Thursday, March 26, 2020

Star Smuggler - Elegant Agency

So far, I have played 96 days, game time or 86 days in real life of Star Smuggler and posted an synopsis of these adventures here.

One of the criticisms of Star Smuggler and many other games is a specific type of flaw in the system: a single die roll ending. In playing this one game for many decades, (yes, decades) and other solo games, I have noticed that the great ones have a very strong amount of user agency baked right in. This means that single die roll endings are relatively uncommon despite perceptions otherwise.

Over the years, I have noticed a rhythm and tempo to solo games. They are intended to be completed in an afternoon, however, since I have run through 86 days of play on this one game, this can be extended for an arbitrarily length of time. It doesn't even take practice, all games ending in failure or success can be replayed, on whim.

Since the coronavirus outbreak, I have had enough time on my hands to map this entire game using pen and paper.

 In doing this sort of analysis, I have noted that there are 5 basic structures to the story. There are events based on planetary locations, events based which system you enter,  events which lead to other events in a story format, electable or avoidable combat and standard events which are singular.

Working backwards, the standard events are usually options to purchase a mundane item such as hypercharges or weapons. There is no way to end the game in these events. Combat is often elected and therefore avoidable, so only the player is responsible for endings in combat. There is no way to quantify how many ends are a result of combat.

The next 3 items require some explanation and numeration. There are 230 events described in the whole game and one of those is for setting up game play. I have counted that in all of my calculations even though it is not "really" a step or event, it merely describes assumptions for the rest of the game.

Duke starts on the planet Regari, at the spaceport. The mechanics of the game are slightly altered in this one scenario. Duke doesn't have to move and therefore is only subject to a contact roll which may or may not result in a specific entry from the booklet. If he moves to another system, he is subject to an entry roll and a contact roll when landing, which are random events based on one or more die rolls.

System events and contact rolls are largely thematic to wherever Duke is. Each system has a specific set of themes and these are reflected in the list of possible events. All of them assume Duke is in his spaceship, although events may force him away from the ship. Contact rolls are also thematic, so events in the City are different than events on a Spacestation. Typically, Duke is not in his ship, although if the player decides he is, he generally is. This ruling is ambiguous.

The third and last type of entry is one entry that leads to another entry, as the story line progresses. They also tend to be thematic to wherever they occur.

Type of Event Number of Entries Number of Endings Percentage of endings
All 
230
21
9%
Contact 
53
1
1.8%
System 
27
4
14.8%
Story Entries
135
3
2%
Mundane Purchase
41
0
0%

As you can see the most game endings, outside of combat, occur when they player changes systems and is forced to roll an entry event. Since the player doesn't really have to change systems, owing to the fact that many systems either have Ruins or gambling which generate free money and equipment or have two planets where a trade route can be established, game play can continue in a repetitive fashion for a long time. 

When in comes to endings, there are very few that simply stop the game with or without a die roll. I didn't bother to count, because these are a standard trope of choose your own adventure style products. They complete a particular story in a special way.

Star Smuggler does have a trope all it's own, called "Going to Prison". Escaping prison is ludicrously easy, but it strips your player of all resources. It's an end without a solid ending because unless your bank account is higher than the price of a ship, it's all over. Every single game that ends this way lands on e023. Modification of this one entry would remove these limbo like endings.

EventsNumber of EntriesNumber Limbo EndingsPercentage
All 
230
7
3%
Contact 
53
0
0%
System 
27
1
3.7%
Story Entries
135
3
2.2%
Mundane Purchase
41
0
0%

When looking at the game structure from the perspective of limbo endings, other details become apparent. The events booklet has 230 entries divided in to two groups, events numbered 1-199 and 31 events numbered over 400. Judging by this fact, I suspect that either two people were working on entries and widely spaced the numbers for speed or a lot of information was cut to reduce the printing cost. There is no telling which.

Armed with both this structural knowledge and a sense of how game mechanics work, a player can keep this game going for a good long time. So why don't they? Well, it is meant to be played in a single afternoon AND some players have expectations which are not aligned with the possible outcomes. For example, the rules booklet does not deal with psionics or extreme technology like time machines, ECM, power armor and forcefields. The player literally doesn't see these events coming unless they played enough to know that they are possible. Once that happens, the player can guide him or herself to or away from these entries.

In producing this series, I have noticed one other style of play that results in a quick ending. When polling my children on what I should do next, given a lack of background, they tend to select options that have a specific goal in mind, no matter how improbable that goal is. And they have a tendency to make that choice consistently over long periods of time to the exact same end. Their expectations are unrealistic given the limited options in the game.

By using foresight, I have been keeping this series on Star Smuggler live for a very long time. Probably longer than most players would.

One other item is briefly mentioned in the rules booklet, which is easily overlooked. The author intended the reader to repurpose Star Smuggler to other rule systems without naming a system. Traveller comes to mind, but with the resurgence of all manner of old school games, it could be anyone of hundreds of systems. Keep that in mind when you download this great game.

I hope you have been enjoying this blog series on Star Smuggler.

Wednesday, March 25, 2020

Strictly (Duke) Springer - Day 96 – March 26th.

I need to change the dynamic of the game to make continuing a meaningful endeavor. Right now, I have 200,000+ secs. and no deadlines or meaningful limitations. I love NPC characters, as evidenced by D&D supplemental Zero to Hero, so having a veritable army of them also means I fewer challenges.  Heck, I increased their pay to 1% of all sales and still have hundreds of thousands secs.

