Introduction
I play through a short adventure using the Two Hour Wargames Larger Than Life: Director’s Cut. I made some minor changes to the rules mostly in streamlining combat.
Background
Years ago, when I was looking for options to play solo RPG and purchased Larger than Life but seemed to be combat oriented, something I was not looking for. I later bought the second edition (Director’s Cut) that streamlined all the mechanics but I was by then focused on creating my own RPG that /I could run in spreadsheet. Fast forward to 2018 and I buy Lovecraft’s Revenge that is a Cthulhu based version on Larger than Life with simpler generator tables. I incorporated aversion of the Lovecraft’s Revenge story workflow into my own solo RPG rules and played a few games with it, the first published at this previous blog post.
I subsequently revised the spreadsheet for SF and played the four adventures in the Classic Traveller Adventure 01 Kinunir, also all blogged: Scrap Heap, Hunting Expedition, The Gash, The Lost Ship.
I started playing Classic Traveller Adventure 02 Research Station Gamma and then the MeWe Solo RPG group created an event for May to try something new. One thing I struggled with my solo RPG was converting generic task results for the different skill-related tasks into some more meaningful. Larger than Life has half a dozen tasks with decent different results for each one. And I had always wanted to play Larger than Life closer to what was written. And I had ideas on how to speed up using the spreadsheet that would be hard to retrofit into the existing one. So I created a new spreadsheet from scratch to play Larger than Life and played my first adventure, this blog post.
Not all of Larger than Life has been implemented yet – some of the tasks I did not need are not there yet and the NPC generation for areas I did not go are not there either. I plan to revise it to play Future Tales (the SF re-skinning of Larger than Life Director’s Cut). And if I still like it after that, I will continue to play the Traveller Scenarios with it rather than my own. The only real change from Larger than Life I have done each each combat is resolved as a single task roll rather than using a battle board.
Note is some of the narrative is automatically generated but I modified it slightly to improve readability. I had aims of putting in some dialogue and some images to liven it up but ran out of time and energy.
Some useful links to reviews of Larger than Life (first edition) and Director’s Cut:
Boardgamegeek entry
Andy Slack review
Ooh Shiny Complex review (1st edition)
Chapter 1 - What's next?
The story starts in the daytime on May 2019 with the team in the suburbs of the Metropolis. The team leader is Gene Baldwin with the other member being Castiel Good. The starting tension is low.
Gene Baldwin is a Private Eye with a high reputation. Attributes include Hard as Nails, Smooth and Brawler. Armed with a big pistol. Castiel Good is a Business Magnate with an average reputation. Attributes include Shy and Hard as Nails. Armed with a pistol.
The team need to recover an object: a valuable book. To achieve this requires around three clues and may take up to seven scenes to complete. The book was taken by Zahra Ramsey, a Big Bad Slaver with a very high reputation. Attributes include Smooth and Athlete. Armed with a big pistol.
Chapter 2 – What diversion?
The tension level is low. To advance towards attaining the mission needs the team to question a person of interest about a diversion.
The team must travel to the docks area to question the person. Before facing this challenge, it seems the team may need to overcome a fair amount of possible complications along the way.
During the daytime the team skip a dilemma. During the late hours the team manage to skirt another difficulty.
In the early hours in the docks' bar a predicament takes place for the team. They encounter three people. The leader is Branson Soto, a male attorney, the others are shakers. The team have met a friend in need of their assistance and start talking.
Gene has a high reputation with their attributes helping. Branson has a low reputation. Gene ends up in small talk and nothing untoward occurs and all seems resolved.
It is in the docks storage field where at last the team are now able to brave the test to question a person of interest about a diversion. It is Davon Snow, a male dealer. Gene has a high reputation with their attributes helping. Davon has an average reputation. Gene successfully obtains information from the person. The team have found a clue to help recover the book.
Chapter 3 – Who were the hired thugs?
The tension level is low. To draw nearer to completing the objective involves the team to question a person of interest about some hired thugs. The team must travel to the downtown area to question the person. Preceding the execution of this challenge, it seems the team may need to overcome a lot of possible complications along the way.
During the late hours in the downtown's bar a dilemma betides the team. They encounter Devin Watts, another male dealer. The team are believed to be betrayed and have some tense discussion with Devin. Gene has a high reputation and attributes that help with the task. Devin has a low reputation. The dispute is amicably resolved.
During the early hours in the downtown's offices the team face an ordeal. They encounter three people. The leader is Zoie Silva, a female service industry worker, the others are civilians. The team are being too conspicuous and Zoie passed comments to this effect the team. Gene has a high reputation and attributes that help with the task. Zoie has a low reputation. All is OK and the team move on.
During the early hours in the downtown's loading docks a dilemma arises. The team are disturbed by loud noises. Gene attempts to resolve the task. They have a high reputation. Gene has overcome the obstacle – the loud noises were not related to their task at hand.
It is daytime in a downtown building site. Finally the team are ready to question the person of interest about hired thugs. It is Tristian Coffey, a male reporter of low reputation. Gene attempts to extract some details but after a while he determines the person has no information.
Chapter 4 – Another clue
The tension level is low. After finding no information on the hired thugs, the objective necessitates the team to find an object: records of a visit. The team need to travel to the high residential area to find the records. And it seems the team may need to overcome several possible complications along the way.
During the evening in the High Residential's Park the team experience a spot of bother. The team disturbed by more loud noises but once again Gene manages to calm the team.
During the daytime the team manage to duck a few more complications.
It is late hours in the High Residential's Apartments and the team are ready to brave the test to find the records of a visit. Gene attempts to find the object, succeeds and gains a clue to where
The team have found another clue to help recover the valuable book.
Chapter 5 - The last clue but at a cost
The tension level is medium. To get nearer to the whole purpose requires the team to find some banned information. The team need to travel to the uptown residential area to find the information. Prior to undertaking this, it seems the team may need to overcome several possible complications along the way.
During the early hours the team avoid an issue but then while driving in the daytime in the uptown's Industrial Park a problem crops up for the team; they are caught by foul weather and crash. Both Gene and Castiel are injured. (Rep for both now at -1 to normal.)
It is now evening in the uptown's suburbs. The team are primed to undertake finding the banned information. It is hard but Gene does it! The team have found a clue to help recover the valuable book.
The team find time to rest and recuperate. Both Gene and Castiel need to recover but neither injuries improve much.
Chapter 6 - At last
The tension level is high. The team have enough information to know the valuable book is in the downtown area. The team may need to overcome several possible complications along the way.
During the daytime in the Downtown's shops an issue arises for the team to confront. They encounter two people. The leader is Scarlett Stuart, a female femme, the other is Demetrius, a criminal. A shootout starts!
Scarlett has a low reputation and Gene manages to force here to leave the fight. Castiel and Demetrius exchange bullets and Castiel is down! Gene beats Demetrius to changing targets and Demetrius follows Scarlett and withdraws. Castiel is in no shape to continue and Gene goes on alone.
He encounters Zahra Ramsey, the female slaver. Zahra wastes no time in chat and draws her gun.
Zahra has a very high reputation and Gene is still harbouring an injury. Gene is injured and collapses.
When he eventually regains consciousness, Zahra and the book are gone. Subsequent investigations lead nowhere. Gene and Castiel failed in their task to retrieve the valuable book.
Verdict
Loads of fun to do the spreadsheet and fun to walk through on its first outing. I am in the process of extending it to Future Tales (mostly by extending and populating lookup tables that I already knew would be required for it – the story framework is almost the same). I will likely give it at least one run through as Future Tales before doing some further modifications to use to run through Traveller Classic adventure scenarios (probably by adding some encounters from No Limits: Maiden Voyage and modifying the story framework to work without a Big Bad).
Chronicling my journey as I attempt to use home-grown science fiction solo role playing mechanisms to create scenes that end up telling a cohesive story. No idea if it will work or not!
Sunday, May 26, 2019
Friday, March 29, 2019
Classic Traveller Adventure 01 - Kinunir. Scenario 4 The Lost Ship solo play
Introduction
A page with a description of my own simple rules and story framework I use can be found at this blog page.
Note that about 90% of the narrative is generated by the spreadsheet I use to run the adventure. It is dry but I am looking to improve it a lot.
Background
For background see the start of the play of the first Kinunir scenario.
I solo play the fourth scenario from the Classic Traveller Adventure 1 The Kinunir. The team need to find and recover a lost Kinunir ship.
A page with a description of my own simple rules and story framework I use can be found at this blog page.
Note that about 90% of the narrative is generated by the spreadsheet I use to run the adventure. It is dry but I am looking to improve it a lot.
Background
For background see the start of the play of the first Kinunir scenario.
The Adventure
Chapter 1 – Why are we here?
