Using the Technical Manual with Captain’s Log

By Jim Johnson, Star Trek™ Adventures Project Manager
Art by Jens Lindfors

 

Last week, we talked about using the new Star Trek Adventures Technical Manual with first edition materials. This week, let’s dive into how to use the contents of this new book with the Captain’s Log solo RPG.

Unlike first edition and second edition, which treats most equipment and gear as traits, the streamlined Captain’s Log ruleset doesn’t use the traits system and, thus, doesn’t provide a mechanical use for equipment. As a result, any use of equipment or weapons or other gear when playing Captain’s Log is more oriented to the narrative you’re creating than toward providing any game mechanics benefit or penalty.

Your stories are likely being told through the use of practical knowledge and logic—if your character needs to scan something while exploring an alien starship, they likely need a tricorder in hand. If they’re in a scrap with a rough band of Nausicaans, they’re likely armed with a melee weapon of some sort. Your Captain’s Log story is narratively impacted by whatever gear you decide to include or not include, rather than mechanically.

You could easily port the traits system from first edition or second edition into Captain’s Log to provide a modest mechanical impact to task attempts, but it’s not required. Either way, the contents of the Technical Manual are still of great value, particularly the lore and the many complication tables.

Use the lore descriptions of the gear and technologies in the Technical Manual to add to your game experiences, no matter your era of play or chosen civilization for your player character. Information is provided on gear from across the franchise, from the 22nd century to the 32nd century, and includes information on assorted gear and weapons from a variety of species, including the Federation, Klingons, Romulans, Ferengi, and more. And, since most spacefaring cultures have comparable technologies, it should be a simple matter to adapt the description of any piece of gear or weapon to the culture you are using, whether it’s a canonical species or something original.

You can use the 25+ complication tables provided in the book to enhance your storytelling experience, and to supplement the complications table found on page 269 of Captain’s Log. The new tables expand your options and should serve to spark even more storytelling moments in your game.

Finally, the Technical Manual is packed with new artwork of characters in situations using Star Trek gear and technology, as well as a variety of illustrations of specific pieces of gear, such as tricorders, PADDs, and phasers. Use the artwork included in the book to inspire new stories and adventures with your character and crew.

Next week, we’ll take a step back from the game and talk about how the Technical Manual can be used and appreciated by non-gamers, casual gamers, casual Star Trek fans, lifelong Star Trek fans, and anyone else curious about the franchise but who haven’t actually played the RPG. Until then, charge up those telefocals and say hello to the exocomps cleaning up cargo bay two!

Preorder the print edition of the Technical Manual now and receive the final digital edition right away.

 

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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