Sunday, February 16, 2020

Classic Traveller Adventure 02 Research Station Gamma with (mostly) THW Future Tales


Introduction
I am back to running the Classic Traveller adventures. I have previously done Kinunir's four scenarios but got side tracked.  I am using my Two Hour Wargames Future Tales  based rules and a spreadsheet to run the games and generate the narrative.  But it is more Traveller based than previously. I have added some dialogue and deleted some content from the generated narrative but otherwise have barely changed the spreadsheet’s output.

Chapter 1 - What's next?
The story begins on Vanejen during the late hours on 300-1106 with the team in the Plantation located in the Settlements area of the rural zone.  The team leader is Ta-ebte with the other members being Sariah Huffman, Douglas Larson and Aweil. The starting tension is low.

Ta-ebte is a calm Bwap male scientist from lnthe with average characteristics. Attributes are Crack Shot Brawler. They are armed with a laser pistol.

Sariah Huffman is an appreciative human female manufacturing worker from Dinornn with average characteristics. Attributes are Medical Investigative. They are armed with a knife.

Douglas Larson is a disagreeable human male hospitality worker from Knorbes with average characteristics. They are armed with a laser pistol and a knife.

Aweil is an agreeable Aslan male soldier from Vanejen with higher than average characteristics. Attributes are Brawler. They are armed with a big slug pistol and power claw.

Vanejen is an Imperial planet located in the Spinward Marches in the backwater cluster in the Rylanor subsector. It is a normal sized world with a breathable atmosphere, some water and is at a agreeable temperature. The tech level is similar to 17th-19th C, population is average and the law level has low restrictions. The government is based on monarchy with a socialist society and a rich economy based on agriculture and industry. It has fuel and repair facilities and no military bases.

In a bar the group listen to Chiree, a Chirpie, about how he has escaped from a prison by jumping into its surrounding icy waters. Some of his nest-mates are still there with terrible experiments planned for them. The team need to rescue the nest-mates. Chiree joins the party.

This is the introduction to the adventure.  The last paragraph above is a summary from the  adventure book.
PCs are randomly generated.  I do have a conversion formula to map the characters and skills back into Classic Traveller (Books 1-3):

Ta-ebte, Scientist 6A8888 Cr2000
Brawling-2 Blade Combat-2 Gun Combat-2. laser pistol

Sariah Huffman, Manufacturing Worker A68886 Cr1000
Medical-3 Administration-2. knife

Douglas Larson, Hospitality worker 8A8886 Cr5000.
laser pistol, knife

Aweil, Soldier A8ADD8 Cr2000
Brawling-2 Blade Combat-2. big slug pistol, power claw cloth

This is useful for mapping adventure characters and tasks into spreadsheet tasks.

Chapter 2 - Find an Object - location of prison
The band of travellers need to find an object - location of the prison. To do this the travellers need to travel to the rural settlements area. Inwardly, the team have no misgivings about the task. Prior to considering this challenge, it seems the band may need to weather a lot of possible difficulties along the way.

It is evening in the settlement's loading docks. No one is around but it is not surprising considering the lack of anything around here of note. In these whereabouts a problem crops up for the group. The group come across four people that they have seen before in the bar. The leader is Ailorl, a disagreeable Aslan police officer.  The band have authorities interfering with progress and converse.  The authorities are looking for a group with a Chirpie. Ta-ebte seeks to settle the issue with higher than average know-how. Ta-ebte ends up in non-committal small talk as Chiree cannot be seen with them.

During the daytime in the Park the journeyers skirt a complication.

It is evening in the settlement's street. The lights flicker as though poorly maintained and act as a comment on the current state of society. While in this location trouble occurs for the party. The travellers cross with six people. The leader is Jamison Cummings, an introverted male human smuggler. They note that Jamison has weird teeth.

The travellers are believed to be stalked or hunted by Jamison’s band and chat. Ta-ebte endeavours to settle the matter with high expertise. Ta-ebte becomes friends and gain information that will assist with the next task.

It is early hours in the settlement's offices. The hustle and bustle of urban life is most obvious all around with movement of people, robots and vehicles. Aweil is drumming their fingers. Finally the party are ready for the undertaking to find the location of the prison. The band of travellers uncover the location.