The team consists of two members: Elisa Stafford, Miguel Benitez. The story starts with them in the Systemspace in Shionthy. The starting tension is low. To discover what is their goal, it seems the team may need to overcome a few possible complications along the way.
Team member summary:
Elisa Stafford is a human female of tall height and is Young (< 21). They have average physical, low agility, average mind and high fortitude. Brought up in a space exploration environment and working as a Driver they have these skills: Driver Applied Science. Their motivation is of greed; interaction is generally rude. Distinguishing features include missing digits on one hand and shows pictures of his children/relatives.
Miguel Benitez is a human male of tall height and is middle-aged (35-50). They have average physical, low agility, low mind and low fortitude. Brought up in a space exploration environment and working as a Technician they have these skills: Repair Contacts. Their motivation is of love; interaction is generally obnoxious. Distinguishing features include outlandish clothing and yells when happy.
It is daytime and in space trouble occurs for the team. The team are subject to an Ambush occurring. The skills to improve the chances of a positive resolution are: Melee, Pilot, Awareness. The difficulty level is extremely hard and so the team attempt to bypass the encounter. Elisa has the best chance of succeeding using their average Mind attribute but they lack the required skill of Awareness. Elisa succeeds exceptionally.
The team then squabbles. The skills to improve the chances of a positive resolution are: Melee, Interaction. Elisa has the best chance of succeeding using their average Mind attribute but they lack the required skill of Interaction. The difficulty level is routine. Elisa succeeds.
Scenario description: The team need to find and recover the lost ship. It should take an expected two to three scenes.
Chapter 2- Finding the ship
Looking at what is required to perform the challenge to find the ship, it seems the team may need to overcome a few possible complications along the way.
The team have something disastrous happen. They need to avoid a run in with contra terrene matter. (this is from the scenario description). The skills to improve the chances of a positive resolution are: Survival, Pilot. Elisa has the best chance of succeeding using their average Physical attribute but they lack the required skill of Survival. The difficulty level is somewhat hard. Elisa fails but not entirely. The ship is damaged but still able to move.
The team come across death of some description. They find the dead bodies of some crew floating in space. The skills to improve the chances of a positive resolution are: Medical, Investigation. Elisa has the best chance of succeeding using their average Mind attribute but they lack the required skill of Investigation. The difficulty level is routine. Elisa succeeds but not entirely (add +1 to the complication opposition in the next challenge scene).
Coming across death was random. One of the possibilities in the scenario is to find the dead bodies of the lost ship. So I tied them together.
The team are ready for the challenge to find the ship. The skills to improve the chances of a positive resolution are: Pilot, Awareness. Elisa has the best chance of succeeding using their average Mind attribute but they lack the required skill of Awareness. The difficulty level is easy. Elisa succeeds but not entirely. Success! The challenge to find the ship was successful. The team are ready for the final challenge to achieve the goal.
Chapter 3 – Recover the ship
The tension level is high. The next challenge for the team to get closer to their goal is to recover the ship. Looking at what is required to perform the challenge, it seems the team may need to overcome a few possible complications along the way.
The team enter the abandoned ship. It is daytime and in the Spaceship's Eatery trouble occurs for the team. The team are being Stalked/Hunted by the rogue AI controlled appliance. The skills to improve the chances of a positive resolution are: Survival, Driver, Awareness. Elisa has the best chance of succeeding using their low Agility attribute and their skill of Driver. The difficulty level is somewhat hard. Elisa succeeds but not entirely. One of the team will suffer; Miguel is wounded.
The team have their safety endangered. The AI is attempting to stop them. The skills to improve the chances of a positive resolution are: Hostile Environment, Ranged. Elisa has the best chance of succeeding using their average Physical attribute but they lack the required skill of Hostile Environment. The difficulty level is somewhat hard. Elisa fails. This is the climactic scene so Elisa is heavily wounded and Miguel can now have a go at avoiding endangerment.
Miguel has the best chance of succeeding using their average Physical attribute but they lack the required skill of Hostile Environment. The difficulty level is somewhat hard. It takes a while but Miguel succeeds.
The team are ready for the challenge to recover the ship. The skills to improve the chances of a positive resolution are: Melee, Applied Science. Miguel has the best chance of succeeding using their low Agility attribute and their skill of Repair. The difficulty level is somewhat hard. Miguel succeeds at disabling the rogue AI controlling the ship.
Success! The challenge to recover the ship was successful. The team possess a Kinunir class spaceship. We now say goodbye to this team with the completion of this last scenario.
Chapter 1 – Why are we here?
The team consists of two members: Elisa Stafford, Miguel Benitez. The story starts with them in the Systemspace in Shionthy. The starting tension is low. To discover what is their goal, it seems the team may need to overcome a few possible complications along the way.
Team member summary:
Elisa Stafford is a human female of tall height and is Young (< 21). They have average physical, low agility, average mind and high fortitude. Brought up in a space exploration environment and working as a Driver they have these skills: Driver Applied Science. Their motivation is of greed; interaction is generally rude. Distinguishing features include missing digits on one hand and shows pictures of his children/relatives.
Miguel Benitez is a human male of tall height and is middle-aged (35-50). They have average physical, low agility, low mind and low fortitude. Brought up in a space exploration environment and working as a Technician they have these skills: Repair Contacts. Their motivation is of love; interaction is generally obnoxious. Distinguishing features include outlandish clothing and yells when happy.
It is daytime and in space trouble occurs for the team. The team are subject to an Ambush occurring. The skills to improve the chances of a positive resolution are: Melee, Pilot, Awareness. The difficulty level is extremely hard and so the team attempt to bypass the encounter. Elisa has the best chance of succeeding using their average Mind attribute but they lack the required skill of Awareness. Elisa succeeds exceptionally.
The team then squabbles. The skills to improve the chances of a positive resolution are: Melee, Interaction. Elisa has the best chance of succeeding using their average Mind attribute but they lack the required skill of Interaction. The difficulty level is routine. Elisa succeeds.
Scenario description: The team need to find and recover the lost ship. It should take an expected two to three scenes.
Chapter 2- Finding the ship
Looking at what is required to perform the challenge to find the ship, it seems the team may need to overcome a few possible complications along the way.
The team have something disastrous happen. They need to avoid a run in with contra terrene matter. (this is from the scenario description). The skills to improve the chances of a positive resolution are: Survival, Pilot. Elisa has the best chance of succeeding using their average Physical attribute but they lack the required skill of Survival. The difficulty level is somewhat hard. Elisa fails but not entirely. The ship is damaged but still able to move.
The team come across death of some description. They find the dead bodies of some crew floating in space. The skills to improve the chances of a positive resolution are: Medical, Investigation. Elisa has the best chance of succeeding using their average Mind attribute but they lack the required skill of Investigation. The difficulty level is routine. Elisa succeeds but not entirely (add +1 to the complication opposition in the next challenge scene).
Coming across death was random. One of the possibilities in the scenario is to find the dead bodies of the lost ship. So I tied them together.
The team are ready for the challenge to find the ship. The skills to improve the chances of a positive resolution are: Pilot, Awareness. Elisa has the best chance of succeeding using their average Mind attribute but they lack the required skill of Awareness. The difficulty level is easy. Elisa succeeds but not entirely. Success! The challenge to find the ship was successful. The team are ready for the final challenge to achieve the goal.
Chapter 3 – Recover the ship
The tension level is high. The next challenge for the team to get closer to their goal is to recover the ship. Looking at what is required to perform the challenge, it seems the team may need to overcome a few possible complications along the way.
The team enter the abandoned ship. It is daytime and in the Spaceship's Eatery trouble occurs for the team. The team are being Stalked/Hunted by the rogue AI controlled appliance. The skills to improve the chances of a positive resolution are: Survival, Driver, Awareness. Elisa has the best chance of succeeding using their low Agility attribute and their skill of Driver. The difficulty level is somewhat hard. Elisa succeeds but not entirely. One of the team will suffer; Miguel is wounded.
The team have their safety endangered. The AI is attempting to stop them. The skills to improve the chances of a positive resolution are: Hostile Environment, Ranged. Elisa has the best chance of succeeding using their average Physical attribute but they lack the required skill of Hostile Environment. The difficulty level is somewhat hard. Elisa fails. This is the climactic scene so Elisa is heavily wounded and Miguel can now have a go at avoiding endangerment.
Miguel has the best chance of succeeding using their average Physical attribute but they lack the required skill of Hostile Environment. The difficulty level is somewhat hard. It takes a while but Miguel succeeds.
The team are ready for the challenge to recover the ship. The skills to improve the chances of a positive resolution are: Melee, Applied Science. Miguel has the best chance of succeeding using their low Agility attribute and their skill of Repair. The difficulty level is somewhat hard. Miguel succeeds at disabling the rogue AI controlling the ship.
