Wednesday, 8 November 2023

Go It Alone: Modiphius' Captain's Log


The RPG has had a resurgence of huge proportions in the last decade with multiple franchises taking it away from the original Dungeons and Dragons concept.

Modiphius themselves launched the Star Trek Adventures version several years ago, expanding it with different quadrants of the galaxy, starship handbooks, campaigns and even a Lower Decks sourcebook. However, finding a group to explore the universe of Star Trek with is not always the easiest as I can attest myself.

Which is where Captain's Log fills conspicuous gap. Designed from the ground upwards as a single player game, the newest volume on the ever-expanding Modiphius shelf (probably need a second one) provides that single player model with a full walkthrough of just how to bring solo Trek to life.


Hardbacked with your choice of generational covers from TOS to Voyager and through to Discovery, Captain's Log starts with the basics and work upwards. If you've never RPG'd before then don't worry because everything is accounted for as you enter this new adventure.

At 300+ pages that might seem daunting but I decided to go from that opening page right through and work it as a true newbie. It was a great decision because a lot of things became very clear very quickly.

If you are familiar with Adventures then there might seem to be a lot of repetition at the start covering the galaxy and just how Star Trek itself works. It's an entertaining read but you have to ask who would be reading this and attempting missions if they were not already fairly familiar with the workings of the Gene Roddenberry sandbox. In some respects this does help to put a stamp on just what universe you are playing in and how to proceed in character. For example, it wouldn't be fitting for Starfleet to jump into a situation all phasers blazing. Instead you're more inclined to try a calmer approach but what that is can be up to you or guided through the step by steps of Captain's Log.

As I dived further into the workings of the game it became more apparent that while Adventures builds conversation and the group experience of completing missions, Captain's Log works incredibly differently. The easiest way to explain it is that by the end of each story you have effectively written an episode of Star Trek.

Captain's Log travels a path more aligned to personal creative writing. Initially you can use the' various matrices contained in the book to build a character and provide the details to mould the concept for an episode. You will still be left to fill in a lot of the actual narrative detail yourself and that's more than half the fun. Captain's Log is there to inspire and drive the imagination in new directions that might be well outside your creative zone. 

The book does offer two choices in setting up your playing character: either fully developed or with a lot to fill in as the voyages continue. Neither is a "preferred" route and that's down to where you want to start and see the narrative branch. Some features are defined by the race but again you can expand and develop these as you go. In regards to starships, there's a vast range to choose from just in the book with every time period of Star Trek history covered and each class having its own nuances.

The book ultimately offers structure and a way to record missions (PDF is great as you can download and print but a notebook will also suffice) which are key especially if you've never really written anything before. Captain's Log suggests a three act structure to your story with buid up, a peak and then a finale with each split into scenes which you can then track through logs. It also provides a good way to develop character abilities and divert the narrative off in ways that you might not consider. In a story you might just resolve an issue straight away or have a clear plan of where an event will go but with Captain's Log there is a huge element of the unpredictable. What if you roll on your piloting skill and a manoeuvre doesn't work? What if you choose to test your character in a diplomatic setting and they aren't able to settle a dispute between two warring races?

Captain's Log makes you think outside your storytelling comfort zone. The chapters provide guides and examples of how to weave together the story and will even point players towards die rolls and options that can add more spark to the story. 

Success can also build Momentum which helps to develop stats and upgrade your character so they become more qualified in skill areas. The game truly is about individual development and I've found this useful in two ways while utilising the features it explains. One was that this offered something where I would be forced to look for a resolution and try it. If that didn't work then I might have to rely on another facet of my created character to succeed. Secondly while writing Trek stories it's prodded me to attempt different things and even turn to the book and its appendices to spin the tale in a different and unexpected way.

The fact that Captain's Log has provided that kind of dual flexibility in my writing has actually made it a useful investment. Just rolling a d20 die on a choice might not be the finite decision but it has pointed me into other opportunities while in the game itself I've found that sticking with the rolls has forced my hand at several junctures.

The detail and thinking here is phenomenal. A lot of it is based on the original Adventures but there really is a page to turn to if you need some assistance. Want to make a planet or a new race? There's a matrix to create their names. Need a non-playing character or a space-borne entity? That's in there too. Whatever help you need to start building your own narrative, it's right in there.

Captain's Log is a game both for seasoned adventurers and newcomers thanks to its extensive introduction and universe coverage. If you're not able to get out for that group meet or just fancy an evening of personal career advancement then there's something in here for you.

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