Monday, November 9, 2020

Revisiting Star Smuggler - Session 007a All Over But for the Accounting

We left on at the end of Day 5. On Day 6, the ship is repaired and ready to go. As mentioned before, they want to get back to doing something easier. That cargo run from Palatek to Regari sounds nice. Anything that doesn't involve shooting sounds nice. 


But they have one thing little thing that they can do on Mynkuria, pay off the ship. For a while there, I was tracking the ship's account and 9 different character's funds. That ain't fun, so it ends here. The ship's account is at 292,183 while the characters have an additional 8,820. After paying the ship off, they have 111,003 left. I am just keeping one pool of funds. 

The gang decides to run back to Palatek, via Nipna, Talitar and Imperia. They have no intention of landing anyplace except Palatek Prime, so the trip could take as little as a day. Depending on the dice gods, that is. Infi! 

At Nipna, they roll a 2 for their entry roll. They land in the middle of space battle and jump again before anything bad happens. At Talitar, they get a 3 which means they go undetected. At Imperia, they roll a 1 and drift by a broken down ship. Oddly, they have no chance to interact with it. For Palatek, they score a 3 which gives them a chance to attack a merchant ship with 12 hits. No deal. 

They land on the planet with two hours of daylight. They land at the city uneventfully. It's time to do the gear mamba to make space in the cargo hold. 


They have two hoppers which can hold 20 CU including passengers (it's odd, but the hopper boat guns are bigger than the ship guns). On each hopper, they leave five seats open for crew. They divide the fuel units 8 per hopper. One fuel unit is in the vacuum skimmer. They place 7 life support units in each hopper and one in the skimmer. 

In the cargo bay, they have 9 repair units and a skimmer (10 CU) leaving 41 CU of space for stuff. The remaining u-suits (4 in all), side arms and heavy side arms are scattered in the crew quarters. Since the crew space is 32 CU in all and I only have 9 crew plus their gear, I'll place the repair units there, too. Odd, but efficient. There is now 50 CU in the cargo bay. 

They buy 50 CU of electronics and get ready to go. That costs 3000 secs. They now have 108,003. That ends Day 6. 

On Day 7, they boost for orbit which takes 4 hours to reach the jump point. On arrival, they are ignored and land on the surface at the colony to off load the electronics for a base price of 100. They make 5,000 secs. and buy 50 CU of carvings for 250. 

Day 8 starts by moving the ship to the spaceport. They are out of hypercharges and need to "reload". They make the deal in one hour, but the loading process takes all day. They are down 3000 secs. 

Day 9, they boost for orbit and jump to Palatek. On landing, they offload their goods and take on the next load of electronics. They take in 1500, but end up spending 6000. 

Back to Regari. They get 5000 for the transaction. 

Emily points out that after 3 runs, they only have 110,253. They only made 2,250 but they are also down 1000 secs in fuel costs. This isn't working for them. 1250 of profits would make a starting player, they could pay their 300 interest payment, hire some crew and upgrade equipment fairly quickly, but it would be labor intensive. 

Time for a new plan for a new week. They buy a full load of Gm-bots at the space station plus two hypercharges. It sets them back 6000+1000. And they are off to Imperia. 

On arrival, they get slugged with a meteor in the engineer compartment. Mel and Sarah do their thing and get the ship repaired. Tired and bored and terrified, they call it a day. 

Day two is better. They land at the spaceport with no problem. Their entry roll indicates a roll on the regular spaceport table which is great. They get e037 - Sell GM-Bots and roll a 6 for their multiplier. They just made 100,000 secs. in one run. They have 203,253. 

Emily says, "Gee, we need to go back to Regari." 

The crew cries, "Why on Earth would we do that?"

"We need to buy a ship..." 

Their new ship cost 120,000 secs. Its TL-1, it doesn't have a hopper or guns. They only have one hypercharge, so they outfit both ships with a full load of six. That costs an additional 4000 secs. They have 79,253 left over. 

They spend the rest the week appointing their new ship. They outfit it with a set of Tl-5 guns from the Zephyr and one of the hoppers. They replace the guns on the Zephyr with TL-6 guns. This means the Zypher has 90 CU of storage while the other ship has 60. That sets them back another 3,000. 

They name it the Sirocco. They are joyriding around an empty spaceport lot trying to figure out who's gonna driver her. 

I'll probably rework this design to have guns. I can live with 2 30 CU bays instead of one large 60 CU bay. I like the look of this ship. 


Sunday, November 8, 2020

Episode 005 and 006 - Star Smuggler, Creativity on the Go, Off the Rails, and more.

This is it, another podcast or two. I managed to record two podcast this weekend and I decided to release them both at once. These are much shorter than my normal episode, but not by much. 