Two things covered here – the adventure suggests a meeting with authorities looking for Chiree, and also implied is that part of the adventure is also finding out where the research station actually is. I considered adding in t rumours as per the book but elected not too as it would not significantly benefit the story as I am running it.

Chapter 3 - Question a person of interest about acquiring transport
To come closer to the goal involves the band of travellers to acquire transport. To do this the crew need to travel to the rural light industrial area. The team are mentally well rested. Ahead of the challenge, it seems the band may need to weather a few possible difficulties along the way.
It is early hours in the light industrial's warehouse. The large warehouses go on and on.  Never-ending and soulless. While in this location a difficulty arises to deal with.

The band of travellers are confined by tight spaces while navigating the warehouses. Ta-ebte seeks to settle the issue with higher than average capability. Ta-ebte could not get past the barrier and is wounded.

It is daytime in the light industrial's street. Bulk carrier vehicles are in abundance taking and receiving loads. Douglas is chewing something. The team are now able to brave the test to question a person of interest about acquiring transport. The group see one person that they have met before. The leader is Ia, a calm male Aslan mercenary. It stands out amongst the rest in that Ia has visible battle scars. Sariah Huffman is haggling with Ia. Sariah attempts for a favourable outcome with average proficiency.  Sariah successfully negotiates the exchange.

The team have a submersible!

Once knowing where to go, the team need to acquire transport, the best is submersible and the lessor choice would be by air.  If they scored well, they got a submersible, not so well aircraft.

Chapter 4 - Find the nest-mates
To fulfilling the goal requires the party to find the nest-mates. To do this the team need to travel to the barren coastal area. The team arrive uneventfully at the station in the Barren area via submersible. The pressure to complete is starting to weigh the team down. Before facing this challenge, it seems the gang may need to overcome several possible complications along the way.
It is daytime in the station's entrance.  On this occasion a problem crops up for the team.  They need to get into the station. Ta-ebte could not beat the hazard. Sariah overcomes the hazard. failed to endure the hazard. Aweil could not beat the hazard.  Chiree could not beat the hazard. The group are in the station, albeit mostly wounded.

It is daytime in the stations offices and labs.  Sariah is biting their fingernails. The band are ready for the test to see if they can solve the puzzle of what is being researched. The party struggle to fathom the puzzle. Ta-ebte attempts to resolve the task with low ability. Ta-ebte solves the puzzle (!) and gains an understanding of what is the purpose of Research Station Gamma.

The travellers chance on one security robot, Iqip. A confrontation occurs. They open fire at the security robot who fires back at them all. Ta-ebte confronts Iqip and disables it. Sariah Huffman also faced Iqip. Sariah is injured. Douglas is hit badly, is out of the fight and is dead. Aweil versus Iqip but both miss. The robot, believing it job done, elects to leave the fight.

It is now early hours in the stations' vault room.  Sariah is tapping their fingers. At last the party are ready for the undertaking to open the vault. The group seek to open the vault. Aweil endeavours to settle the matter with higher than average talent. Aweil manages to easily solve the puzzle and the vault opens - Cr123,000 is discovered inside!

The team attempts to bypass the robots so they can continue. Aweil leads the way and is successful but is wounded in the process.

It is late hours in one of the globes and the group steer clear of a complication that could have arose with an animal in the fog in one of the globes.

The band of travellers come upon five people in a globe. The leader is Quinton Steele, a closed-minded male human labourer. Ta-ebte tackles discussion with determination with higher than average ability. Ta-ebte ends up in non-committal small talk.  The party leave the globe open and move on.
It is late hours in the station globe area.  Ta-ebte is getting animated while making a point. At last the group are now able to brave the test to find the nest-mates. The group uncover the globe with the nest mates.

The band find time to rest and recuperate. There are medical skills to help. Ta-ebte needs to recover and is now all fine.  Sariah Huffman needs to recover but is badly injured and is no longer able to continue with the team.  Sarah is dropped off at the settlement to recover.  Aweil needs to recover and is now all fine.  Chiree needs to recover and remains carrying an injury.

This chapter covers getting into the station and the various encounters.  It is a bit like a dungeon crawl so just selected the “rooms”/globes of interest and did a task for each.  And there is a possibility of robot encounters and the party managed to get one of those.  They never encountered the professor.  I did not list the research being conducted – you will need to read the adventure for that.

 Chapter 5 - Question a person of interest about returning neat-mates
To achieving the whole purpose calls for the gang to question a person of interest about returning nest-mates. To do this the party need to travel to the rural rough area.