Success! The challenge to recover the ship was successful. The team possess a Kinunir class spaceship. We now say goodbye to this team with the completion of this last scenario.
Classic Traveller Adventure 01 - Kinunir. Scenario 3 The Gash solo play
Introduction
A page with a description of my own simple rules and story framework I use can be found at this blog page.
Note that about 90% of the narrative is generated by the spreadsheet I use to run the adventure. It is dry but I am looking to improve it a lot.
Background
For background see the start of the play of the first Kinunir scenario.
I solo play the third scenario from the Classic Traveller
Adventure 1 The Kinunir. The team need
to liberate a senator from an Imperial Prison ship. This is a longer adventure compared to the
previous two.
A page with a description of my own simple rules and story framework I use can be found at this blog page.
Note that about 90% of the narrative is generated by the spreadsheet I use to run the adventure. It is dry but I am looking to improve it a lot.
Background
For background see the start of the play of the first Kinunir scenario.
The Adventure
Chapter 1 What are we going to do?
The team consists of three members: Flynn Dalton, Elisa Stafford, Miguel Benitez. The story starts with them in the City on Regina. The starting tension is low. To discover what is their goal, it seems the team will need to overcome a lot of possible complications along the way.
Team member summary:
Flynn Dalton is a human male of average height and is in his Prime (20-35). They have low physical, high agility, average mind and average fortitude. Brought up in a frozen world and working as an Investigator they have these skills: Investigation Engineering. Their motivation is of family tradition; interaction is generally friendly. Distinguishing features include unusual eye colour and winks.
Elisa Stafford is a human female of tall height and is Young (< 21). They have average physical, low agility, average mind and high fortitude. Brought up in a space exploration environment and working as a Driver they have these skills: Driver Applied Science. Their motivation is of greed; interaction is generally rude. Distinguishing features include missing digits on one hand and shows pictures of his children/relatives.
Miguel Benitez is a human male of tall height and is middle-aged (35-50). They have average physical, low agility, low mind and low fortitude. Brought up in a space exploration environment and working as a Technician they have these skills: Repair Contacts. Their motivation is of love; interaction is generally obnoxious. Distinguishing features include outlandish clothing and yells when happy.
It is nighttime and in the City's Industrial Park the team run into a complication. The team encounter an occupation by people with hostile intent. The skills to improve the chances of a positive resolution are: Engineering, Ranged. The encounter is four Human Scientists. Flynn has the best chance of succeeding using their low Physical attribute and their skill of Engineering. Opposing them is Jolene Logan with high Physical attribute but lacking the skill of Engineering. Flynn failed but not entirely. Flynn gets a minor wound as the team navigate their way around the Scientists in their way.
It is daytime and in the City's Industrial Park the team run into a complication. The team encounter a crime being undertaken by criminals. The skills to improve the chances of a positive resolution are: Larceny. The encounter is one Human Criminal/Rogues. Elisa has the best chance of succeeding using their average Physical attribute but they lack the required skill of Larceny. Opposing them is Kadence Meyer with average Physical attribute and their skill of Larceny. Elisa succeeded but not entirely. Elisa manages to bypass the encounter and not get involved but anyone looking could misconstrue that that they condoned the activity (in game terms increase the difficulty of the next task).
It is daytime and in the City's Apartments the team run into a complication. The team encounter an Ally or Old Friend. The skills to improve the chances of a positive resolution are: Contacts. The encounter is one Human Combat soldiers. Miguel has the best chance of succeeding using their low Agility attribute and their skill of Contacts. Opposing them is Reagan Archer with high Agility attribute but lacking the skill of Contacts. Miguel failed but not entirely. Reagan had seen them ignore the criminal activity and so was not convinced of the team’s motives. He does not join the team. (The “failed but not entirely will reduce the difficulty of the next task).
The team meet their patron who describes the mission: Need to get to Pixie, rescue the senator from the orbiting prison ship and escape. It is expected to take about 4 to 6 scenes.
Chapter 2 – Look for a ship
The tension level is medium. The next challenge for the team to get closer to their goal is to find a ship. The team is required to travel to Regina’s Slums to track down hiring a ship. Looking at what is required to perform the challenge, it seems the team will need to overcome a fair amount of possible complications along the way.
It is daytime and in the Spaceport's Bar the team argue and fight among themselves, becoming emotional.
The team are ready for the challenge to find a ship. The skills to improve the chances of a positive resolution are: Engineering. Elisa has the best chance of succeeding using their average Physical attribute but they lack the required skill of Engineering. The difficulty level is low. Elisa fails to liaise with Engineers to find a ship for hire.
The team can do recovery. Flynn Dalton emotionally get worse and is now emotionally unbalanced. Flynn Dalton wounds get worse and is now heavily wounded. Elisa Stafford emotionally get better and is now stable. Miguel Benitez emotionally stays the same and is still slightly emotional.
Flynn leaves the team so he can get better.
Chapter 3 – Look for a ship again
The tension level is medium. The challenge for the team to get closer to their goal is to Find a ship.
It is possible to recruit. The team recruit Danika. Danika Barton is a human female of average height and is middle-aged (35-50). They have average physical, high agility, average mind and average fortitude. Brought up in a religious cult and working as a Scholar they have these skills: Scholar Engineering Investigation. Their motivation is of hatred; interaction is generally quiet. Distinguishing features include hard of hearing and eats like a bird.
Looking at what is required to perform the challenge, it seems the team will need to overcome a fair amount of possible complications along the way.
It is nighttime and in the Spaceport's Shops the team run into a complication. The team are detained. The skills to improve the chances of a positive resolution are: Larceny, Driver, Scholar. The encounter is three Human Mechanics. Elisa has the best chance of succeeding using their low Agility attribute and their skill of Driver. Opposing them is Gino Sosa with high Agility attribute but lacking the skill of Driver. Elisa succeeded but not entirely.
It is daytime and in the Spaceport's Repair yard the team run into a complication. The team realise something is missing. The skills to improve the chances of a positive resolution are: Larceny, Repair, Trading. Miguel has the best chance of succeeding using their low Agility attribute and their skill of Repair. The difficulty level is high. Miguel succeeded exceptionally. (decrease difficulty by 1 for next task)
It is nighttime and in the Spaceport's Checkin the team run into a complication. The team become sick.
The team are ready for the challenge to find an item. The skills to improve the chances of a positive resolution are: Pilot, Interaction. Elisa has the best chance of succeeding using their average Mind attribute and their skill of Applied Science. The difficulty level is low. Elisa succeeds exceptionally.
They have a ship!
The team do not have time for recovery from emotions, sickness or wounds.
Chapter 4 – Determine how to free the senator
The tension level is medium. The next challenge for the team to get closer to their goal is to determine how to free the senator. Looking at what is required to perform the challenge, it seems the team will need to overcome a few possible complications along the way.
They are on their way to Pixie.
It is daytime and in the Ship the team run into a complication. The team are lucky, the next task will be easier.
It is daytime and in the Ship the team run into a complication. The team have forgotten something while going through the possible plans. The skills to improve the chances of a positive resolution are: Medical, Scholar. Danika has the best chance of succeeding using their average Mind attribute and their skill of Scholar. The difficulty level is medium. Danika succeeded.
The team are ready for the challenge to determine the plan. The skills to improve the chances of a positive resolution are: Pilot, Interaction. Danika has the best chance of succeeding using their high Agility attribute but they lack the required skill of Repair. The difficulty level is medium. Danika succeeded but not entirely. The plan is a little shaky (increase difficulty of next challenge by 1).
The team have a chance to recover.
Danika BARTON sickness gets better and is now healthy. Elisa Stafford sickness gets better and is now healthy. Miguel Benitez emotionally get better and is now stable. Miguel BENITEZ sickness gets better and is now healthy.
Chapter 5 – Free the senator
The tension level is high. The next challenge for the team to get closer to their goal is to free the senator. The team is required to travel to Prison to free the senator.
Looking at what is required to perform the challenge, it seems the team will need to overcome a few possible complications along the way.
It is daytime and in the Prison's Cafeteria the team run into a complication. The team are betrayed. The skills to improve the chances of a positive resolution are: Repair, Investigation. The encounter is five Human Engineers. They have met before, when the team were in the same prison. Danika has the best chance of succeeding using their average Mind attribute and their skill of Investigation. Opposing them is Alessandro Wright with high Mind attribute but lacking the skill of Investigation. Danika succeeded but not entirely. Danika manages to convince the Engineers that they should not report them but just give them an hour to get away. (Increase difficulty by 1 for the next task).
