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A damaged Utility Suit is no fun. |
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A damaged Utility Suit is no fun. |
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The dice note 20 LSU, 20 FU, 50 RU, white blocks are crates of sidearms and black are HSA. |
To that end, I need to change several rules starting with e001.
e001+
The sector is at war. You are the captain of the Antelope II, a new type of privateer vessel. You have received a letter of marque and reprisal from the world of Regari enabling you to act as a privateer within the sector. In addition, you have received a small grant to obtain weapons and a crew. You are authorized to act in every part of the sector, except New Karma and Regari where one must behave like a normal civilian.
To pay off your grant of the ship, you must make a payment to the Regari system weekly. You may do this at any banking facility anywhere in the sector. The amount per week doesn't matter, but you must pay 1,000,000 secs. within 10 years. The Antelope II is 5 times the ship that an Antelope was, so this is a deal.
The grant allows for hiring a crew and equipping them. Roll 1d6*1000. You do not have to pay this back. You can keep anything you don't spend.
In the Regari system, you are not subject to search or seizure. Ignore these events.
The Antelope II is built to tech level 1 specs and is outfitted with 2 advanced hopper class ships boats, and a single set of tech level one guns and two empty turrets. Advanced hoppers have a fusion power pack built into the hull (e153, item 11) and produce life support like a regular starship. There is a brand-new skimmer in the ship's garage, also tech level 1. The ship has a medical bay/infirmary with a regrowth tank (e153, item 4). There is a suit room and crew airlock for utility suits. Additionally, there is a ready room for planning. You have 6 hypercharges. This ship does not have secret hiding spaces.
The letter of marque is your ship's papers. You personally own a utility suit, and a tech level 1 sidearm, plus have 10 repair units, 10 life support units, and 10 fuel units in one of the cargo bays.
Be on the lookout for slavers, found in r332. If offered slaves, you are obligated to purchase as many as possible, constrained by funds and crew space, for a base price of 100 secs. each. Once they are in your custody, you must do your utmost to protect them until they reach freedom. This means you must make for New Karma or Regari as fast as possible (double jumps are not required). Note: in any other system, you may be mistaken for a slaver.
If they are returned safely to the Colony on New Karma or the Port on Regari, the government will pay you a base price of 100 secs. per rescued slave and shave off 200 secs. from the amount you owe on your grant.
You are currently at the sole planet in the Regari system (r207a) of the Pavonis sector, at the spaceport (r205o). You check over your starship guns and personal sidearm and prepare to find targets for Regari. See r203 for the activities available to you. You need to hire a crew immediately. It is suggested that you have 1 engineer, 1 medic, 1 gunner, and 2 pilots, however, the ultimate decisions are yours.
You may opt not to make contact rolls until you have hired your whole crew. Also, you may skip over rolls of 3, no more rolls during this time due to government intervention. This is a one-time benefit and can be extended for as many days as you deem necessary. You may not leave the spaceport. Once your crew is assembled, you must make contact rolls for the rest of the game.
Hit locations need an update, too.
The Antelope II has a modification for hits and hit locations. This appears in many events (like e413 or e113), you may use this list. The ship can take 15 hits. It also has 2 heavily armored areas, medical and crew quarters.
2. Medical* or suit room (Odd is medical and even is the suit room.)
3. Pilotage
4. One of the turrets - roll 1-2 first turret (top), 3-4 second turret and 5-6 is the last.
5. Shuttle - 1-3 port side, 4-6 starboard side
6. Engineering
7. Garage
8-9. Port Cargo Bay
10-11 Starboard Cargo Bay
12. Crew Quarters* or Ready Room. (Odd is the quarters and even is the ready room.)
*Indicates a 50-50 chance of armor hit. An armor hit prevents damage to the protected section by turning it into a regular hit.
Radiation does not pass through the armor and does nothing to the crew in these areas, (e413 mostly).