In episode 005, I talk about taking creativity on the go, driving and going off the rails. I apologize for the poor quality, this one was an experiment to record while out and about in my car. 

I've also got to work on all those ahs! and ums! but it was worth a try. These 4 segments cover new ideas for on the go, podcasts in general and having your game go off the rails. 




Episode 6 covers Star Smuggler gameplay and design, plus Miledown! a new title I am working on for release on DriveThruRPG. 


Saturday, November 7, 2020

Revisiting Star Smuggler - Session 007a Smuggler's Blues

The crew has a plan. They have 2 CU of Dyna-weed that they need to unload quickly. They have a full load of hypercharges on Imperia, so they can reach any system in the sector. 

This exercise is more than looking at the map. It's about knowing the territory. 


There are 10 planetary systems with 15 planets. Of those 15 planets there are only 6 slums to sell this Dyna-weed. On top of this, each system has a wealth code which creates a ranking of which planets are best to visit. In order of wealth, the planets are: 
  1. Imperia,
  2. Byzantium, 
  3. Mynkuria, 
  4. Uruskop, 
  5. Talitar, 
  6. and Regari. 
A couple of these are contiguous systems, but most are widely separated. The crew has chosen the following flight plan: 
  1. Byzantium (48,000 on the sale) 
  2. Imperia, (160,000 on the sale)
  3. Uruskop, (Next planet)
  4. and Mynkuria (Last planet)
What is cool about Star Smuggler is, the reader is building a story outside of what is written in the events and rules. In this example, Mynkuria will be the last planet visited which will complete the weed smuggler's arc. This circles back to all the problems with Mynkuria Death Squads the party experienced back on Nipna. They are being forced to either reduce their profits or run headlong in the planetary system that has caused them the most pain. 

To get to Uruskop, they need to make a jump series from Imperia to Uruskop. This is totally event-less and takes a day. They make 32,000 secs. on the deal. Although event are ordered randomly by die rolls, the dice do not fail to bring the excitement or build story arcs. 

When the Zephyr jumps into Mynkuria space, the fight is on. They roll e095 which is an attack by a Mynkuria cruiser. The cruiser has 10 hits and TL-6 guns. 

One thing that is lacking is a consistent way to capture ships. In some events, the text indicates that the crew will surrender when their ship is down to one hit. In order to prevent the player from permanently capturing the ships they defeat, the surrendering ship threatens to self destruct. In other cases, like e095, there are no surrender conditions. I'll run this scenario out to show the difficulty in capturing a ship. 

The first round of combat takes place by surprise. Each round of combat in space takes an hour, except for surprise attacks. The attackers used an hour to attack, but the reader or player is experiencing the results that hour of action by surprise. They don't record that hour because they weren't aware of the other ship activities. 

The Zephyr has defensive screens, but due to the energy constrains cannot run with them on all the time. The Mynkurian cruiser blasts them with a series of rolls. 2, 2, 2 are all hits that would have been blocked with the screens. But the crew of the Zephyr didn't have time to turn them on. The score is 10 hits to 12 and we are counting down. 

In the first non-surprise round, the Zephyr raises its screens while the Mynkurian cruiser fires again. The Zephyr takes two more hits, 1 and 1 rolls which also indicates a crucial hit. The Zephyr's comms breakdown. They can no longer call for help or communicate with the hoppers. 

The Zephyr makes a risky hopper launch and the three ships fire back. The results are 2 and 2, a one, a one, and a 1, 2, and 2. Since no one ship scored a pair of ones in their attack, no criticals have been done to the Mynkurian this time. The score is now 10 to 3 hits left, still counting down. 

In the second round, the Mynkurian fires again (they have better guns) and scores no damage thank's to the Zephyr's screens absorbing all of those 2 rolls. Not every gun gets a chance to hit the Mynkurian ship. In one shot, they get a critical hit on the Mynkurian's turret doing two points of damage to the ship, knocking out the gun and killing the gunner plus one more point of damage to the ship. 

There is nothing left but an expanding ball of vapor. 

This shows how deadly combat is and hard it is to knock out a ship with damage via the rules. I've played enough to know that you can do with a critical to pilotage or engineering, but otherwise it is very hard to stop short of total destruction. In fact, the chances of knocking a ship down to just one hit is pretty unlikely. There is a tendency to simply overkill a ship. 

Anyway, back to the problems on the Zephyr. Destruction of the Mynkurian's ship does not make the crew wanted thankfully. The hoppers are recovered and the crew decides to enter the Mynkurian Slums to make their sale, another 48,000. Next, they move on to the spaceport. 

These series of moves were risky. They have two encounters in a heavily damaged ship which could have been two more combats. Luckily, they were sales opportunities which didn't have any effect. They do have a couple of hours to make some rolls, again, none of which have any effect. They don't need what was offered. 

