or alliance within the Triangle.
But the presence of the Syndicates and the Ferengi has a stabilizing influence. Freelance piracy or raiding has to operate quietly, or risk attracting attention from the Syndicates. The safer option for these small, independent operations is to operate under the sanction of one of the Syndicates or another.
There is no Section 31
The three major powers operating in the Triangle, while not projecting a Naval or Fleet presence into the sector, instead the intelligence agencies operate with very little oversight. Starfleet Intelligence, Imperial Klingon Intelligence, and the Romulan Tal Shiar all play a dangerous game of cloak-and-dagger, peddling influence among the local systems and simultaneously weakening their rival powers. Missions in the Triangle revolve around all the classic spy operations, theft, intelligence gathering, assassination, and turning agents.
When this supplement was published in 1985, Section 31 had not been added to the Star Trek Universe, so it isn’t called out in the Triangle, or the Triangle Campaign. Truthfully, the Ferengi Alliance isn’t called out either, since they won’t make an appearance in Star Trek for another two years in The Next Generation. Just because the source material from the time is too early to have current elements of Star Trek, that is no reason why we can’t fill them in to our TTRPG campaigns.
Section 31, is at it’s best when it “doesn’t exist” in the setting. When it was first introduced in Deep Space Nine, the organization was a secret institution within the Federation and Star Fleet Intelligence community. The Federation has the Diplomatic Corps, Starfleet has it’s Intelligence Branch, both of these organizations are acknowledged publicly and operate with oversight from their respective service branches. Ultimately, the Diplomatic Corps and Starfleet Intelligence have to answer to the Federation Government. Section 31, because it’s deniable, has no such oversight. Which in a setting that features Cold-War style espionage makes for a great antagonist.
Since Section 31 is really well known among the audience of Star Trek today, the subject will most likely show up. This presumption can be really well used by a GM. “It’s a Section 31 plot”, is a red herring that never stops giving gifts. It’s almost never a Section 31 plot. Don’t accuse your players of metagaming, instead concede their characters (especially if they have Federation backgrounds in the Diplomatic Corps, or Starfleet Intelligence) have heard rumors since the academy that “Section 31” as some sort of bogeyman. If the players wish to play a campaign as Section 31 agents, that works as well, but working for an unaccountable secret agency isn’t morally grey, it’s morally void. As the old saying goes “be careful what you wish for”.
The Ship is an NPC
This is an element core to Star Trek. Even a city-sized capital ship like the Galaxy Class has a personality and identity that makes it more than just a collection of engines, hull and circuits. Even in The Original Series era, the ship’s computer has voice interface and a personality. Heck, it had to be voice-acted by Majel Barret Roddenberry for years.
In the Triangle, the ship the characters crew is much smaller. To borrow an element from the classic West End Games’ Star Wars Role Playing Game, the ship can best be described as the Stock Light Freighter. The crew of the ship should be small enough that the characters can run it on their own, but can support a small number of specialists and support crew (which is a great source of replacement characters in the field). Unlike the standard Star Trek campaign, the Triangle doesn’t feature big Cruisers, even the multi-thousand ton heavy freighters are not appropriate for the player ship, though the big freighters can be the subject of an adventure.
Technology is a Tell
Phasers (both hand phasers and shipboard) are distinctive Federation weapons. There is a distinct difference between a Romulan and Klingon Cloaking Device (the Romulans have a much more refined Cloak), Bat’leth are Klingon martial weapons with a long cultural history of martial arts surrounding it. This all means that the equipment and the technology a crew of characters use can reveal who they’re working for if they aren’t careful.
Disruptors are common enough weapons that their origin really reveals nothing about the person using it. It’s kind of like the “AK-47” of the Star Trek Universe. This applies to the hand Disruptor, and the shipboard weapon system. Tricorders, Communicators, Universal Translaters, Transporters are all common in the Star Trek setting and don’t raise much suspicion. After all, the Ferengi trade in everything!
Hand Phasers, especially the Type I phaser (the little palm-sized device) is almost designed for espionage. Unlike Disruptors, the Phaser can be set to stun, wound, disintegrate, heat matter, and doesn’t look like a weapon. This was originally a feature used by Starfleet to arm their crews without presenting as carrying weapons. The “stun” setting allows to subdue adversaries without killing them. For Pirates and Espionage Agents, this is a valuable little device, concealable, innocuous and capable of stunning a target for later interrogation (or ransom), or disintegrating them and leaving no evidence (or witnesses) behind.
The Prime Directive Doesn’t Apply
The Triangle Sector has been settled for a century or more. The worlds have been visited by the Syndicate, Ferengi Merchants, the Klingon Empire and Romulan Star Empire, none of whom restrain themselves with a “Prime Directive”. Even undiscovered worlds (with a few exceptions) have had encounters with warp capable civilizations. Federation, or Starfleet sponsored crews are not expected to adhere to the Prime Directive like their counterparts out in the exploration branch of their service. Intelligence Operatives are expected to prioritize the mission over considerations like the Prime Directive. (And, of course “Section 31” doesn’t play by the rules anyway.)
The various interstellar alliances and pocket empires in the sector also have no Prime Directive restraining their development. In fact the interstellar rivalries, supported by the major powers are constantly seeking any advantages they can get. This could lead to adventures where the characters are hired to smuggle technology to local governments.
Latinum Pays the Bills
Federation characters have to learn how to conduct trade with money in the Triangle. Since they come from a post-scarcity civilization and “have no use for money”, In the Triangle, however, only worlds that are directly supported by the Federation (like the Baker’s Dozen worlds) use the proxy currency of Federation Credits. Everybody else uses either local currency, or thanks to the Ferengi Alliance, gold pressed latinum.
Federation characters who go through the Federation Diplomatic Core or Starfleet Intelligence should have as part of their skill list a skill that allows them to use money. In Traveller, which is the system the author is most familiar with, this is represented by the “Broker” or “Trader” skills. Star Trek Adventures and other game systems will have similar skills to cover this function. Understanding how to conduct commerce with cash-money isn’t difficult, the skill rolls that will come from these challenges will represent the character’s understanding of value. Buying a replacement coil-inducer for the plasma conduit (mmm.. that’s some good engineering babble there) from your friendly local Ferengi will require a skill check, and failure would result .at the minimum. in overpaying. Other consequences could apply, the merchant could sell the character a less-than-quality item by talking them out of the part they picked out in the first place.
Without having a culture of money, it’s just hard to judge the value of a strip of latinum. After all, in the Federation all most people need to do is walk over to the replicator and say “Earl grey, decaf” and they get a nice cuppa. Walking into space-Starbucks and ordering a venti raktagino-mokka will require an exchange of money for goods. Considering raktagino is a Klingon drink, the person selling it to might react violently when the character tries to explain that they don’t have the latinum on them right now.
The skill check can also take the place of keeping a ledger of how much money the character has. If the skill roll succeeds, the character has the money on hand and can buy the thing. If the skill roll fails, they can’t affoard it.
The purpose here is to make the setting feel more Star Trek. If using money is casual, then it doesn’t feel like the characters come from a society that doesn’t use money. It also allows for those characters who do know how to sling some latinum (like Beckett Mariner from Lower Decks) to have moments of shining in the spotlight. Other factions could face similar challenges. Klingons from the Empire might find trading in latinum to be a slight on their honor. Romulans might only trade in Imperial currency because holding money that isn’t authorized by the Empire could be seen as treasonous.
Now, slip out of that maroon uniform and into some civilian clothes, belt on a holster and your disruptor and take your Free Trader into the Triangle.

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