I need to put the lock back in place. We are going to purchase a ship via my rewritten e036 rules. We will trade the Antelopes for a new ship. When I rewrote e036, I did not anticipate having multiple ships. I made that detail up on a whim. To even things out, Duke will trade his ship in for 60,000 credit on the principal and Emily will sell hers for half of that or 30,000. Used car dealers…

Our choice of ships is the Buffalo Class Heavy Transport. It costs 300,000, which is reduced by 60,000 to 240,000. We pay a reduced interest rate of 600 per week because of the trade. We make that payment now and I do not have another payment until Day 106.

Here is a blank sheet which assumes that the player has two hoppers in the bay.


To soak up more cash, the used Buffalo Heavy Transport doesn’t come with boats, guns, boat guns and has a single hypercharge. We decide to purchase all of them at the dealership, which comes at a premium price. We pay 1,300 for each hopper, 900 for each starship guns, and 1,800 for boats guns (each) plus 3,500 for hypercharges. This planet is Tech Level 10, so all of our stuff is Tech Level 1.

That sets us back 11,500 which is subtracted from Emily’s trade in of 30,000. We made 18,500 today in the trade. Since this wasn’t a “sale” per se, the crew gets nothing off the deal except new digs. We spend the rest of the day transferring cargo from the old ships to the new. The new e036 rules specifically state that we cannot transfer hoppers, guns, or the stasis unit in pilotage. It's a shame, because those guns were sweet. We'll have to upgrade what we have later.

Here is our new "Buffalo as Character Sheet". I have moved all of the cargo to the ship except for the 4 vials of pheromones and crew equipment, which are on each individual's character sheet.

We have 222,360 in cash, have 8 hypercharges and a new ship.  We are wanted on Palatek.

Strictly (Duke) Springer - Day 95 – March 25th.

We manage to roll well and sell the boats (5,400), the extra boat guns (150), the U-bots (300) and purchase hypercharges. Hypercharges set us back 1000. We also buy Ace a PS bot at 600.


We dish out 585 to the crew, pay the 1600 for the hypercharges and the PS-bot. We pocket 3,665 today.

1 Antelope starship with TL-5 Guns. I owe nothing.
1 Hopper with boat guns, TL-3.

Cargo of note:
4 CU Status Unit (e103),
9 Side Arms TL-1
2 TL-4 heavy hand weapons with explosive effects,
5 TL-1 Heavy Hand Weapons,
4 Doses of pheromones (e009) in Duke’s pocket,
and the ship is fueled with 5 hypercharges.

1 Alicorn starship with TL-1 Guns. We owe nothing.
1 Hopper with TL-2 Boat guns,

Cargo of note:
5 Military U-suits (e044)
5 TL-1 Heavy Hand Weapons,
and the ship is fueled with 5 hypercharges.

We have 203,860 in cash and we are wanted on Palatek.

Tuesday, March 24, 2020

Morphing Styles - Emily Revisited

I've been rocking out so much work, my hands hurt. Better than being bored. I've been drawing a lot of inspiration from my wife, Kitty and my daughter, Cat. 

The first image I did over the weekend was actually sparked by a class I'm taking, Children's Lit. It's Prince Philip and Aurora under a tree. After I got my groove on, I started taking requests. That lead to Alice then Ariel. I've been working entirely in ink up to this point. Well, not "entirely", I sketched out the designs in pencil first and then diligently erased the lines.

The final request was from Kitty and was really outside of my comfort zone. It was Marie from Aristocats. I love the artwork in this movie, it's classic 1970's stuff. In many parts of the film you can still see guide and the sketch lines under the colorful animation.

I don't remotely work in this style but decided to give it a shot. I worked with only two pens and 4 colored pencils. I can't say that I am entirely comfortable with the colored pencils, as I am more of a charcoal or ink sort of guy, but I really enjoyed the process.

I don't even own a set of colored pencils, I raided Cat's school supplies for them. I worked until about 2 am last night to get it done and framed.

I have to say, framing up 3 of four pieces of art in as many days feels good. But now I am Disney'ed out. I want to get back to my own favorite subjects.

A few weeks ago, I accidentally closed an open pen in my sketchbook, marring a favorite drawing of a character named Emily. I did have a photo of the sketch which I thought would help recreate it. I was going to throw it on my lightboard and go at it. But I was still feeling adventurous and decided not to redo something that I felt was done. Instead, I set out to create a new pose of Emily, in the classic Rosie the Riveter style. To enhance the retro feel, I replaced her 1980's styled space suit with one from the Mercury missions.

I had thought that this would be another ink job, but as I worked with my daughter's colored pencils in reach, I decided to give them a try. It's missing something, so I know I be reworking her again. But the process was very enjoyable.  





Strictly (Duke) Springer - Day 93 to Day 94 – March 24st.

On Day 92 and 93, we take another two days of RRR for accelerated healing. Everyone is back to full health before we take off at a cost of 225 secs. My primary motive for doing this was resyncing the days to the real date.

I have never been clear on the mechanics of going from planet to planet. I think it takes one move out and one move in for a total of 2 hours. Maybe I’ll change that some day. We land at the spaceport with 8 hours or 8 rolls left.

We don’t manage to sell or buy anything useful today.

1 Antelope starship with TL-5 Guns. I owe nothing.
1 Hopper with boat guns, TL-3.

Cargo of note:
1 Boat guns, TL-2,
4 CU Status Unit (e103),
9 Side Arms TL-1
2 TL-4 heavy hand weapons with explosive effects,
5 TL-1 Heavy Hand Weapons,
4 Doses of pheromones (e009) in Duke’s pocket,
3 U-bots,
and the ship is fueled with 5 hypercharges.

1 Alicorn starship with TL-1 Guns. We owe nothing.
1 Hopper with TL-2 Boat guns,

Cargo of note:
5 Military U-suits (e044)
5 TL-1 Heavy Hand Weapons,
and the ship is fueled with 5 hypercharges.

We have 200,195 in cash and we are wanted on Palatek.