While travelling between areas, the team are accosted by a single military enemy, Danna Larson, a thoughtless female human thief. It was not obvious at first, but Danna has a complete lack of hair. A confrontation occurs. Danna’s idea is to intimidate, not kill. They shoot as they are rushed by Danna
Ta-ebte goes up against Danna Larson. Ta-ebte is out of the fight. Aweil deals with Danna Larson. Aweil has a extremely high savvy and is armed with a big slug pistol. Danna falls in a heap to the ground and out of the fight. Ta-ebte recovers and the team quit the fight.

It is daytime by the Rough's Lake.  Ta-ebte is talking slowly due to his injuries. At last the group are ready for the challenge to question a person of interest about returning nest-mates.

The team contact Dhale, a thoughtful male Chirpie tribesperson. Aweil interviews Dhale. Aweil gives it their best shot with their high talent. Aweil successfully obtains some information from Dhale. Aweil is presented with a gold coin with a human on it.

This covers leaving the station and returning Chiree and the nest mates to their village.  The party did not successfully get all coins, just the one.

Verdict
Running the adventure in the spreadsheet worked out mostly well. I am happy with how it managed to run with Research Station Gamma.  I have modified some of the generated output to be a little more random.  Next up is Twilight’s Peak.  I considered Shadows/Annic Nova next but let us go into the deep end – Twilight’s Peak is different to Research Station Gamma and Kinunir in how it is laid out to play.  I will play a few more adventures before I tackle the one I am completely unfamiliar with – The Traveller Adventure.

Sunday, February 9, 2020

Two Hour Wargames Future Tales game with generated narrative


Introduction
I was slowly running through a solo game of Future Tales set in the Classic Traveller universe.  I was not content with how it flowed – always room for improvement.  So I redid the spreadsheet to flow better, not as much work as I thought.  I changed the stats so they were more classic traveller. I also improved the generated narrative a little bit.  Below is the (mostly) unedited narrative from the spreadsheet.  The only thing I had to do was add in the chapter heading descriptions, correct some spelling mistakes and the occasional extra comma in lists, and the rare extra full stop.

From this, I have changed the narrative generated to be more variable, particularly around tasks but also some other repetitive phrases as well.

This post is more a placemat on the first of the generated narrative so I can be ready to run a Classic Traveller adventure.  As narrative goes, it is still not great but at least it shows all the tasks performed in the game.

Chapter 1 - A direction is sought

The story begins on Regina during the evening on June 1105 with the team in the Square located in the Commercial area of the urban area.  The team leader is Holly Davies with the other members being Cindy Morrison and Kyson Alvarado. The starting tension is low.

Holly Davies is a agreeable human female manufacturing worker from Zivije with high characteristics. Attributes are Investigative and Larceny. They are armed with a laser pistol.
Cindy Morrison is a closed-minded human female artist from Keanou with average characteristics. Attributes are Larceny and Technical.

Kyson Alvarado is a neurotic human male combat officer from Regina with a average characteristics. Attributes are Crack Shot. They are armed with a submachine gun. They are armed with a knife.

Regina is a Imperial planet located in the Spinward Marches and a subsector capital. It is a normal sized world with a breathable atmosphere, some water and is at an agreeable temperature. The tech level is similar to 21stC, population is average and the law level allows highly restrictive measures. The government is based on bureaucracy with a corporate society and a rich economy based on agriculture and industry. It has fuel, repair and ship building facilities and military bases. A notable feature is its strange geology.

The team need to recover an object, specifically incriminating government secrets. To achieve this requires around five clues and may take up to nine scenes to complete.

Chapter 2 – A puzzle to solve

To get nearer to fulfilling the mission necessitates the team to solve a puzzle concerning the things out of place. To do this the team need to travel to the space command area. They will need to travel through three areas prior to leaving their current Urban region. The team arrive at the Space area via medium space transport.

There is no nervousness within the team. Prior to considering the challenge, it seems the team may need to overcome a fair amount of possible complications along the way. To get to the command area they will need to travel through five areas from their current location.

While travelling between areas, the team confront gangers. They encounter four people. The leader is Branson Carson, an introverted male human ganger. Branson has very attractive features.

They attempt to fire as the opponents charge at them.