To accommodate your new Advanced Hoppers, we need to update e214 with e214c.
Advanced Hopper (e214c)
The Advanced Hopper is an improved version of the basic Hopper. It is the same size as other Hoppers but has advanced fusion engines. The fusion engines do not require refueling (at least not for decades) and provide life support to the crew while in operation.
Fusion engines allow the Advanced Hopper to accelerate the same as Starships while also making it possible to escape high-gravity planets. While Advanced Hoppers do not have wings, they make use of a lifting body design and can glide just like a regular Hopper.
The crew compartment is divided into a 5 CU pilot area and a 6 CU passenger area. Hopper or boat guns can only be mounted in the 14 CU cargo area. Two sets of guns can be mounted. This is standard for military Hoppers.
The price for an advanced hopper is three times the base price of a regular hopper and is available wherever hoppers are found.
Since the Antelope II has armored areas, we need to address that with a new rule: r217d.
Antelope II Damage (r217d)
The Antelope II takes 15 hits to destroy. Sidearms and heavy hand weapons have no effect on starships unless an event paragraph indicates otherwise. Individual points of damage simply increase the risk factor when hyperjumping.
Some areas of the hull are protected by heavy armor: medical and crew quarters. When these areas are hit, there is a 50-50 chance of striking the armor instead. An armor hit redirects damage to one of the hull points. The armor includes radiation shielding, so characters in those areas are not killed by radiation damage of any kind.
Due to the changes to the Antelope II, r229d is used for old-school Antelopes while r229e is used for the Antelope II.
Starship Searches (r229e)
Some events require a search of the starship (by customs officials, a military patrol, quarantine officers, etc.). When this occurs, roll 2d6 and consult the results below to see which parts of the ship are searched. Anything in those compartments will be found. Items within activated stasis units are normally confiscated by authorities unless the event indicates otherwise:
Search Results:I know, the original book obscured the areas with strange letter codes. I didn't like that much so I just spelled it out.
Additionally, e002 will be changed.
e002:
Foreign agents are in your area. Ignore this event in the Regari or New Karma systems. If your crew is off the ship, proceed directly to e018. If the ship is landed, go straight to e003.
If you are on your ship in space, roll on the following table:
2. Paletk ships approach. (e108)
3. Ships from Imperia approach. (e114)
4. Byzantium Secret Police. (e189)
5. Imperian customs agents. (e019)*
6. Talitarian Scouts. (e118)
7. Nothing interesting. (e096)
8. Cubro customs shakedown. (e019)*
9. Urushop customs patrol. (e019)*
10. Mynkurian attack (e095)
11. Nipna wardrone. (e098)
12. Roll again.
Each event is themed to a particular system and may occur in any system except Regari or New Karma.
When dealing with the three e019 results (*starred), the customs agents have 3 standard antelope ships with no weapon turrets. Your grant requires you to comply and pay all fines and duties. If you damage or destroy any customs ships or harm the crew, you will lose your grant and be wanted in every system.
As I play through this, I hope to expand the original events with a battle against the slavers and possibly an introduction of a second plot line about robots.
I expect to post once a week as the last time I did this once a day was too much.
(EDIT I have forgotten to add a link so you can download the original game.)
You can see I paired this with my White Box Set, so I have little dodads to count resources and Meeples for peoples.
I also have old cardboard-mounted planetary tiles I made a few years back. I GIMP'ed the original files and flipped them so I don't have to mess with upside-down tiles. You can download them on Boardgame Geek.
Zooming in a bit, you can see this poor man's map in green. Half of the map is for dispersed distances and the second half is for those in contact. The rules are super easy like that. Medics are white, pilots blue, engineers black, and gunners are yellow. The bad guys are red.You can see I have already gotten into trouble.
The orange sheet is for common resource counting. I have fuel units, life support units, repair units, and two different types of robots, GM bots and Utility bots. The third kind of bots are Personal Bots which go on the character's sheets.
