I stole some images from Endless Sky and Wikipedia. This ship is a combo of the nose of the Arrow and the tail of the Hawk from Endless Sky. The shuttle is a headhunter. The Dreamlifter is for scale. |
(*The future might be metric.)
A website dedicate to games of all favors and varieties, from video games to good old D&D.
I stole some images from Endless Sky and Wikipedia. This ship is a combo of the nose of the Arrow and the tail of the Hawk from Endless Sky. The shuttle is a headhunter. The Dreamlifter is for scale. |
While this is basically true, it takes a very long time. I used Random.org's dice generator to rapidly roll hundreds of dice. The primary limiting factor is loading a hopper (25 CU) or using an orbital shuttle (50 cu) to move goods around. The problem with this method is it takes a lot of time and money to do so. You can cache items to speed the process but the scenario becomes a little ridiculous and tedious.
If you are down with embracing the ridiculous you can reduce the tedium by purchasing items like repair units, fuel units, or GM bots right in the Spaceport. Once you have spent every penny on these items all you have to do is sit on them until you receive a good sales result. Picture Duke sitting on a pile of craters right in a hanger waiting for someone to happen by in need of item x, which he has cornered the market on. On Regari, a roll of 6 sales results in a 1.5 base price modifier. You are converting 1 secs. spent into 1.5 secs. per cycle. In a month or two, you should have enough to purchase a new Antelope.
If only you get over the fact that Duke is sitting on a pile of thousands of repair units or fuel units...
The reason this isn't an obvious solution is you cache a tremendous amount of items inside the Spaceport for a very short period of time. Like thousands of CU worth of goods. The rules don't place a limit on the number of items you can have only a limit on items you can move.
It is a very unsatisfying solution because it kills the game engine's balance. In fact, using this method breaks the economic restrictions that the game places on you. So long as you do not engage in any other activities such as RRR, there is zero risk due to a lack of opportunities to make contacts or otherwise experience negative effects.
Now I have further expansion possibilities because there must be a mechanic to offset the easy solution of not engaging in play to win. In solo play, this is not as dangerous as the solo player is playing for exploration not cheating their way through the money problem. It's just easier to fudge the rolls or be a bad timekeeper.
If you want to adapt Star Smuggler to an actual multiplayer game, then you need a solution to this possibility.
I think that creating a table of random events that can occur when you do not move or engage in activities would work to resolve this unique issue. The Star Smuggler system has many different built-in: scenarios that range from flavoring to pushing events that can speed world-building while not obviously punishing a lack of activity. A party of characters will need some downtime to stay centered on tasks, but a random table of events can spark new plans and ideas. Think of it as exposure without railroading like a solo game has to do.Another cool idea for multiplayer options is to use randomly generated systems to express change. As time goes on a Spaceport could morph into a colony, city, or slum. This wouldn't happen overnight, but a referee could present the changes over the natural weeks and months which are hardcoded into the game system. The referee could even change the star charts as exploration opens new routes or even open up completely new systems.
This solo game system is remarkably robust for such a simple thing. A necessary limit in the system is how scattered the rules are within the events. For example, there exist psionics, grenades, and combat droids however, if haven't read every event you wouldn't even know. Also, combat is super tight. There are relatively few ways you can make changes without upsetting the game balance.
However, in using this as an actual RPG ruleset, the referee knows exactly what to expect. Change can come in other ways, such as the expansion of planetary systems, new events created by the players' choices, and the referee's goals for the game.Most of my amazement and fascination with this game is how tightly integrated and edited it is. I spent a few days going through every event and rule, mapping out where each went to find loops or mistakes. There are a few loops, but as near as I can tell no actual mistakes which is a testament to how well thought out it is.
There are a few relics and oddities in the rules and events. For example, events are sequential from e001 to e199 but then hop to e400 before ending at e441. That leads me to believe that the game might have meant to have 200 more events. The rules do the same thing, flowing from r201 to r242 before hopping to r300+. Maybe there are 60 or so missing rules entries. Were that true, someone painstakingly edited them away without the benefit of a computer.
