Introduction
Introduction to the variant of the Two Hour Wargames Future Tales with a Classic Traveller twist that I am playing solo Classic Traveller published adventures using a spreadsheet. Since Annic Nova (early 2021) I have moved away form this to using 4 Dice PPS SFRPG (link coming soon).
Background
The dead end of detail and story
generation
It was 2012 and I was looking to run
some solo Traveller. I started doing this using MegaTraveller and Rory
Story Cubes and even blogged the first few scenes. I was unhappy
with the amount of work it took to play and lack of a story arc so started
looking at what to do. I latched onto Blake Snyder’s Beat Sheet and Covetous Poet’s Adventure Creator stuff and
over the next 5 years or so developed a spreadsheet to create a story driven
RPG. In 2016 I gave it a go and did about 4 scenes but it was entirely a
story generator – basically the scenes ended up entirely written based on
generated keywords and phrases. I was looking for a more RPG type
experience. I had also collected simple and solo RPG games over these
years and eventually created a spreadsheet to create characters and resolve
events, encounters and tasks. It was based on opposed d6 dice rolls with only a
few modifiers. In 2017 I used it to run the first two scenarios of the
Traveller Kinunir and it worked well but required lots of cut and pasting to
do.
I had also moved on in life from using 1d6 +/-
modifiers to rolling a small number of dice (usually 1 to 4) and adding or
subtracting a few dice to the roll. And the dice were GoalSystem dice so 1-3 =
no successes, 4-5 is one success, 6 is two successes. I kept the opposed dice
roll for tasks with only one to two modifiers. Character creation etc. is
not dice based as it is a spreadsheet so can be randomly generated from
tables. Originally I was going to use it to continue to play Traveller
scenarios but then started creating my own story framework.
RPG-like combat system
I wrote a mashup of Chaos and Cairo and Pulp Alley and played a game in early 2017 solo with the intention of playing more with the children but that never happened. I was intrigued with the plot plots and perils concepts as I used something similar in my RPG framework. I got more into Pulp in general (watching films and reading books) and so looked into Larger than Life as a scenario generator but still more of a minis than game. A good framework but not quite as flexible as I was looking for. I was looking for a framework that I could easily change to minimise combat, preferring to have an non-combat based RPG experience.
Two Hour Wargames
Mid-2018 I then read a friend was
playing Call of Cthulhu and while I know and had read a few of the Cthulhu
Mythos stuff never really dived deeper. So I bought some Cthulhu Mythos
MegaPacks ebooks from Amazon and also bought Two Hour Wargames Lovecraft’s
Revenge which had the a great framework I could easily make less
combat-oriented by using stuff from my Kinunir spreadsheet. So I
continued with the spreadsheet and branched my Excel knowledge in some VBA and
macros and buttons to make running the game easier. I ran a few games
using Lovecraft’s Revenge and it was what I was looking for. I modified and expanded the spreadsheet to
run Larger than Life: Director’s Cut that is the Pulp version that Lovecraft’s
Revenge is based on. Ran a couple of
games and this worked well too. And then
I converted the Larger than Life spreadsheet to include the Future Tales (the SF
version of Larger than Life) elements. And ran a game
and it worked fine. Lastly, I ran a
Classic Traveller adventure with it but realised I needed to make it a little
more Traveller like so added in some Traveller elements and also modified
slightly how character generation worked.
It is still a work in progress but the tweaking is now minor. The advantage of running the adventures in a spreadsheet is I can generative a narrative from the tasks etc. I tweak this all the time to make it more readable!
Characteristics
Player
characteristics are all generally in the range of 2, 3 or 4, indicating the
number of dice rolled for tasks. 2 is poor, 3 is average and 4 is
good. Sometimes a characteristic may be 1 or 5.
Spreadsheet |
CT |
Physical |
Strength |
Agility |
Dexterity |
Mind |
Intelligence
and Education |
Reputation |
Endurance |
Circle |
Social
Standing |
Interaction |
Administration,
Streetwise and/or Leader skill |
Notes:
Reputation
is from Two Hour Wargames (THW) and is the default that all other characteristics
are generated from. Rep is
first assigned and is 2, 3, or 4 (matching THW rep of 3, 4, 5
respectively). By default all the other
attributes are equal to Rep. But a random
roll sees one non-REP attribute become one less and one non-Rep attribute
become one more.