This time through the game, I have a much improved Antelope II which requires changing the rules. A lot of rules. I shall share those tomorrow.
I have 6 items on DriveThruRPG and 2 in my Ko-Fi Store. A very interesting thing has happened this week. My newest offering, The Hex Pack is closing the sales numbers for my oldest offering, Zero to Hero: Uncommon Commoners. Both just crossed 400 downloads.
These are 2020 and 2018 titles. I'd like to refresh Zero to Hero and make it compliant with OSE. I can't really refresh The Hex Pack unless someone has a need or suggestion.
Hint, hint, the comments below.
Swashbuckler Character Class for D&D and AD&D ![]() Swashbucklers for D&D and AD&D |
Zero to Hero: Uncommon Heroes ![]() Zero to Hero |
Character Sheet for AD&D ![]() Character Sheet for AD&D |
Kobold’s Folly Mini Setting ![]() Kobold’s Folly |
Compass Rose Inn Mini Setting ![]() Compass Rose Inn |
The Hex Pack![]() The Hex Pack |
I hope my publication date is wrong, I would hate to think I missed this lovely mini-game for 8 years. It makes me feel like I've been living under a rock in a secluded village in the middle of winter.
No, wait. This is the premise of the game.
Your characters arrive and are trapped in a secluded village. Being adventurers, they quickly rise to the level of decision-makers. The rules assume you play some sort of fantasy setting, probably a low-magic setting.
You can transform your basic characters from D&D into the characters needed for this set with a quick chat with your players. Is your character a fighter, thief, or a magic user? Let the players know fighters provide firewood (fuel), thieves provide food, and magic users medicine. It's ok to get characters cross-type like a ranger counting as a magic user to make medicine or a cleric as a fighter because they do woodcraft. All you need to sort characters into the three types and be clear that these choices can't change during the game.
Once you take off the sorting hat, you are ready to go with this resource management mini-game by setting up the village. The book or PDF comes with a map base and dozens of excellent pieces of artwork to create your village. The artwork alone is probably worth purchasing just to have as a resource for other games. It is very nice.
Each village consists of a building per adventurer plus a storehouse. Each building houses 5 villagers and the storehouse contains resources. Place the pieces on the map and you are ready to go.
With only 3 resources to manage the game mechanics are a snap. You roll 2d6 or 1d3 all game long, then make choices. It is surprising how complex a simple mechanic set can be.
The number of turns determines how difficult the game will be.
Each turn is broken down into steps:
I am having a failure to campaign. I wanted to do a Star Wars campaign, but my potential players spotted the Marvel Multiverse Role-Playing Game on my shelf and dove into a rabbit hole of Super Heroes. I wanted to playtest some ideas for my module POP-001 Reverants of Revenants of the Lost Temple but got sidetracked by prototyping a new RPG. Add in the new laser, the tablesaw, and the 3d printer and I am at a loss for what to do first or now.
So back to basics. I am going to review the games I have acquired over the last year to 18 months. I just need to pick a good one to start on.
To get this game design bug out of my head, I want to talk about the Marvel game.
Marvel... it is inescapable right now. We have a couple of movies and TV shows coming out at the same time that the company is kicking out all kinds of new comic books. That's a mighty big rabbit hole to live in. When my kids and friends saw the Marvel RPG, instead of playing the game we ended up watching 3 movies while digging through a box of comics and perusing the rules.
Friends, I have wasted a day.
I'll review the Marvel rules eventually, but I THINK I understand what changed between my D&D of the 1970s and 1980s and e5 thanks to this Marvel ruleset.The social purpose changed. As a historian, I like this concept. In history, historical people wanted to focus on the ills of the world, but could not effectively mesh the current massive problem with underlying social issues which were also occurring. It usually results in half measures and more problems. The idea the gaming changed on the social side is neat.