The Mel and Sarah need to patch up the ship which will take 3 days. The crew could sweat out these days in RRR or they could try to replace their hypercharges. Replacing the hypercharges is less risky, but they are on the lookout for those Mynkurian Death Squads. 

The crew gets the required charges on the second day of repair, paying 1500 for the hyper-fuel. It's critical that the crew makes all of those repairs as a jump with a damaged ship can cause a catastrophic failure and kill everyone. A fully repaired and properly maintained ship does not suffer this roll, so it's kind of important. 

This ends day 5 of the week. The crew is counting it's money. They are sitting on 292,183 which is far more than the cost of the Zephyr. 

Resources remaining: 

2 Hoppers TL-1 (TL-6 guns), 17 fuel units, 2 GM-bots at TL-5, 1 vacuum skimmer TL-5 (e153), 3 TL-1 u-suits, 1 TL-6 u-suit, Regen Tank TL-6 (e153), Defense Screens, 4 TL-5 heavy side arms, 4 TL-4 side arms, 9 repair units and 18 life support units. 

Revisiting Star Smuggler - Session 006 Smugglers!

Since this will be a hell week, let's recap what resources the ship has and where. 

The ship's account has 8358 secs. In cargo they have: 

2 Hoppers TL-1 (TL-6 guns), 19 fuel units, 2 GM-bots at TL-5, 1 vacuum skimmer TL-5 (e153), 3 TL-1 u-suits, 1 TL-6 u-suit, Regen Tank TL-6 (e153), Defense Screens, 4 TL-5 heavy side arms, 4 TL-4 side arms and 20 life support units. 

The ship also has 4 point of damage from the space battle they fought. The engineers are screaming for resources, so they drop in to the space station. That takes a couple hours and the crew searches for repair units. The engineers insist on 20 repair units, which costs the ship's account 200 secs. They now have 8158 left. 

The next two days are spent doing repairs. I decided Mel and Sarah can each repair a point of damage per day. The rules don't say you can do this, but they don't preclude it either. 

It's now day 4 and the crew decides to leave for Palatek. It takes 3 hours to get to a safe jump point. 

The entry roll indicates they find a status unit floating in space (e103). They take it on board and make their way to the planet. Since they will be hauling cargo, they want to open the status unit and get it out of the way. This means they want to go to the space station for a 5 CU status unit. 

About the odds. You can buy status units at the spaceport on a roll of 2. There is exactly one way to roll that, or 2.78%. At the space station, stasis units are available on 9. There are many ways to roll a nine, 4 to be exact and that is 11.11% chance or four times as often. On the station, you only get 5 rolls per day but that's half the rolls at four times the chance. 

It takes them 2 days worth of rolls to succeed. 500 secs spent (7658 left).

It was more than worth the effort. They find 4 CU of Dyla-Weed. It has a base price of 16,000 secs in any slum. The downside is, they can only sell one per slum per planet. They'll be rich, if they are willing to deal with the illegal stuff. 

To make this choice, I make each character roll against their cunning. Emily, the medic Drey and Jason want to put it out the airlock, but the rest of the crew pleads with them to keep it. There is a lot of grumbling, but they come around. 

For once, these guys are actual smugglers. 

Day 7, they come up with a plan. They will go to Byzantium then Imperia to make the sales and refuel the hypercharges. 

You know, this won't go smoothly. They make the sale at Byzantium, pocketing 48,000 secs. On the very next jump to Imperia, the ship runs into an meteor which blows a hole in the boat bay and one of the boats. The engineers weep. 

As the crew sets down on the planet, the engineers start repairs while the rest of the crew makes the sale. They make another 160,000 secs. They have also used 2 more repair units, leaving only 14. They also have to refuel the ship which takes another day. 

Since the crew is doing something illegal, they quietly make a payment and tell Duke they are doing cargo runs. Because smugglers never do anything illegal. The ship's account is now at 213,683. None of the crew accept payment at this time because they are trying to hide the fact that they are drug runners. 

Technically, the crew is in a win condition. But I want to see how usable this system is a general RPG, so we'll continue again next week. 

Friday, November 6, 2020

Rough Cut - Beacon Harbour

 I inserted my new longboat like houses and roughed out the walls. The tower evolved a bit but I like it. 

Not bad for a quick map in Worldographer. What I do not like is the sharp lines around the cobbles and dirt areas. I'll have to fix that. I also have an issue where the edges of the boat houses are too light. It gives them a "glow" that I don't like. 


The area has morphed into something living from such a simple pencil drawing. Oddly, I noticed that I accidentally changed the name from Banner Harbour to Beacon Harbour. I kind of like the new name.