There is another option. Two people could have been working on the set at the same time and divided the entries between them which explains the gap. One person finished before the other but in order to maintain the document refused to reference unnecessary numbers or renumber what they had. Not surprising if you are using pen and paper or worse, a typewriter.Personally, I believe this second option to be the more possible one. There is a subtle hint in e005. It is the only event that straight-up duplicates events:
"If you disable the controller and capture it, the event takes 1 hour and roll 1d6: 1-e117, 2-e017, 3-e059, 4-e117, 5-e017, 6-no effect."
This does not occur any place else in the rules. Omitting tension-building choices which hop through an intervening event before directing the reader/player back to make a different choice at the initial branch. This is a common trope in "choose your own adventure" books. It is different than duplication.
I believe in this case one of the e117 and e017 events was supposed to lead elsewhere but do not because those events were either edited away or simply not written.
A similar thing happens in the rules section for combat. The events and rules call out "sidearms" and "heavy sidearms" while a few areas mention "explosive weapons" and "armor piercing" weapons. I personally believe that this is the result of two authors being on the same page, but not the same word. Or perhaps they intended for there to be a couple of classes of weapons that were discovered to be unbalanced, like a machine gun or blaster rifle. Or maybe "too much like game, movie or TV show x."
It is pretty clear that the author used their personal experience at the game table to create a solo game. I find it kind of satisfying to reverse the process and use the ruleset for a multiplayer game.
What do you think?
So what to do with all of this enforced time off?
Star Smuggler, of course. The game is free from the link, just don't redistribute.
I want characters to have a stunner. It works like a sidearm, except if you hit the target they are stunned for one round. If they have already moved or shot in the round, there is no effect. They can move and fight in the next round automatically.
Continuing with the sidearms rules, if you roll a 6 on your to hit roll, it is critical and requires one more 1d6 to be rolled. If you get a 1 or 6, the target is knocked out for the rest of the fight. Shooting into melee is possible, but just like sidearms, you can hit your friends with the same stun effects.
A stunner does no damage to non-living things, which makes it U-suit, robot, and vehicle safe.
There is a heavy version of a stunner, the only difference is it can pass through U-suits. Not damage them, but pass through as if they don't exist. The heavy stunner is operated exactly like the previous entry. If a heavy stunner (and only heavy stunners) is fired at or through a personal force shield, both the force shield and the stunner must roll for breakdown. Heavy stunners don't work on armored targets, this is the upper limit of the technology. They don't blow holes in things, which is their advantage.
Stunners cannot hit people inside a vehicle UNLESS the target is shooting out of the said vehicle. I suppose you could make some fun rules for if that person topples out the window, but I would leave that alone. In a solo game that's too much detail.
Stunners are available when you make a roll that indicates sidearms or heavy sidearms are available. They cost the same as their lethal equivalents. They have the same range of tech levels. Anyone can use a stunner, but only Duke, Gunners and Bodyguards can use heavy stunner. This means you can have armed Drivers and Medics.
There is an electronic version of a stunner called a scrambler in e18. It forces a breakdown if it hits a vehicle, robot, etc. Normally, this device cannot be purchased.
I have not figured out a reasonable modification for a hand-held melee stunner. Hand-to-hand is a different mechanic, where every odd-numbered positive number is a hit. Rolls of 7, 9, and 11 do something special such as KO a target or disarm them. Hand-to-hand is an odd beast because you hit on odd results, but the character can have even or odd skills and modifiers. My COVID-addled brain can't handle the math.
"The sum of two odd numbers is always even",
"The sum of two even numbers is always even"
It's simple enough to be confusing. I guess you could flavor hand-to-hand combat by simply assuming that people have access to hand head stunners, which accounts for all of the knockouts in melee. I'll think I'll leave good enough alone.
Thematically, this fits in with the character's backgrounds. The young characters want adventure while the two older characters want to safeguard them, but Nicholas and the Dwarf are also treasure and relic hunters. The younger characters did find some relics in the form of two magic journals and two maps.
This is a case of character backgrounds and details meshing with the shared campaign world.