It is day and in the Prison's Library the team run into a complication. The team have their survival threatened. The skills to improve the chances of a positive resolution are: Survival. The Engineers have followed them to the library and are threatening them. Danika has the best chance of succeeding using their average Physical attribute but they lack the required skill of Survival. The difficulty level is high. Danika failed badly. The team are wounded and caught.
The team have no time to recover.
Chapter 6 – Back in Prison
The tension level is currently high. The next challenge for the team to get closer to their goal is to free the senator.
Looking at what is required to perform the challenge, it seems the team will need to overcome a few possible complications along the way.
It is nighttime and in the Prison's Exercise Yard the team run into a complication. The team have their survival threatened. The skills to improve the chances of a positive resolution are: Survival. Danika has the best chance of succeeding using their average Physical attribute but they lack the required skill of Survival. The difficulty level is high. Danika failed badly, is heavily wounded and may not survice. She is taken to sickbay where she will be there for a long time (if she does not die). Danika is out of the adventure.
The team are ready for the challenge to free the senator. The skills to improve the chances of a positive resolution are: Pilot, Interaction. Elisa has the best chance of succeeding using their low Agility attribute and their skill of Driver. The difficulty level is low. Elisa succeeded and they manage to escape the prison with the senator and get on board their hired ship.
The team can do recovery. Elisa Stafford wounds stays the same and is now lightly wounded. Miguel wounds get better and is now fine.
Chapter 7 – Escape the star system
The tension level is currently high. The next challenge for the team to get closer to their goal is to escape the star system.
Looking at what is required to perform the challenge, it seems the team will need to overcome a few possible complications along the way.
It is daytime and in Space the team run into a complication. The team are Double Crossed by some of the ship’s crew. The skills to improve the chances of a positive resolution are: Survival, Contacts. The encounter is two Human Survivalists. Miguel has the best chance of succeeding using their low Agility attribute and their skill of Contacts. Opposing them is Amanda Rivas with average Agility attribute but lacking the skill of Contacts. Miguel succeeded exceptionally. (reduce challenge task difficulty by 1). The double cross fails.
It is nighttime and the team run into a complication. The team come across a barrier in space. It is a network of armed beacons. The skills to improve the chances of a positive resolution are: Engineering, Driver, Applied Science. Elisa has the best chance of succeeding using their average Mind attribute and their skill of Applied Science. The difficulty level is medium. Elisa succeeded exceptionally at hacking into the beacons’s computer control system. (Another reduction in challenge task difficulty).
The team are ready for the challenge to escape. The skills to improve the chances of a positive resolution are: Pilot, Interaction. Elisa has the best chance of succeeding using their average Mind attribute and their skill of Applied Science. The difficulty level is medium. Elisa succeeded exceptionally.
Success! The challenge to escape the system with the freed senator is successful.
Elisa Stafford wounds get better and is now fine.
Chapter 1 What are we going to do?
The team consists of three members: Flynn Dalton, Elisa Stafford, Miguel Benitez. The story starts with them in the City on Regina. The starting tension is low. To discover what is their goal, it seems the team will need to overcome a lot of possible complications along the way.
Team member summary:
Flynn Dalton is a human male of average height and is in his Prime (20-35). They have low physical, high agility, average mind and average fortitude. Brought up in a frozen world and working as an Investigator they have these skills: Investigation Engineering. Their motivation is of family tradition; interaction is generally friendly. Distinguishing features include unusual eye colour and winks.
Elisa Stafford is a human female of tall height and is Young (< 21). They have average physical, low agility, average mind and high fortitude. Brought up in a space exploration environment and working as a Driver they have these skills: Driver Applied Science. Their motivation is of greed; interaction is generally rude. Distinguishing features include missing digits on one hand and shows pictures of his children/relatives.
Miguel Benitez is a human male of tall height and is middle-aged (35-50). They have average physical, low agility, low mind and low fortitude. Brought up in a space exploration environment and working as a Technician they have these skills: Repair Contacts. Their motivation is of love; interaction is generally obnoxious. Distinguishing features include outlandish clothing and yells when happy.
It is nighttime and in the City's Industrial Park the team run into a complication. The team encounter an occupation by people with hostile intent. The skills to improve the chances of a positive resolution are: Engineering, Ranged. The encounter is four Human Scientists. Flynn has the best chance of succeeding using their low Physical attribute and their skill of Engineering. Opposing them is Jolene Logan with high Physical attribute but lacking the skill of Engineering. Flynn failed but not entirely. Flynn gets a minor wound as the team navigate their way around the Scientists in their way.
It is daytime and in the City's Industrial Park the team run into a complication. The team encounter a crime being undertaken by criminals. The skills to improve the chances of a positive resolution are: Larceny. The encounter is one Human Criminal/Rogues. Elisa has the best chance of succeeding using their average Physical attribute but they lack the required skill of Larceny. Opposing them is Kadence Meyer with average Physical attribute and their skill of Larceny. Elisa succeeded but not entirely. Elisa manages to bypass the encounter and not get involved but anyone looking could misconstrue that that they condoned the activity (in game terms increase the difficulty of the next task).
It is daytime and in the City's Apartments the team run into a complication. The team encounter an Ally or Old Friend. The skills to improve the chances of a positive resolution are: Contacts. The encounter is one Human Combat soldiers. Miguel has the best chance of succeeding using their low Agility attribute and their skill of Contacts. Opposing them is Reagan Archer with high Agility attribute but lacking the skill of Contacts. Miguel failed but not entirely. Reagan had seen them ignore the criminal activity and so was not convinced of the team’s motives. He does not join the team. (The “failed but not entirely will reduce the difficulty of the next task).
The team meet their patron who describes the mission: Need to get to Pixie, rescue the senator from the orbiting prison ship and escape. It is expected to take about 4 to 6 scenes.
Chapter 2 – Look for a ship
The tension level is medium. The next challenge for the team to get closer to their goal is to find a ship. The team is required to travel to Regina’s Slums to track down hiring a ship. Looking at what is required to perform the challenge, it seems the team will need to overcome a fair amount of possible complications along the way.
It is daytime and in the Spaceport's Bar the team argue and fight among themselves, becoming emotional.
The team are ready for the challenge to find a ship. The skills to improve the chances of a positive resolution are: Engineering. Elisa has the best chance of succeeding using their average Physical attribute but they lack the required skill of Engineering. The difficulty level is low. Elisa fails to liaise with Engineers to find a ship for hire.
The team can do recovery. Flynn Dalton emotionally get worse and is now emotionally unbalanced. Flynn Dalton wounds get worse and is now heavily wounded. Elisa Stafford emotionally get better and is now stable. Miguel Benitez emotionally stays the same and is still slightly emotional.
Flynn leaves the team so he can get better.
Chapter 3 – Look for a ship again
The tension level is medium. The challenge for the team to get closer to their goal is to Find a ship.
It is possible to recruit. The team recruit Danika. Danika Barton is a human female of average height and is middle-aged (35-50). They have average physical, high agility, average mind and average fortitude. Brought up in a religious cult and working as a Scholar they have these skills: Scholar Engineering Investigation. Their motivation is of hatred; interaction is generally quiet. Distinguishing features include hard of hearing and eats like a bird.
Looking at what is required to perform the challenge, it seems the team will need to overcome a fair amount of possible complications along the way.
It is nighttime and in the Spaceport's Shops the team run into a complication. The team are detained. The skills to improve the chances of a positive resolution are: Larceny, Driver, Scholar. The encounter is three Human Mechanics. Elisa has the best chance of succeeding using their low Agility attribute and their skill of Driver. Opposing them is Gino Sosa with high Agility attribute but lacking the skill of Driver. Elisa succeeded but not entirely.
It is daytime and in the Spaceport's Repair yard the team run into a complication. The team realise something is missing. The skills to improve the chances of a positive resolution are: Larceny, Repair, Trading. Miguel has the best chance of succeeding using their low Agility attribute and their skill of Repair. The difficulty level is high. Miguel succeeded exceptionally. (decrease difficulty by 1 for next task)
It is nighttime and in the Spaceport's Checkin the team run into a complication. The team become sick.
The team are ready for the challenge to find an item. The skills to improve the chances of a positive resolution are: Pilot, Interaction. Elisa has the best chance of succeeding using their average Mind attribute and their skill of Applied Science. The difficulty level is low. Elisa succeeds exceptionally.
They have a ship!
The team do not have time for recovery from emotions, sickness or wounds.
Chapter 4 – Determine how to free the senator
The tension level is medium. The next challenge for the team to get closer to their goal is to determine how to free the senator. Looking at what is required to perform the challenge, it seems the team will need to overcome a few possible complications along the way.
They are on their way to Pixie.
It is daytime and in the Ship the team run into a complication. The team are lucky, the next task will be easier.