D&D started as a tactical game; it evolved from wargaming. I have X guys and you have Y guys, let's throw some dice to see what happens. Ok?
D&D adds special abilities and roleplay to a tabletop game, which changes that random dice dynamic. Individuals become heroes, it is important for them to have a past, present, and future and now we have Player Characters.
When I think of a classic movie, it will be from the 40s, 50s, or 60s. Many of these were big-budget affairs that depicted massive set-piece battles but also had an undercurrent where a gang of scrappy heroes would be the solution. Or they were low-budget and had to have a gang of oddball heroes to compete with big-budget movie spectaculars. This humanized the story and was a satisfying use of characters. Nobody saw the oddball scrappies coming.
It doesn't even have to be a war movie. Flight of the Phoenix is a movie about people literally building a plane in flight. Just like war movies, it elevates individual characters to heroes or solution-maker status.
Even though there were far fewer character choices in OD&D, Basic D&D, and e1, not all of the rules were harmonized in the mechanics. Because the mechanics were often unique to the class or monster, it was hard for the DM to determine if a scenario was a real challenge. Add in wily player characters, and really strange things happen. This mirrors the movies of the day. No one saw the ending coming and DMs didn't try to adapt to the players. They just rolled with whatever happened because as long as the players were willing to play, there were always new bad guys and challenges.
Today, if you ask someone about a "classic movie", the answers are very different. It's Star Wars, Batman, Harry Potter, Kill Bill, The Usual Suspects, etc.
What is different about these films from older classics? Usually, the viewer has awareness of the heroes from the get-go and the bad guy has the advantage of knowing the heroes just as well as the viewer while the heroes are unaware of their opposites' goals.
Back in the day, D&D didn't have a Session 0. The DM designed his campaign or story in a vacuum and the players subvert this by building the plane in flight. Session 0 was a vague idea when the DM told the players about the world their characters lived in as they rolled up characters, but it occurred at the same time as Session 1. The players are adapting to the DM's world, without the DM thinking about what the characters were all about. Sure there were minor questions to be answered, but those were usually no big deal:
"Sure you can be a paladin, an assassin, or a cleric! Any class you like is available."
"Yes, you can have full-plate armor, everyone does. It's all the rage, you are cool."
"You want a pseudo-dragon as a familiar? Awesome!"
It was almost unseemly for the DM to try to negate a character's abilities by reshaping the previously written materials. Yeah, we have all played those games where clerics can't heal, paladins are evil, or wizards are hampered by widespread anti-magic. Those results are really horrible and DM's usually learn not to do those things.
An excellent modern movie that depicts this idea is Dungeons & Dragons: Honor Among Thieves. The DM created a scenario in a vacuum and has no idea that zero players have thieving characters. The antagonists think they know what is going on, but usually, they are wrong. The PC's subvert expectations, just like classic D&D. The link above is a post all about the idea where the PC's subvert the basic tenets of the scenario.
It's great! Everything goes sideways for the DM because they have to cope with the fact zero people are conforming to their original idea. The plane is going down. That is ok because everyone is out there working on the wings.
In Star Wars and in the MCU, the bad guys know exactly who the heroes are. The author/DM is now creating a checklist of tasks that are measured against the known. The prevalence of Session 0 is almost universal. The harmonized mechanics of D&D e5 make it so simple for the DM to swap out specific antagonists or scenarios to counter the heroes in a way that makes sense... at least in terms of what the DM desires.
I personally don't like this tactic, but I see the appeal. It makes the game more superhero-like or like a video game while avoiding the trope of simply taking away the hero's abilities, tools, and gear. It is almost fair and just barely dodges railroading. Anything is preferable to taking stuff from the players or railroading, but I dislike this option of plug-and-play gaming. But I understand it.
I think this is where the idea of DM as a storyteller became overpowering and all-consuming. It's like you are playing against the DM, which is not fun. I have always been a storytelling DM. I create a unique world for the players. BUT I am not "storytelling" in a way to prevent or pervert the player's intentions and goals. There is a difference.