Holly Davies goes up against Branson Carson. Holly has an average ability and is armed with a laser pistol. Branson has an average proficiency and is fighting with a knife. Holly is injured and left the fight.  Cindy Morrison contends with Peyton Lucas. Cindy has an average ability and is fighting unarmed. Peyton has an average talent and is fighting unarmed. Cindy is injured; target has left the fight. Kyson Alvarado deals with Uriel Jimenez. Kyson has an extremely high capability and is armed with a submachine gun. Uriel has an extremely high capability and is fighting unarmed. Kyson is injured; target has left the fight.

The team quit the fight. The opposition also determine to depart.

During the late hours in the Eatery the team dodge a complication.

It is evening in the command's work area.  It is here potential strife emerges for the team. They encounter three people. The leader is Webwe, a disagreeable female Bwap patron. Webwe has visible battle scars.

The team have competition and have come across others doing the same and enter into discussions. Holly Davies confronts Webwe. Holly endeavours to carry out the task with fairly low know-how. Webwe gives it a try with fairly low talent. Holly ends up in small talk and nothing untoward occurs.

During the daytime in the Work area the team duck a complication.

It is late hours in the Command's Cargo area.  Kyson is walking with a limp. The team are now able to brave the test to solve a puzzle concerning the things out of place. They try to figure out the puzzle. Holly aims to complete the job with average proficiency. Holly solves the puzzle and gains one clue.

There is no time for the team to recover.        

Chapter 3 – Injuries!

To advance towards doing the mission necessitates the team to question a person of interest about hired thugs. To do this the team need to travel to the rural light industrial area. They will need to travel through five areas prior to leaving their current Space locale. The team arrive at the Rural area via medium space transport.

The team feel no strain. Looking at what is required to perform the challenge, it seems the team may need to overcome several possible complications along the way. To get to the light industrial area they will need to travel through three areas from their current location.

While travelling between areas, the team are challenged by someone with a grudge. They encounter three people. The leader is Paisley Reeves, a disagreeable female human dealer. In what is somewhat of a surprise, Paisley has an obvious cleanliness fetish.

They fire as the foe attempts to grapple. Holly Davies contends with Paisley Reeves. Holly has average expertise and is armed with a laser pistol. Paisley has average savvy and is fighting unarmed. Holly is injured and left the fight. Cindy Morrison takes on Elyse Lang. Cindy has a very low talent and is fighting unarmed. Elyse has a very low capability and is fighting unarmed. Cindy is injured; target has left the fight. Kyson Alvarado versus Mckenzie Gamble. Kyson has a very high know-how and is armed with a submachine gun. Mckenzie has a very high expertise and is fighting unarmed. Kyson is injured; target has left the fight.

The team maintain the combat. The opposition believe it would be better to leave.

All team members are badly injured from this and the last confrontation.  They decide to abandon looking for the clue and take time to recover. The team find time to rest and recuperate. Holly Davies needs to recover and is now all fine.  Cindy Morrison needs to recover and is now all fine.  Kyson Alvarado needs to recover and is no longer able to continue with the team.

The team attempt to find recruits to join them and two candidate(s) are located. They encounter two people. The leader is Byron Casey, a calm male human teacher. It is distinctive that Byron has a heavily tattooed body.

Holly Davies attempts to recruit Byron Casey. Holly attempts to resolve the task with average proficiency. Holly is successful and the candidate may join the team. Byron Casey is a calm human male teacher from Treece with average characteristics. Attributes are Crack Shot.

The team are looking to procure some equipment.  In the time used to search, no equipment can be found for sale.

Chapter 4 – They find a person with information

To get closer to attaining the objective commits the team to question a person of interest about nervous behaviour. To do this the team need to travel to the urban commercial area. They will need to travel through three areas prior to leaving their current Rural region. The team arrive at the Urban locale via medium space transport.

Ahead of the challenge, it seems the team may need to overcome a fair amount of possible complications along the way. To get to the commercial area they will need to travel through three areas from their current location.

During the evening in the Bar the team avoid a complication.

During the late hours in the Shops the team skirt a complication .

It is late hours in the commercial's shops. Flashing lights provide some distraction from the quiet. It is here the team hit a snag. They encounter three people. The leader is William Rios, a thoughtful male human trader.

The team are subject to an attempted kidnapping and attempt to talk their way out. Holly Davies engages William Rios. Holly endeavours to settle the matter with higher than average savvy. William attempts the task at hand with higher than average capability. Holly ends up in small talk and nothing untoward occurs.