THW Future Tales (and other similar games) have 5 Circles that is your level on influence in the world.
Skills
The
spreadsheet has nine skills that broadly map to the Classic Traveller (Books
1-3) skills.
There is no equivalent to Jack of All Trades and I have not considered Gunnery but if I ever needed it would put it under Crack Shot.
Spreadsheet |
CT |
Brawler |
All Blade
Combat-2 |
Crack
Shot |
All Gun
Combat-2 |
Survival |
Vacc
Suit-2, Forward Observer-2, Tactics-2 |
Technical |
Computer-2,
Electronics-2, Engineering-2 ,Mechanical-2 |
Medical |
Medical-3 |
Vehicle |
all
transport skills-2, Navigation-2 Pilot-2 |
Larceny |
Forgery-2,
Gambling-2 |
Trading |
Steward-2
Bribery-2 |
Investigative |
No
mapping – an alternative to high intelligence |
Due to the way tasks work (roll dice = characteristic +1 die if have the relevant task), characters also normally have high characteristics and so operate as though they have skill level-0 in all other skills. Many NPCs may have lower characteristics and so may be thought as not having skill level-0 in all other skills.
Dice
Each die rolled is read a 1-3 is no successes, 4-5 is one success, 6 is two successes. When rolling one or more dice, count the number of successes.
Tasks
Just about everything is resolved using
tasks. All tasks are opposed dice rolls where the characters roll a
number of dice equal to the Attribute and +1 die if they have the appropriate
skill related to the task (if no skill just use the attribute) and maybe add or
subtract some dice based on the environment (e.g. if wounded subtract a
die). If opposing another character, then that character rolls that
number dice; if opposing something else, roll dice equal to difficulty
level. Add up the difference in successes and I use a variant of the Yes,
Yes but, No, No but to resolve the task:
-2 No or failed badly
-1 No but or failed
0 Yes but and No but often roll again
+1 Yes but or passed
+2 Yes or passed really well
A task is completely resolved as the
task – there is no multiple tasks. For example
shooting at someone both roll dice and check the difference:
-2 shooter is out of the fight
-1 shooter is injured and leaves the
fight
0 shooter is injured; target leaves the
fight
+1 target leaves the fight
+2 target is out of the fight
So far, these are all the tasks in the game (some will be familiar from the THW games):
Task |
Description |
Recruit |
Search
for a recruit for the party |
Talk the Talk |
Interact
with someone |
Question a person of interest |
Question
a person on interest |
Find an Object |
Find an
object |
Solve a puzzle |
Solve a
puzzle |
Obstacle |
One PC
needs to overcome an obstacle (mind) |
Hazard |
Al PCs
need to overcome a physical challenge |
Recovery |
Recover
from injuries |
Shooting |
Shoot |
Melee |
Melee |
Charging |
Charge at
someone (who may shoot if armed and then melee |
Charged |
Shoot at
someone charging at you and then melee |
Barrier |
Once PC
must cross a barrier (agility) |
Trap |
If caught
in a trap, try and escape it |
Trade |
Look for
and buy equipment |
More may be added as future adventures require them.
A special type of task is the challenge. This is the task that needs to be undertaken at the end of the scene and gain a clue. A challenge is rolled for at the start of the scene and will be one of Question a person of interest, Find an Object or sometimes Solve a puzzle. If the task is successful, you gain a clue. (this maps onto the scene challenge in the THW Larger than Life).
Running adventures
Larger than Life type games
For Larger than Life type games with a
story arc the games narrative runs very similar to Larger than Lifeor Future Tales and is
quite simple:
- Game starts with an Opening scene where you determine the story
goal and the number of clues to accomplish.
- Each scene you process a number of PEFs. Once through the
PEFs you perform a challenge and get a clue if successful.