For example, pawnshops are just as common in my world as magic item shops. New players may not have thought they could find such a thing, but I am not making them shop there. They just know. Horses are also common, the players won't have trouble obtaining one but they don't have to do it. I will tell the players if they are in a kingdom or a republic or something else, which changes a lot of the dynamics of society. I will also let them know if there is a town guard, a marketplace, a city hall, a bank, and whatnot and populate them appropriately. This is the storytelling I do for them. It makes them react if they so choose, it doesn't force them to make specific choices or force them to be something.
I think I understand e5 better now. What do you think?
A gold coin is heavy, this is sort of appealing from a DM's point of view. "How big?" is connected to "How much money?". It's not perfect but it does make sense.
Since I am doing Sci-Fi, I want to leverage SI units. So meters and kilograms are usually what the players encounter. I don't have to come up with my own units. Made-up units nearly always sound silly. How much damage can the words like "Parsec" or "Cubits" do?
Don't answer that.
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The rabbit is out of the hole. |
I decided to name the unit of money "Credits". It is a classic and doesn't suck like "Space Money". Credits are used to buy average, daily stuff. A loaf of bread, a bullet, a comb are all right around one credit each.
Players won't want any of that, they want lasers, robots, aircars, fighters, and spaceships. One of the wacky things with letting characters have all of these things is that the scale rapidly gets into the millions or even billions of Space mone... er, credits. I hate math that gets out of control.
The first issue I need to address is that credits are "shiney". It's sort of a color. (There is a whole different rabbit hole about most cultures not wanting to call the sky "blue", but "bright" or "shiny", like bronze. Feel free to climb into that rabbit hole on your own time. Here is a link to get you started.)
Next, we need a scale to prevent players from yanking their hair out jumping from "How do I buy lunch?" to "How do I buy a spaceship?".SI units to the rescue. Will just use credits, kilo credits, mega credits (starting to sound silly..._ giga credits (somehow less silly), and so on:
Why do I keep my models in a terrarium? My cats are dicks. There isn't much I can do about that, if Youtube is any indicator, all cats are dicks.
Anyway, my second least favorite thing about models is doing the bases.
Why?
Because if you don't straight-up paint them, you end up with materials that are a completely different palette than the paint you used.
Let's start with the fun part of the update: Rabbits.
Fiver has a new house. It's a Snoopy house for a small dog or cat. Fiver barely fits, but he likes it. He shares with the cats, but not at the same time. He'd squish them. He is rapidly approaching 30 lbs.
Now to the dog, Tori. She has been very sick since Christmas week. More than a few times we thought we'd lose her. She was on a ridiculous amount of pills. As of now, she is down to just 2. Unfortunately, one of these is a steroid. She is packing on the weight and is very unpredictable.
When I say, unpredictable, I mean really it. Sometimes she lays on her side like a stuffed animal with all four paws poking straight out. If something bothers her in this position, she barks like Cujo. It is surreal because she doesn't move at all. Just barks like a crazy thing.
Once she recovers, the two of us are going walking each night. Between her lovely weight gain and my diabetes, we need it. If this lasts 'til spring, she will be out there with me re-doing the garden. I don't need to expand, I need to clean up.
This post wouldn't be complete without circling back to rabbits. We have a family of bunnies in the backyard. Sometimes, I go out there and see 2-3 of them hiding in plain sight. Tori never notices them, or if she does, she ignores them.
I expect to do battle with them over my garden. I don't mind, I sort of count on it. I have an area under a tree where I can plant strawberries for the rabbits. I might try carrots and radishes, too. I want to kill off the grass there so I don't have to mow that space. My real gardening spaces are fenced, so the rabbits can't do too much damage.
I'll share pictures as the cleanup begins. Right now, I have a picture as a hint for the next post. I'm planning more than gardening: