Thursday, March 26, 2020

Review of SM03 Cityguide to the City of Karan

Review of SM03 Cityguide to the City of Karan, available now on DriveThruRPG.



Title:  SM03 The City of Karan
Author: Dunromin University Press (Simon Miles)
Illustrator: Gareth Sleightholme and Simon Miles
Rule Set: OSRIC
Year: 2020
Pages: 70
Number of Players: N/A
Rating: ★★★★★

This book is a gazette style introduction to the City of Karen, the second city of the Land of the Young in the Barnarnia setting. I used the word gazette, but this book is 70 pages long. Each section delivers what the DM needs to walk their players through this excellent and unique setting.

The artwork is a step above Dunromin's normal work, Miles' typical artwork is there but Gareth Sleighthomlme really kicks it up a notch. Core to the product are three maps, one of the Land of the Young and the other two are maps of the City of Karan and the caves below the city. Check out the other books in the series, I just can't get over the art.

Priced a pay what you want, you can't go wrong with this title. I can't wait to check out the rest of the series.

Check out my other reviews from this series:

ORSIC Module Review - SM12 The Trials of a Young Wizard
Dunromin University Press' SM00 A Traveller's Atlas of Dunromin and the Land of the Young Review
OSRIC Module Review - M06 The Warren

The King's Cold, Kobold's Folly Map Set and #TBT

The King's Cold is a magical item owned by the House of Minwan, a tribe of kobolds. It is one of two magical items found by the tribe in the Folly that they now live in. They do not understand the nature or purpose of this torc-like device and it serves as a crown to the kobold king.

King Minwan has observed that the torc will make him unnaturally cold, even on the hottest days on the savanna. This is one power of the device, but isn't it's true purpose. Minwan does not like to wear the torc as a crown due to this property, he is often seen fidgeting with it. On particularly hot days he uses it as a reward, passing it from kobold to kobold so they may gain relief from the heat. This closer to the device's true purpose.

Before the Empire came with it's roads and supply lines, the indigenous half-elves created many of these devices to support their construction efforts. Each crew was 11 workers under a supervisor. The supervisor was identified by his torc, a mark of office. As he gave out assignments, the workers would tap the torc on his arm. This conveyed 4 hours of immunity to the sunburn and proofed them against the heat. When the work was fully completed, the supervisor would often bury his torc as an offering. The kobold's digging in the Folly uncovered the device that is now known as The King's Cold.

There are variants which protect against cold as well as heat.

This item first appeared in The Kobold's Folly, which is a series of maps available on DriveThruRPG.

The Kobold's Folly is one of the first mini-settings I created, initially hand drawn but then spiced up with Worldographer.


These two images comprise the 3rd floor and has a scale of 1" equals 5 feet. The whole set of maps, interior and exterior are in this scale so you can print your own battlemat.



This set of maps are ruleset agnostic, meaning you could use them for D&D just as much as Traveller. 

WTF. Traveller? 

This tribe of Kobolds takes care of horses. They almost worship them and some are quiet special. In my campaign, they have two beasts which are unique to the area and are rarely seen by outsiders. 


Yes, they have mechanical horses. These creatures are not described in the book Kobold's Folly, only here as an addendum to my campaign information to show how adaptable these maps really are. While this is meant to be a low danger setting, it could be cranked up to any level the game master requires. It only takes a little imagination. 

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.