It is daytime in the commercial's shops. People are coming and going with self-determined purpose. It is here trouble occurs for the team. They encounter two people. It is the main villain with minions. The leader is Cindy Morrison, a closed-minded female human plutocrat. The team notice that Cindy has baldness.

They get into a firefight. Holly Davies against Cindy Morrison. Holly has a higher than average ability and is armed with a laser pistol. Cindy has a higher than average proficiency and is armed with a laser pistol. Holly’s target has left the fight. Cindy Morrison deals with Victor Bass. Cindy has an average proficiency and is fighting unarmed. Victor has an average proficiency and is fighting unarmed. Cindy is injured and left the fight.

The team believe it would be better to leave. The opposition also resolve to quit.

It is late hours in the Commercial's Shops. Flashing lights provide some distraction from the quiet. Holly is speaking but clearing their throat when pausing. The team are all set to undertake to question a person of interest about nervous behaviour. They encounter one person. The leader is Gino Peterson, an extroverted male human academic. The team nearly did a double take.  They could not help but notice that Gino has ragged clothing.

They seek information from the person. Holly Davies deals with Gino Peterson. Holly looks to conclude the task with higher than average savvy. Gino attempts for a favourable outcome with higher than average ability. Holly has a fully co-operative person that provides valuable information.

The team find time to rest and recuperate.  Cindy Morrison needs to recover and is now all fine.  Byron Casey needs to recover and remains carrying an injury.

The team are looking to procure some equipment. There is the possibility of equipment being available to acquire. Equipment acquired by team members: slug pistol, knife.

Chapter 5 – The old stories are true

To progress towards doing the whole purpose necessitates the team to question a person of interest about old stories/legends. To do this the team need to travel to the urban residential area.

The pressure to complete is starting to weigh the team down. Before facing the challenge, it seems the team may need to overcome a fair amount of possible complications along the way.

It is daytime in the residential's suburbs. The sameness of the dwellings in is unnerving.  The tallness of apartment blocks casts long shadows across the roadways. It is here a trial to contend with appears. They encounter one person. The leader is Camren Mitchell, a agreeable male human service worker. They note that Camren has weird teeth.

The team have competition and come across others doing the same and start talking. Holly Davies takes on Camren Mitchell. Holly gives it their best shot with higher than average talent. Camren gives it a try with higher than average capability. Holly and Camren become friends.

It is evening in the residential's park. Too little lighting causes the area to seem more menacing than it should be. It is here a dilemma arises. The team are affected by hearing trouble. Holly aims to complete the job with higher than average expertise. . Holly has failed to overcome the hazard. Cindy tackles the task at hand with average know-how. . Cindy has failed to overcome the hazard. Byron attempts to resolve the task with very low proficiency. . Byron has failed to overcome the hazard. They are all injured.

During the late hours in the Apartments the team skip an issue. It is late hours in the Residential's Warehouse. The sameness of the dwellings in unnerving.  The tallness of apartment blocks casts long shadows across the roadways. Cindy is walking with a limp. The team are ready for the undertaking to question a person of interest about old stories/legends.

They encounter one person that they have met before. The leader is Imani Hanna, a appreciative female human senior bureaucrat. The team notice that Imani has a deep voice.

They interview the person of interest. Holly Davies against Imani Hanna. Holly looks to conclude the task with average talent. Imani undertakes to achieve success with average talent. Holly successfully obtains information from the person.

The team find time to rest and recuperate. Holly Davies needs to recover and is now all fine.  Cindy Morrison needs to recover and is now all fine.  Byron Casey needs to recover and is now all fine.

Chapter 6 – Records

To draw nearer to attaining the whole purpose necessitates the team to find an object -  records of  a visit. To do this the team need to travel to the urban residential area.

The team’s nerves are beginning to unravel. In advance of doing the challenge, it seems the team may need to overcome a fair amount of possible complications along the way.

It is daytime in the residential's construction site. Many children are out playing. It is here a difficulty arises to deal with. They encounter two people. The leader is Vicente Caldwell, a neurotic male human reporter. The team notice that Vicente has is softly spoken.

The team are subject to an attempted kidnapping and start talking. Holly Davies contends with Vicente Caldwell. Holly looks to conclude the task with average talent. Vicente aims to complete the job with average know-how. Holly is not convincing and a confrontation occurs. They get into a firefight.