It is daytime and in the Ship the team run into a complication. The team have forgotten something while going through the possible plans. The skills to improve the chances of a positive resolution are: Medical, Scholar. Danika has the best chance of succeeding using their average Mind attribute and their skill of Scholar. The difficulty level is medium. Danika succeeded.
The team are ready for the challenge to determine the plan. The skills to improve the chances of a positive resolution are: Pilot, Interaction. Danika has the best chance of succeeding using their high Agility attribute but they lack the required skill of Repair. The difficulty level is medium. Danika succeeded but not entirely. The plan is a little shaky (increase difficulty of next challenge by 1).
The team have a chance to recover.
Danika BARTON sickness gets better and is now healthy. Elisa Stafford sickness gets better and is now healthy. Miguel Benitez emotionally get better and is now stable. Miguel BENITEZ sickness gets better and is now healthy.
Chapter 5 – Free the senator
The tension level is high. The next challenge for the team to get closer to their goal is to free the senator. The team is required to travel to Prison to free the senator.
Looking at what is required to perform the challenge, it seems the team will need to overcome a few possible complications along the way.
It is daytime and in the Prison's Cafeteria the team run into a complication. The team are betrayed. The skills to improve the chances of a positive resolution are: Repair, Investigation. The encounter is five Human Engineers. They have met before, when the team were in the same prison. Danika has the best chance of succeeding using their average Mind attribute and their skill of Investigation. Opposing them is Alessandro Wright with high Mind attribute but lacking the skill of Investigation. Danika succeeded but not entirely. Danika manages to convince the Engineers that they should not report them but just give them an hour to get away. (Increase difficulty by 1 for the next task).
It is day and in the Prison's Library the team run into a complication. The team have their survival threatened. The skills to improve the chances of a positive resolution are: Survival. The Engineers have followed them to the library and are threatening them. Danika has the best chance of succeeding using their average Physical attribute but they lack the required skill of Survival. The difficulty level is high. Danika failed badly. The team are wounded and caught.
The team have no time to recover.
Chapter 6 – Back in Prison
The tension level is currently high. The next challenge for the team to get closer to their goal is to free the senator.
Looking at what is required to perform the challenge, it seems the team will need to overcome a few possible complications along the way.
It is nighttime and in the Prison's Exercise Yard the team run into a complication. The team have their survival threatened. The skills to improve the chances of a positive resolution are: Survival. Danika has the best chance of succeeding using their average Physical attribute but they lack the required skill of Survival. The difficulty level is high. Danika failed badly, is heavily wounded and may not survice. She is taken to sickbay where she will be there for a long time (if she does not die). Danika is out of the adventure.
The team are ready for the challenge to free the senator. The skills to improve the chances of a positive resolution are: Pilot, Interaction. Elisa has the best chance of succeeding using their low Agility attribute and their skill of Driver. The difficulty level is low. Elisa succeeded and they manage to escape the prison with the senator and get on board their hired ship.
The team can do recovery. Elisa Stafford wounds stays the same and is now lightly wounded. Miguel wounds get better and is now fine.
Chapter 7 – Escape the star system
The tension level is currently high. The next challenge for the team to get closer to their goal is to escape the star system.
Looking at what is required to perform the challenge, it seems the team will need to overcome a few possible complications along the way.
It is daytime and in Space the team run into a complication. The team are Double Crossed by some of the ship’s crew. The skills to improve the chances of a positive resolution are: Survival, Contacts. The encounter is two Human Survivalists. Miguel has the best chance of succeeding using their low Agility attribute and their skill of Contacts. Opposing them is Amanda Rivas with average Agility attribute but lacking the skill of Contacts. Miguel succeeded exceptionally. (reduce challenge task difficulty by 1). The double cross fails.
It is nighttime and the team run into a complication. The team come across a barrier in space. It is a network of armed beacons. The skills to improve the chances of a positive resolution are: Engineering, Driver, Applied Science. Elisa has the best chance of succeeding using their average Mind attribute and their skill of Applied Science. The difficulty level is medium. Elisa succeeded exceptionally at hacking into the beacons’s computer control system. (Another reduction in challenge task difficulty).
The team are ready for the challenge to escape. The skills to improve the chances of a positive resolution are: Pilot, Interaction. Elisa has the best chance of succeeding using their average Mind attribute and their skill of Applied Science. The difficulty level is medium. Elisa succeeded exceptionally.
Success! The challenge to escape the system with the freed senator is successful.
Elisa Stafford wounds get better and is now fine.
Classic Traveller Adventure 01 - Kinunir. Scenario 2 The Hunting Expedition solo play
Introduction
I solo play the second scenario from the Classic Traveller Adventure 1 The Kinunir. The team need to go on a hunting expedition and escape an Imperial Prison.
A page with a description of my own simple rules and story framework I use can be found at this blog page.
Note that about 90% of the narrative is generated by the spreadsheet I use to run the adventure.
Background
For background see the start of the play of the first Kinunir scenario.
I solo play the second scenario from the Classic Traveller Adventure 1 The Kinunir. The team need to go on a hunting expedition and escape an Imperial Prison.
A page with a description of my own simple rules and story framework I use can be found at this blog page.
Note that about 90% of the narrative is generated by the spreadsheet I use to run the adventure.
Background
For background see the start of the play of the first Kinunir scenario.
The Adventure
Chapter 1: Finding a job
The team consists of 2 members: Flynn Dalton and Elisa Stafford. The story starts with them in the City. The starting tension is medium. To discover their goal, it seems the team will need to overcome up to four possible complications along the way.
Team member summary:
Flynn Dalton is a Human male of average height and is in their prime (20-35). They have low physical, high agility, average mind and average fortitude. Brought up in a frozen world and working as an Investigator they have these skills: Investigation, Engineering. Their motivation is of family tradition; interaction is generally Friendly. Distinguishing features include Unusual eye colour and winks.
Elisa Stafford is a Human female of tall height and is young (< 21).They have average physical, low agility, average mind and high fortitude. Brought up in a space explorer and working as a Driver they have these skills: Driver, Applied Science. Their motivation is of greed; interaction is generally rude. Distinguishing features include missing digits on one hand and shows pictures of his children/relatives.
It is daytime and in the Spaceport's Docks the team run into a complication. The team are waylaid by people or alert guards. The skills to improve the chances of a positive resolution are: Stealth, Applied Science. The encounter is one Vargr Belter/Miner. They have not been met before. Flynn Dalton has the best chance of succeeding using their low Physical attribute but they lack the required skill of Stealth. Opposing them is Roukhnu with a high Physical attribute but lacking the skill of Stealth. Flynn Dalton failed but not entirely. Flynn becomes emotionally unsettled due to the encounter.
It is nighttime and in the Spaceport's Repair yard the team run into a complication. The team are affected by hearing trouble. The skills to improve the chances of a positive resolution are: Medical. Flynn Dalton has the best chance of succeeding using their high agility attribute but they lack the required skill of Medical. The difficulty level is medium. Flynn Dalton succeeded but not entirely.
The team met their patron and below is the outline of the adventure:
- Take a noble on a hunting expedition to Knorbes.
- Look for Kraken on the northern shore in the Game Reservation
- When straying into the southern area, will be taken by Marines to Pixie and imprisoned.
- Need to escape from the Prison ship in Pixie.
It is expected to take 3 to 5 scenes.
Chapter 2 Knorbes
The next challenge for the team to get closer to their goal is to find a Kraken. The team is required to travel to a Rough area to find it.
An opportunity exists prior to travelling to buy or sell items and Flynn and Elisa each buy a knife.
Looking at what is required to perform the challenge, it seems the team will need to overcome a fair amount of possible complications along the way.
The team have been fed unhelpful rumours and the task becomes harder.
It is nighttime and in the Rough's Caves the team run into a complication. The team are betrayed. The skills to improve the chances of a positive resolution are: Repair, Investigation. They encounter four Human Spys. They have not been met before. Flynn Dalton has the best chance of succeeding using their Mind attribute of 2 and their skill of Investigation. Opposing them is Emilio English with a Mind attribute of 3 but lacking the skill of Investigation. Flynn Dalton succeeded exceptionally. One of the guides let something slip and Flynn managed to get out of him that they were being tracked and tonight was when it was expected that enemies of the nobles were expected to attempt to kidnap him. The tracking device was extracted from the guide and was moved to a completely different cave system. The party were not found by the spies.
It is nighttime and in the Rough's Steep slopes the team run into a complication. The team become Emotionally distraught after the stress of the betrayal and its resolution.
It is nighttime and in the Rough's Oasis the team run into a complication. The team have their Survival Threatened. The skills to improve the chances of a positive resolution are: Survival. Elisa has the best chance of succeeding using their average Physical attribute but they lack the required skill of Survival. The difficulty level is 2. Elisa failed but not entirely. Elisa is injured with a light wound.
