this is a rules lite version of the Star Trek Adventures game, i'll be honest, i was very hesistant on diving into Star Trek because of the publisher's choice of dice system: the 2d20 system.
depending on the person, you will be for it, as it's more dies to roll and the mechanics encourages team work and play. against it, as it promotes tokens as rewards and the GM can easily be a dick and lulz i win, or indifferent, and just enjoy the game for what it is.
to qoute Todd Howard, it just works.
the 2d20 system is deceptively simple, the confusing part really is damage rolls and the distance of a zone.
that said, this is a quickstart guide its quick, easy to get through, and a good way to introduce your group to a new system and a familiar setting. my complaint for this quickstart, is i wish there is options for diplomancy as i feel that what a Star Fleet officer would push for, but for what this is, it's a good introduction albeit combat heavy.
if you want a better experience, i recommend seeking out the Starter Box set, it's a much better experience and has a 3 part mini campaign that introduces EVERYTHING the game has to offer, from piloting a shuttle, ground combat, a mystery, role play options, even space combat with your own starship (a Galaxy Class Cruiser oo la la!), and your actions dictates how everything plays out.
otherwise if you like this quickstart, definitely get the book.
[3 of 5 Stars!]