- If you go through a certain number of scenes without getting a clue
the game ends.
- If you go get the required number of clues, you go to a final scene
where you confront the Big Bad and his minions.
PEFs – Potential Enemy Forces. These are resolved as either nothing or something. The something is usually an interaction with NPCs, but could be a hazard, obstacle or barrier to overcome.
Clues – at the beginning of the game you determine how many clues you need to complete before doing a final scene.
Scenes – Scenes are similar to story scenes. A scene has an objective and a number of PEFs to go through depending on the location of the scene. The objective is completed by a challenge (usually against a person but could be solving a puzzle or finding an item). Completing a successful challenge gives you a clue.
Classic Traveller
For running Classic Traveller
adventures it works a little differently.
I run these two ways. If there is
an obvious end goal then I run it similar to a Larger than Life game with “clues”
being successful scenes getting you closer to the end scene. Kinunir scenarios ran like this, as did
Research Station Gamma.
If there is not an obvious end goal and it is more a “dungeon crawl” such as Shadows (although shutting off the power could be construed as a goal but I found it was too nebulous and so did not run it that way) or Annic Nova, then I simply run some scenes as above and ignore clues. I decide how many PEFs occur per scene (usually 1 or 2 depending on the adventure with one PEF always occurring). Note that some adventures require some PEFS to actually occur such as avoiding a rock fall or being attacked by animals. I run these as a PEF that resolves into a task.
How do injuries work in your system? Do they go away at the end of a scene? Do some persist and if so how is that handle? Would those be tracked as a dice penalty to a characteristic?
ReplyDeleteThe result of combat is nothing, out of fight or an injury. An injury is -1 to all tasks. If you get another injury it is -2. If injuries cause reputation to go to 0 then I just ignore any more injuries.
DeleteAt the end of a scene, I roll to see if the party have time to rest and recover. On a d6=1 they don't and carry injuries to the next scene (and any out of fight are still unconscious).
If you can rest and recover, roll a recovery task (against original Fortitude level) for each team member. If you fail, you are out of the fight and leave the game. If pass by 1 you are still injured, if you pass by 2, you are healed and remove injuries.
So they can persist but not permanently - eventually you are going to either leave the game or fully recover.
Ahh, awesome - thanks for the follow-up. I really like how you've distilled a few systems I enjoy playing down to a very lean solo engine. I've been inspired by your write-up here to try and whittle my various toolkits down to something with a more unified feel a bit less bookkeeping. Sometimes I just use Zozer's SOLO which is almost no bookkeeping at all but some days I do want to add some more tactical play at the encounter level. While I also quite like 5150 No Limits there's still a tremendous amount of page flipping I find to generate all the encounters & setups (while they share some similar rolls, there are often a bunch of nuanced sub-rules for each encounter that slightly tweaks things and I can't keep them in my head.) Finally, I like success counting dice pools as you have... purely the aesthetics of it.
DeleteThanks Shawn. I am with you. I find the exceptions and slight differences hard to keep track of. I am also whittling down the engine above as I write. My aim a few years ago was to be able to run the whole thing off two A4 pages but thought that was impossible. But my latest iteration may get down to three :-) It is much the same as what is in the above post but with one BIG change. Characteristics and Skills are combined. Yep. A character now has 5 attributes - Fortitude, Survival, Technical, Interaction and Combat. With three levels in each - poor, OK, great. The rest is much the same. I find when playing solo I don't actually require a lot of detail for the characters - just the main differences between each character. I have a plan on how to make more detailed combat encounters if I want to do so (I do have some pulp skirmish rules I wrote and played a few times a while ago that would dovetail in with minor changes) but have not felt the need (yet).
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DeleteAgain, sounds like we are on the same page. While I enjoy doing the full Traveller character lifepath by the time I get the characters to the solo table, I don't really need the level of mechanical character sheet detail that I end up with. The sketch of their backstory, their UPP, and maybe any like Skill-3+ is plenty to start playing a game with. Now the process of creating the crew is really informative because I infer a lot of details about the setting from the what happened in character creation (a lot of near-death survival rolls vs. coasting through a career tells me plenty.)
Anyway, I'm looking forward to your next iteration!
I am in the process of actually writing up the entire rules - before I had this summary blog post and the rest was buried in Excel formulas and lookup tables. I will send you a copy when done. At the moment is runs like Larger Than Life (each scene is a number of PEFs then a task to get the clue) but by increasing the types of scenes it can be run just like No Limits (just add in Raid, Find, Robbery etc as scene types to extend the three Question a person, find an Object and solve a puzzle (that last one from Lovecraft's Revenge)). Then add in increasing/decreasing rep rather than clues. I want to do that. But not right now. Although I am tempted. I am thinking it may help with running the CT Traveller adventures by having a variety of scene types to choose from. Maybe.
DeleteThat would be great, happy to playtest your rules if another perspective will help. You can email me at first name @ last name .net if you've got anything you want to pass along. (Excuse the primitive spam avoidance attempt)
DeleteSure. I am writing it between other things so it is being written in fits and starts. At this rate it is a few weeks away. While I am likely to convert it to run entirely in a spreadsheet, I have this dream of playing it out using some 20mm figures on a simple board and taking a picture for each of the tasks. And maybe even do it comic-style! (I have done the latter for some of WW2 skirmish games so not hard). A dream that is likely to crash when I hit the reality of finding the time :-(
DeleteHaha, I hear you. I've got three school aged kids and I work from home. Well, now everyone works from home and my free-time since March 2020 has gone way down. Still, gotta find sometime for fun otherwise we'll lose our minds.
DeleteDid you ever publish your game spreadsheets anywhere? I looked one time but it seemed like they weren't shared with the public. Cool stuff though. I run a lot of my games in a text editor that has a JavaScript extension framework - so I have ... 100s of random tables, text macros, and mechanics coded up so that I don't have to refer back to the ol'books so much when I'm playing a game from my phone, tablet, or computer (same text editor runs and syncs across all three devices.) I did code up some of THW stuff like 5150 No Limits PEF generation to a point... but as I started to work through all of the rules for professions, races, reps, etc there were a lot of exceptions to the "normal rules." Still, I can generate a fairly reasonable looking PEF set with the leader, supporting NPCs, their races, professions, reps, and weapons.
Yep, 2 school kids here and also working from home since March with free time down. Gaming mojo also going through a phase of being down (but on the way up again).
DeleteI did not publish the spreadsheets as a) they are ugly as in hanging together with lots of assumptions on how it works and b) has a lot of the rules/tables embedded and so likely infringe copyright. The first version implemented Lovecraft's Revenge quite well (except combat), the second did a good job on Future Tales. As you have found out, coding/scripting stuff makes you realise how many exceptions there are! It has deviated since though and I do have a hundred tables to generate stuff as well!
The version I am working on is aimed to ruthlessly eliminate exceptions where I can.
Nagging question again! :-) What are the difficulty levels you generally use? I assume they are on a scale of 1-5 like the characteristics - with 2 or 3 being the most common?
ReplyDeleteI had a look at the spreadsheet and I have difficulty levels are: roll a 1d6, a 1 is level 1, 2-5 is a 2 and a 6 is a 3. But I think this is a hangover from when attributes were lower levels (1-3 not 2-4) and so should be 1d6 with 1=2, 2-5=3,, 6=4.
DeleteOh! And when rolling against an unopposed difficulty (rather than a NPC) does it still work out like number of dice rolled = (difficulty + 1 die) like a skill roll or do you just roll the difficulty target as the number of dice without adding a base +1? (Ex: Difficulty of picking the lock is a 2. Dice rolled is 2 or 3?)
ReplyDeleteJust he difficulty number., so in your example picking the lock is 2 dice.
DeleteI should note I have rewritten the rules entirely and have combined attribute and skills and gone back to a 1d6. I will email you the document. I vacillate between 1d6 and multiple dice (I started this journey in 2012 with a 1d6 system). It would not be hard to convert the task system back to multiple dice.
Hahaha, that's fine! Thanks for taking the time to answer silly questions.
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