The team are ready for the challenge to find a Kraken. The skills to improve the chances of a positive resolution are: Melee.Flynn has the best chance of succeeding using their low Physical attribute but they lack the required skill of Melee. The difficulty level is 2. Flynn failed but not entirely. Failed to find a Kraken but they are closer to the southern continent and many more exist there and it is suggested to hunt on the proscribed southern continent.
The team can do recovery. Flynn Dalton emotionally gets better and is now only very emotional. Elisa Stafford emotionally gets better and is now fine. Elisa Stafford wound gets better and is now fine.
Chapter 3 - Capture
The tension level is currently medium. The next challenge for the team to get closer to their goal is to avoid being captured. Looking at what is required to perform the challenge, it seems the team will need to overcome a fair amount of possible complications along the way.
Before travelling to the southern continent, one of the guides expresses an interest in staying with the team after the hunting expedition is finished. Miguel joins the team.
Miguel Benitez is a human male of tall height and is middle-aged (35-50). They have average physical, low agility, low mind and low fortitude. Brought up in a space exploration environment and working as a Technician they have these skills: Repair Contacts. Their motivation is of love; interaction is generally obnoxious. Distinguishing features include outlandish clothing and yells when happy.
It is daytime and in the Rough's Steep slopes the team run into a complication. The team lose some Equipment/Items or notes that will make the task harder.
It is nighttime and in the Rough's cliffs the team run into a complication. The team are subject to bureaucracy. The skills to improve the chances of a positive resolution are: Scholar. A tracking beacon is stumbled across while trekking. The beacon is used to discover people illegally on the southern continent. Elisa has the best chance of succeeding using their average Mind attribute but they lack the required skill of Scholar. The difficulty level is 0. Elisa succeeded but not entirely. It is likely they have avoided immediate detection but it may be that the beacon highlights thast there are people around.
It is daytime and in the Rough's Steep slopes the team run into a complication. The team are pursued. The skills to improve the chances of a positive resolution are: Survival, Driver, Awareness. The encounter is four Human Combat soldiers. It seems the team has been discovered! Elisa has the best chance of succeeding using their low Agility attribute and their skill of Driver. Opposing them is Ellen Walters with high Agility attribute but lacking the skill of Driver. Elisa succeeded but not entirely. The team manage to not be discovered but do not know they have left a trail.
The team are ready for the challenge to avoid capture. The skills to improve the chances of a positive resolution are: Agility, Mind. The encounter with the four Human Combat soldiers. Elisa has the best chance of succeeding using their average Mind attribute but they lack the required skill of Awareness. Opposing them is Reyna Ho with low Mind attribute and their skill of Awareness. Elisa failed badly. The team are captured and end up in a prison ship (a Kinunir) orbiting Pixel.
The team can do recovery. Flynn Dalton emotionally gets worse and is now slightly emotional.
Chapter 4 Escape!
The tension level is currently high. The next challenge for the team to get closer to their goal is to escape from prison. Looking at what is required to perform the challenge, it seems the team will need to overcome a few possible complications along the way.
It is daytime and in the Prison's Cafeteria the team receive an unexpected advantage to make the task less difficult. The team have discovered that one of the guards may be open to assisting them escape.
It is daytime and in the Prison's Cell the team run into a complication. The team may have forgotten something about the contact, the escape route etc. The skills to improve the chances of a positive resolution are: Medical, Scholar. Elisa has the best chance of succeeding using their average Mind attribute but they lack the required skill of Scholar. The difficulty level is 0. Elisa succeeded and the team realise they are as ready as they ever will be.
The team are ready for the challenge to escape. The skills to improve the chances of a positive resolution are: Engineering, Applied Science. The encounter is one Vargr Hunter. Elisa has the best chance of succeeding using their average Mind attribute and their skill of Applied Science. Opposing them is Saeksdughznou with high Mind attribute but lacking the skill of Applied Science. Elisa succeeded. This means Saeksdughznou helps them escape.
Success!
After the escape, the team can do recovery: Flynn Dalton emotionally stays the same and is now very emotional.
Wednesday, March 27, 2019
Classic Traveller Adventure 01 - Kinunir. Scenario 1 Scrap Heap solo play
Introduction
I solo play the first scenario from the Classic Traveller Adventure 1 The Kinunir. The team need to discover some information about the Kinunir class of spaceship.
A page with a description of my own simple rules and story framework I use can be found at this blog page.
Kinunir is an interesting adventure in that there are actually four scenarios in the book, each about one page of description. The first adventure is so well designed for solo adventuring – you need to find two of three things to complete the adventure so fits well in that is not a straight linear adventure (the other three are). With four scenarios, that did mean I effectively played out four adventures. It is way to long to post all four into the one post so have split across four posts. The adventures are not the longest and so in total the four adventures are likely equal to 2-3 normal ones.
I have automated a lot of the description of the narrative as I find it takes a lot of time to writeup. So it may seem dry 😊I would say about 90% is auto generated and the rest I added/modified. I am tweaking the narrative generation as I play and it improves a little across the Kinunir scenario writeups, and then a bigger improvement jump for the Research Station Gamma replay.
Background
I have finally got around to where I started going down the road of solo RPGing – replaying some Traveller scenarios. I created my own solo RPG that I could run in a spreadsheet. This is version 3. Version 1 was rudimentary, version 2 was OK and I actually used it to run two of the four Kinunir scenarios. Version 3 uses some VBA and buttons to automate it further and has a much more defined story framework to use for scenario replay. I used it twice to play some Two Hour Wargames Lovecraft’s Revenge (the first game is written up). My real aim is to play some SF and so modified the spreadsheet from Cthulhu Mythos to SF.
For background on my solo RPGing see this blog post.
For a really long background on my 7 year journey to get here see this blog post.
Adventure 1: The Scrap Heap
Chapter 1. The team determine their overall goal.
The team consists of 3 members: Flynn Dalton, Elisa Stafford and Leandro Hurst. The story starts with them in the City on Regina. The starting tension is low.
To discover what is their goal, it seems the team will need to overcome up to 5 possible complications along the way.
Team member summary:
Flynn Dalton is a Human male of average height in their prime (20-35 years old). They have low physical, high agility, average mind and average fortitude. Brought up in a frozen world and working as an Investigator they have these skills: Investigation, Engineering. Their motivation is of family tradition; interaction is generally friendly. Distinguishing features include unusual eye colour and winks.
Elisa Stafford is a Human Female of tall height and is young (< 21 years old). They have average physical, low agility, average mind and high fortitude. Brought up in space exploration and working as a Driver they have these skills: Driver, Applied Science. Their motivation is of greed; interaction is generally rude. Distinguishing features include missing digits on one hand and shows pictures of their children/relatives.
Leandro Hurst is a Human male of short height and in their Prime (20-35 years old). They have high physical, low agility, high mind and low fortitude. Brought up in a gang and working as a Belter/Miner they have these skills: Hostile Environment . Their motivation is of fame; interaction is generally dismissive. Distinguishing features include extremely hairy and hugs everyone.
It is nighttime and in the Spaceport's Industrial Park the team run into a complication. The team runs into some opposition. The skills to improve the chances of a positive resolution are: Medical, Trading. The encounter is one human sentient who is a Hunter. They have not been met before. Flynn Dalton has the best chance of succeeding using their Mind attribute lacks the required skill of Trading. Opposing him is Braylen beard with a Mind attribute of 3 but lacking the skill of Trading. Braylen wants something of Value from the team. Flynn Dalton fails badly in Trading. So that is not good. Flynn loses his pistol and the Hunter escapes.
It is nighttime and in the Spaceport's Park the team run into a complication. The team are the object of a love interest. The skills to improve the chances of a positive resolution are: Medical. The encounter is one Human Engineer. They have not been met before. Elisa Stafford has the best chance of succeeding using their Agility attribute but they lack the required skill of Medical. Opposing them is Alan Henderson with an Agility attribute of 1 but lacking the skill of Medical. Elisa Stafford fails but not entirely.
Elisa is interested. Doe Alan come along, or does she leave the team to be with Alan? It becomes a task to see if she resists. Elisa Stafford has the best chance of succeeding using their Mind attribute of 2 but they lack the required skill of Interaction. The difficulty level is 1. Elisa Stafford succeeds in resisting Alan’s advances and so stays with the team.
It is daytime and in the Spaceport's Shops the team run into a complication. The team encounter a puzzle/riddle to work out. They are trying to figure how to buy some new clothes. The skills to improve the chances of a positive resolution are: Larceny, Applied Science. Elisa Stafford has the best chance of succeeding using their Mind attribute of 2 and their skill of Applied Science (computers). The difficulty level is 2. Elisa Stafford succeeds and the team get their clothes.