What did not come to pass was the distribution of treasure and experience. I skipped the first due to lack of time, that will be the first thing I do in the next session. Experience is a tougher judgement call. Under B/X and Rules Cyclopedia, experience is awarded in a 1:1 ratio to gold plus whatever experience a monster would provide.
In the last session, the characters encountered only traps and treasure, some of it magical. I can easily map out found items to coin value excepting magic items and weapons. They don't have clear price in these rules. It seems the intent was to have the object be the reward. I'm of two minds on that as it makes perfect sense. But there is the kid of the 70's who used to make wish lists from the Brand Names Catalog that wants everything to have a value.
What I came up with was a value of about 250 experience points divided among four characters. (Two characters are sitting at a base camp.)
This has happened because I should read the rules of this module strictly for solo play. The party has no thief and even if they did. the traps they encountered are not the sort a thief can disarm. No experience for them.
If I had a "live" party, I could see many opportunities for the party to gain experience off of the traps. The traps in this section of the module was the very reason I selected the front door as the party's destination. In solo play with a single character, any of these traps could be deadly. The traps the party encountered would be unpassable to a single magic user with max hit points. However, 4 characters can eat up that damage. I did it because I've always wanted to do it in solo play but couldn't with an individual character.
The traps are a series of obstacles, two magic missile attacks, a molten metal trap, two sets of murder holes and several slamming doors and dropping portcullis's (portculli?) to force the characters forward.
As described, the magic missile attacks and slamming doors are unavoidable, the molten metal trap plus the dropping portcullis's both requires a save, and the murder hole attack requires judgement.
Were I DM'ing this with real characters, the potential to judge situations allows for experience awards for these traps. For the doors, murder holes and portcullis traps, the simply decision to act as one and move forward or back allows for roleplay. Tricky PC's could fill sacks with dirt to prop the doors or prevent the portcullis from closing. The magic missile and murder holes are interesting traps for the PC's because there is that small chance of evading them through trickery but then wandering back into them by poor choices.
Ah, let me tell you about parties and poor choices...
But all of that implies thinking through an immediate problem and receiving experience for it.
This Friday, I am looking forward to reading some materials I received plus another session in Lion Castle.
Something like Mal and Zoe's relationship where Mal has an idea and Zoe does the tricky work of getting the details right. It also covers a situation like when Simon hired the crew for a heist or when Mal brought Simon (and River) on as crew after they had started their adventures.
EDIT 3 - The comparison doesn't make much sense now.
I haven't even begun to categorize the rules and event changes this would require. But it seems rather workable. What do you think? Let me know in the comments.
I unexpectedly have the day off and want to revisit the Star Smuggler Universe. The temptation to reskin the characters as the crew of the Firefly is incredible, but that would take a lot of work. I am stealing some ideas, but not Firefly whole clothe. I have decided to interject some ideas from Traveller into this run through, too.
My understanding of Traveller is super weak, so I am taking some of the larger concepts and ignoring many mechanics. The main idea that I am stealing is weapon mounts are dependent on hull size. I have created a large ship, which I will dub the Antelope II and it's twice as big as a 100 ton ship.
The original Antelope was 100 ton ship with space to carry about 134 CU of goods. Sort of. I seem to get a different number depending on how I count. The Antelope II is 200 ton vessel and has 212 CU of space. That is a multiplier of 1.58 for those keeping score at home.
Since this is Inktober, I wanted to keep the high contrast drawn vibe from the original game. I used GNU Image Manipulation Program (GIMP) to create a new deckplan, staying as close to the original art as I could. It isn't exactly "ink" but it sort of looks like it.
The future of the 80s was pink and green. |
DISTRIBUTION AGREEMENT -- PLEASE NOTE
Dennis Sustare has granted permission for digitized copies
of this copyrighted game to be posted for public download.
The game and files are NOT released into the public domain.
You MAY NOT not sell these files or charge a fee for access to them.
You MAY NOT distribute these files except as authorized by Dennis Sustare.
PLEASE RESPECT THE TERMS OF THIS DISTRIBUTION AGREEMENT
so that these files can remain available for free download.
By downloading any files from this page you are certifying that you will abide by the terms of this distribution agreement. All of these conditions must be posted prominently and openly on any page or site providing access to these files. |
---|