Holly Davies engages Vicente Caldwell. Holly has a higher than average proficiency and is armed with a laser pistol. Vicente has a higher than average know-how and is armed with a shotgun. Holly target has left the fight. Cindy Morrison takes on Belen Boyd. Cindy has a higher than average savvy and is fighting with a knife. Belen has a higher than average capability and is fighting unarmed. Cindy target is out of the fight. Byron Casey takes on Vicente Caldwell. Byron has a average know-how and is armed with a slug pistol. Vicente has a average savvy and is armed with a shotgun. Byron is injured; target has left the fight.

The team leave the fight. The opposition quit the combat.

It is daytime in the residential's shops. Many children are out playing. It is here a problem crops up for the team. They encounter three people. The leader is Dominik Phelps, a thoughtless male human diplomat. It is distinctive that Dominik has ragged clothing.

The team are mistaken for a different identity and converse. Holly Davies contends with Dominik Phelps. Holly undertakes to achieve success with average talent. Dominik undertakes to achieve success with average capability. Holly ends up in small talk and nothing untoward occurs.

It is early hours in the Residential's Offices. Many children are out playing. Byron is making constant references to popular culture. At last the team are ready for the challenge to find an object - records of a visit. They uncover the object. Holly endeavours to carry out the task with high savvy. Holly finds the object and gains one clue. The team find time to rest and recuperate.   Byron Casey needs to recover and is now all fine.      

Chapter 7 – The final scene

At last the team have solved enough clues to recover an object - incriminating government secrets. To do this the team need to travel to the urban spaceport area.

The pressure to complete the task is intensifying. Ahead of the challenge, it seems the team may need to overcome a fair amount of possible complications along the way.

During the daytime in the check-in the team steer clear of a dilemma.

During the late hours in the Vehicle bay the team skirt a confrontation.

It is late hours in the spaceport's shops. It is unnaturally quiet. It is here the team hit a snag. They encounter four people. It is the villain's minions. The leader is Sierra Phillips, a thoughtful female human bounty hunter. It is unusual but the team cannot help but notice that Sierra has strong perfume.

They open fire. Holly Davies deals with Sierra Phillips. Holly has an average talent and is armed with a laser pistol. Sierra has a average ability and is armed with a slug pistol. Holly target has left the fight. Cindy Morrison contends with Loegath. Cindy has an average know-how and is fighting with a knife. Loegath has a average talent and is fighting unarmed. Cindy is injured; target has left the fight. Byron Casey meets F-a-aar. Byron has a very low expertise and is armed with a slug pistol. F-a-aar has a very low expertise and is fighting unarmed. Byron is injured; target has left the fight.

The team quit the combat. The opposition decide to leave the fight.

It is early hours in the Spaceport's Shops. The light is quite bright for this time of the day.  It makes the normally constrictive walkways seem quite open. Byron is humming to themselves. Finally the team are primed to undertake to recover an object - incriminating government secrets. The villain has the object in his possession.  The objective is to capture the villain.

They encounter one person. It is the main villain. The leader is Cindy Morrison, a closed-minded female human plutocrat.

They open fire. Holly Davies meets Cindy Morrison. Holly has a higher than average proficiency and is armed with a laser pistol. Cindy has a higher than average proficiency and is armed with a laser pistol. Holly is injured; target has left the fight. Cindy Morrison confronts Cindy Morrison. Cindy has a higher than average savvy and is fighting with a knife. Cindy has a higher than average savvy and is armed with a laser pistol. Cindy is injured; target has left the fight. Byron Casey engages Cindy Morrison. Byron has a average expertise and is armed with a slug pistol. Cindy has an average talent and is armed with a laser pistol. Byron is injured and left the fight.

The team elect to stay in the fight. The opposition decide to leave the fight.

The villain, Cindy, has escaped with the incriminating government secrets.  The team has failed in their task to recover them and will need to face the consequences of the failure.

Verdict
That was a load of fun, and the first time in playing all of these THW rules I have actually made it to the final scene, although I still failed at the objective!.  It flows much better and while there is room for improvement in the narrative, it is getting better.  I think the spreadsheet is at the stage where I can run through Research Station Gamma next - the whole idea of the spreadsheet was to run through Classic Traveller adventures.