After acquiring new clothes, they meet their new patron The goal for the team is:
It is required to discover two things regarding Kinunir ships: actual fuel capacity and the Location of the black globe fittings.
This requires confirmation from two sources out of a possible three: computer records, a designer who worked on the ship or investigate one of the ship’s in the scrapyard.
To be successful, it requires the collection of 2 clues, and should take an expected 2 to 3 scenes.
Chapter 2. The team attempt to obtain the information from computer sources.
The tension level is currently medium.
The next challenge for the team to get closer to their goal is to Solve a puzzle aka look at the computer records.
Looking at what is required to perform the challenge, it seems the team may need to overcome up to five possible complications along the way.
It is nighttime and in the Spaceport's Warehouse the team run into a complication. The team lose some Equipment/Items or notes that will make the task harder.
It is daytime and in the Spaceport's Suburbs the team run into a complication. The team cover is blown by being recognised. The skills to improve the chances of a positive resolution are: Larceny, Ranged, Investigation. The encounter is 4 Vargr Spaceship pilots. They have not been met before. Flynn Dalton has the best chance of succeeding using their Mind attribute of 2 and their skill of Investigation. Opposing them is their leader Voulnueou with a Mind attribute of 2 and their skill of Investigation.
Flynn Dalton fails. The team have been discovered attempting to find out how to break into the computer. No extra consequences but cannot really try this again, unless with a large difficulty. The team bomb out without a clue.
Chapter 3. The team attempt to track down a designer.
The tension level is currently high.
The next challenge for the team to get closer to their goal is to Question a person of interest i.e. a designer of the ship.
The team is required to travel to a Military area to Question the designer.
(note the Military area was randomly generated but fits in quite well)
Looking at what is required to perform the challenge, it seems the team will need to overcome several possible complications along the way.
It is daytime and in the Spaceport's Stronghold the team run into a complication. The team encounter a person they have run across before. The skills to improve the chances of a positive resolution are: Contacts. The encounter is 1 Vargr Computer Tech. Flynn Dalton has the best chance of succeeding using their Agility attribute of 3 but they lack the required skill of Contacts. Opposing them is Soukske with an Agility attribute of 3 but lacking the skill of Contacts. Flynn Dalton failed and the team do not manage to find previous acquaintance that may have been able to help them.
It is daytime and in the Spaceport's Training rooms the team run into a complication. The team hear strange sounds. The skills to improve the chances of a positive resolution are: Stealth, Ranged, Awareness. Leandro Hurst has the best chance of succeeding using their Mind attribute of 3 but they lack the required skill of Awareness. The difficulty level is 4. Leandro Hurst failed. The team immediately incur another complication as a result.
(Note I have tended to move away from incurring another complication from failed results and doing this again would change the result to the team to being tired or emotional due to failing obstacles; this is what happens in future played scenarios).
The team imagine trouble. The skills to improve the chances of a positive resolution are: Stealth. Leandro Hurst has the best chance of succeeding using their Physical attribute of 3 but they lack the required skill of Stealth. The difficulty level is 0. Leandro Hurst neither failed nor succeeded. Try again. Leandro Hurst succeeded exceptionally. The team realise it was all in their heads and continue on.
It is daytime and in the Spaceport's Offices the team run into a complication. The team realise they have differing motivations for continuing on with the challenge. The skills to improve the chances of a positive resolution are: Interaction. Flynn Dalton has the best chance of succeeding using their Mind attribute of 2 but they lack the required skill of Interaction. The difficulty level is 2. Flynn Dalton succeeded but not entirely. The team is still in a bit of uncertainty and this will increase the difficulty of their next task.
The team have found the designer of the ship and are ready for the challenge to Question the person of interest. The skills to improve the chances of a positive resolution are: Hostile Environment, Pilot.
The encounter is 1 Human Gambler. Leandro Hurst has the best chance of succeeding using their Physical attribute of 3 and their skill of Hostile Environment. Opposing them is Emmanuel Ramirez with a Physical attribute of 2 but lacking the skill of Hostile Environment. Emmanuel requires an exoskeleton to get around due to degenerating muscles. After a long period of negotiation and implied threats, Leandro Hurst succeeds in obtaining the information.
Success! The challenge to Question a person of interest was successful. The team are ready for the final challenge to achieve the goal.
Chapter 3. The team attempt to search the scrapped ship.
The tension level is currently high.
The next challenge for the team to get closer to their goal is to find and investigate the scrapped ship. The team is required to travel to the Spaceport to find this item.
Looking at what is required to perform the challenge, it seems the team will need to overcome a fair amount of possible complications along the way.
The team are treated to a seduction attempt. The skills to improve the chances of a positive resolution are: Interaction. The encounter is 1 Human Adventurer. They have not been met before. Leandro Hurst has the best chance of succeeding using their Mind attribute of 3 but they lack the required skill of Interaction. Opposing them is Brantlee Diaz with a Mind attribute of 3 but lacking the skill of Interaction. Leandro Hurst fails and he leaves the current party with Brantlee Diaz.
It is nighttime and in the Spaceport's Warehouse the team run into a complication. The team do not see some machinery on the floor, trip and suffer an Injury.
It is nighttime and in the Spaceport's Field the team run into a complication. The team is subject to mechanical trouble while navigating through the abandoned spaceship. The skills to improve the chances of a positive resolution are: Engineering, Repair, Scholar. Flynn Dalton has the best chance of succeeding using their Physical attribute of 1 and their skill of Engineering. The difficulty level is low. Flynn Dalton succeeded but not entirely. The difficulty is increased by 1 for the next task.
The next complication is an animal attack right at the fuel tank. The team are attacked by an animal. The skills to improve the chances of a positive resolution are: Survival, Medical. Elisa Stafford has the best chance of succeeding using their Physical attribute of 2 but they lack the required skill of Survival. Elisa Stafford digs deep into her fortitude to avoid injury but is still locked in melee with the animal. Elisa continues fighting while Flynn attempts to measure the fuel tanks capacity (the challenge). The skills to improve the chances of a positive resolution are: Melee. This is interesting. Flynn realises he cannot get to the fuel tank without fighting the animal. Flynn Dalton has the best chance of succeeding using their Physical attribute of 1 but they lack the required skill of Melee. Flynn is also now locked in melee with the animal.
Elisa Stafford continues to dodge the animal attack but fails badly and is badly wounded.
Flynn Dalton succeeds in measuring the fuel tank capacity after driving off the animal.
Success! The challenge to find an item was successful. The team deliver the information and are rewarded.
Post script: Elisa was subject to a long recovery period that was touch and go on whether she would survive but came out OK.
I solo play the first scenario from the Classic Traveller Adventure 1 The Kinunir. The team need to discover some information about the Kinunir class of spaceship.
A page with a description of my own simple rules and story framework I use can be found at this blog page.
Kinunir is an interesting adventure in that there are actually four scenarios in the book, each about one page of description. The first adventure is so well designed for solo adventuring – you need to find two of three things to complete the adventure so fits well in that is not a straight linear adventure (the other three are). With four scenarios, that did mean I effectively played out four adventures. It is way to long to post all four into the one post so have split across four posts. The adventures are not the longest and so in total the four adventures are likely equal to 2-3 normal ones.
I have automated a lot of the description of the narrative as I find it takes a lot of time to writeup. So it may seem dry 😊I would say about 90% is auto generated and the rest I added/modified. I am tweaking the narrative generation as I play and it improves a little across the Kinunir scenario writeups, and then a bigger improvement jump for the Research Station Gamma replay.
Background
I have finally got around to where I started going down the road of solo RPGing – replaying some Traveller scenarios. I created my own solo RPG that I could run in a spreadsheet. This is version 3. Version 1 was rudimentary, version 2 was OK and I actually used it to run two of the four Kinunir scenarios. Version 3 uses some VBA and buttons to automate it further and has a much more defined story framework to use for scenario replay. I used it twice to play some Two Hour Wargames Lovecraft’s Revenge (the first game is written up). My real aim is to play some SF and so modified the spreadsheet from Cthulhu Mythos to SF.
For background on my solo RPGing see this blog post.
For a really long background on my 7 year journey to get here see this blog post.
Adventure 1: The Scrap Heap
Chapter 1. The team determine their overall goal.
The team consists of 3 members: Flynn Dalton, Elisa Stafford and Leandro Hurst. The story starts with them in the City on Regina. The starting tension is low.
To discover what is their goal, it seems the team will need to overcome up to 5 possible complications along the way.
Team member summary:
Flynn Dalton is a Human male of average height in their prime (20-35 years old). They have low physical, high agility, average mind and average fortitude. Brought up in a frozen world and working as an Investigator they have these skills: Investigation, Engineering. Their motivation is of family tradition; interaction is generally friendly. Distinguishing features include unusual eye colour and winks.
