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Tech Law: Equipment Manual

Author: Robert J. Defendi
Category: game
Company/Publisher: Iron Crown Enterprises
Line: Spacemaster
Cost: 20.00
Page count: 128
ISBN: 1-55806-564-4
Capsule Review by Tomas J Skucas on 07/24/00.
Genre tags: Science fiction Far Future Space

Some of my friends who are diehard science fiction fans claim that the real characters in sci-fi should be advanced technologies. More traditional characters, the protagonists for example, are there to enhance the believability of the technology. Too often, they complain, sci-fi stories tend to place the beauty of advanced technologies into a supporting role.

Whether or not you agree with the above sentiment, it is commonly accepted that sci-fi should incorporate advanced technologies. Whether it is a "mundane" blaster pistol or a potentially sentient being like the ship computers in the "Star Trek" universe, technology is what distinguishes sci-fi from other genres.

Having said that, one common supplement in sci-fi gaming is the equipment manual. These books tend to be one list after another of possible technologies that players are constantly looking to have their characters acquire. Some equipment books tend to be less useful than others, but when an equipment book is done well it can add greater depth to a sci-fi campaign.

Iron Crown Enterprises (ICE) recently released the first of three books in the Tech Law series that support their Spacemaster: Privateers (SMP) genre book. This book, "Equipment Manual", will soon be joined by "Robotics Manual" and "Vehicles Manual".

Though part of the support material for SMP, the "Equipment Manual" is actually generic. A few references exist to specific societies in the SMP universe; however, most of the equipment is described in generic terms and can be used in virtually any sci-fi setting.

Before diving into the equipment, "Equipment Manual" takes the time to discuss concepts helpful to those interested in creating more "realistic" equipment for their own games. A brief, but fairly comprehensive, discussion of tech levels, tech level benchmarks, assigning levels of development and specific advancements occupy about 20 pages of the book; a GM would be well served to read this section alone.

After this comes the equipment lists. Each section - arms and armor, clothing, data storage and retrieval, drugs, medical equipment, personal gear, power cells, survival equipment and tools - presents equipment at a variety of tech levels. What is even more interesting is how the author broke down equipment within each section into normal gear, professional gear and the ever-popular military-grade equipment. This was a clever idea that helps distinguish between stuff you would buy at Sears, an outdoor clothing store and from the military/black-market.

Not all of the equipment is suitable for every campaign. GMs will have to carefully vet the wish lists of their players. The most striking example is the nuclear grenade. I don't care how much begging is involved, there is no way that little item will make its way into the hands of characters in any campaign I run.

There is also a short section on designing your own technologies. While straightforward I didn't think it was particularly useful, mostly it consisted of chart rolling. I think a GM will be better served with the sections I mentioned before and his own common sense.

Finally come the tables. You get price tables, to-hit tables and the famous critical hit tables. Most of it is standard fair and self-explanatory.

The layout is probably the weakest part of the book. While the author presents good information, the layout of the book is rather ho-hum. There is even art within that was used in SMP…a mark of editorial shortcuts.

So the big question becomes "should a GM buy this book?" I'm going to go with a tentative "yes." SMP didn't present much in the way of equipment and this book becomes vital for a GM with little experience or other game system resources. Those GMs with other game system resources (like Traveler, Star Wars or GURPS) will be able to make do with minimum conversion.

Style: 2 (Needs Work)
Substance: 4 (Meaty)
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