Elisa Stafford is a Human Female of tall height and is young (< 21 years old). They have average physical, low agility, average mind and high fortitude. Brought up in space exploration and working as a Driver they have these skills: Driver, Applied Science. Their motivation is of greed; interaction is generally rude. Distinguishing features include missing digits on one hand and shows pictures of their children/relatives.
Leandro Hurst is a Human male of short height and in their Prime (20-35 years old). They have high physical, low agility, high mind and low fortitude. Brought up in a gang and working as a Belter/Miner they have these skills: Hostile Environment . Their motivation is of fame; interaction is generally dismissive. Distinguishing features include extremely hairy and hugs everyone.
It is nighttime and in the Spaceport's Industrial Park the team run into a complication. The team runs into some opposition. The skills to improve the chances of a positive resolution are: Medical, Trading. The encounter is one human sentient who is a Hunter. They have not been met before. Flynn Dalton has the best chance of succeeding using their Mind attribute lacks the required skill of Trading. Opposing him is Braylen beard with a Mind attribute of 3 but lacking the skill of Trading. Braylen wants something of Value from the team. Flynn Dalton fails badly in Trading. So that is not good. Flynn loses his pistol and the Hunter escapes.
It is nighttime and in the Spaceport's Park the team run into a complication. The team are the object of a love interest. The skills to improve the chances of a positive resolution are: Medical. The encounter is one Human Engineer. They have not been met before. Elisa Stafford has the best chance of succeeding using their Agility attribute but they lack the required skill of Medical. Opposing them is Alan Henderson with an Agility attribute of 1 but lacking the skill of Medical. Elisa Stafford fails but not entirely.
Elisa is interested. Doe Alan come along, or does she leave the team to be with Alan? It becomes a task to see if she resists. Elisa Stafford has the best chance of succeeding using their Mind attribute of 2 but they lack the required skill of Interaction. The difficulty level is 1. Elisa Stafford succeeds in resisting Alan’s advances and so stays with the team.
It is daytime and in the Spaceport's Shops the team run into a complication. The team encounter a puzzle/riddle to work out. They are trying to figure how to buy some new clothes. The skills to improve the chances of a positive resolution are: Larceny, Applied Science. Elisa Stafford has the best chance of succeeding using their Mind attribute of 2 and their skill of Applied Science (computers). The difficulty level is 2. Elisa Stafford succeeds and the team get their clothes.
After acquiring new clothes, they meet their new patron The goal for the team is:
It is required to discover two things regarding Kinunir ships: actual fuel capacity and the Location of the black globe fittings.
This requires confirmation from two sources out of a possible three: computer records, a designer who worked on the ship or investigate one of the ship’s in the scrapyard.
To be successful, it requires the collection of 2 clues, and should take an expected 2 to 3 scenes.
Chapter 2. The team attempt to obtain the information from computer sources.
The tension level is currently medium.
The next challenge for the team to get closer to their goal is to Solve a puzzle aka look at the computer records.
Looking at what is required to perform the challenge, it seems the team may need to overcome up to five possible complications along the way.
It is nighttime and in the Spaceport's Warehouse the team run into a complication. The team lose some Equipment/Items or notes that will make the task harder.
It is daytime and in the Spaceport's Suburbs the team run into a complication. The team cover is blown by being recognised. The skills to improve the chances of a positive resolution are: Larceny, Ranged, Investigation. The encounter is 4 Vargr Spaceship pilots. They have not been met before. Flynn Dalton has the best chance of succeeding using their Mind attribute of 2 and their skill of Investigation. Opposing them is their leader Voulnueou with a Mind attribute of 2 and their skill of Investigation.
Flynn Dalton fails. The team have been discovered attempting to find out how to break into the computer. No extra consequences but cannot really try this again, unless with a large difficulty. The team bomb out without a clue.
Chapter 3. The team attempt to track down a designer.
The tension level is currently high.
The next challenge for the team to get closer to their goal is to Question a person of interest i.e. a designer of the ship.
The team is required to travel to a Military area to Question the designer.
(note the Military area was randomly generated but fits in quite well)
Looking at what is required to perform the challenge, it seems the team will need to overcome several possible complications along the way.
It is daytime and in the Spaceport's Stronghold the team run into a complication. The team encounter a person they have run across before. The skills to improve the chances of a positive resolution are: Contacts. The encounter is 1 Vargr Computer Tech. Flynn Dalton has the best chance of succeeding using their Agility attribute of 3 but they lack the required skill of Contacts. Opposing them is Soukske with an Agility attribute of 3 but lacking the skill of Contacts. Flynn Dalton failed and the team do not manage to find previous acquaintance that may have been able to help them.
It is daytime and in the Spaceport's Training rooms the team run into a complication. The team hear strange sounds. The skills to improve the chances of a positive resolution are: Stealth, Ranged, Awareness. Leandro Hurst has the best chance of succeeding using their Mind attribute of 3 but they lack the required skill of Awareness. The difficulty level is 4. Leandro Hurst failed. The team immediately incur another complication as a result.
(Note I have tended to move away from incurring another complication from failed results and doing this again would change the result to the team to being tired or emotional due to failing obstacles; this is what happens in future played scenarios).
The team imagine trouble. The skills to improve the chances of a positive resolution are: Stealth. Leandro Hurst has the best chance of succeeding using their Physical attribute of 3 but they lack the required skill of Stealth. The difficulty level is 0. Leandro Hurst neither failed nor succeeded. Try again. Leandro Hurst succeeded exceptionally. The team realise it was all in their heads and continue on.
It is daytime and in the Spaceport's Offices the team run into a complication. The team realise they have differing motivations for continuing on with the challenge. The skills to improve the chances of a positive resolution are: Interaction. Flynn Dalton has the best chance of succeeding using their Mind attribute of 2 but they lack the required skill of Interaction. The difficulty level is 2. Flynn Dalton succeeded but not entirely. The team is still in a bit of uncertainty and this will increase the difficulty of their next task.
The team have found the designer of the ship and are ready for the challenge to Question the person of interest. The skills to improve the chances of a positive resolution are: Hostile Environment, Pilot.
The encounter is 1 Human Gambler. Leandro Hurst has the best chance of succeeding using their Physical attribute of 3 and their skill of Hostile Environment. Opposing them is Emmanuel Ramirez with a Physical attribute of 2 but lacking the skill of Hostile Environment. Emmanuel requires an exoskeleton to get around due to degenerating muscles. After a long period of negotiation and implied threats, Leandro Hurst succeeds in obtaining the information.
Success! The challenge to Question a person of interest was successful. The team are ready for the final challenge to achieve the goal.
Chapter 3. The team attempt to search the scrapped ship.
The tension level is currently high.
The next challenge for the team to get closer to their goal is to find and investigate the scrapped ship. The team is required to travel to the Spaceport to find this item.
Looking at what is required to perform the challenge, it seems the team will need to overcome a fair amount of possible complications along the way.
The team are treated to a seduction attempt. The skills to improve the chances of a positive resolution are: Interaction. The encounter is 1 Human Adventurer. They have not been met before. Leandro Hurst has the best chance of succeeding using their Mind attribute of 3 but they lack the required skill of Interaction. Opposing them is Brantlee Diaz with a Mind attribute of 3 but lacking the skill of Interaction. Leandro Hurst fails and he leaves the current party with Brantlee Diaz.
It is nighttime and in the Spaceport's Warehouse the team run into a complication. The team do not see some machinery on the floor, trip and suffer an Injury.
It is nighttime and in the Spaceport's Field the team run into a complication. The team is subject to mechanical trouble while navigating through the abandoned spaceship. The skills to improve the chances of a positive resolution are: Engineering, Repair, Scholar. Flynn Dalton has the best chance of succeeding using their Physical attribute of 1 and their skill of Engineering. The difficulty level is low. Flynn Dalton succeeded but not entirely. The difficulty is increased by 1 for the next task.
The next complication is an animal attack right at the fuel tank. The team are attacked by an animal. The skills to improve the chances of a positive resolution are: Survival, Medical. Elisa Stafford has the best chance of succeeding using their Physical attribute of 2 but they lack the required skill of Survival. Elisa Stafford digs deep into her fortitude to avoid injury but is still locked in melee with the animal. Elisa continues fighting while Flynn attempts to measure the fuel tanks capacity (the challenge). The skills to improve the chances of a positive resolution are: Melee. This is interesting. Flynn realises he cannot get to the fuel tank without fighting the animal. Flynn Dalton has the best chance of succeeding using their Physical attribute of 1 but they lack the required skill of Melee. Flynn is also now locked in melee with the animal.
Elisa Stafford continues to dodge the animal attack but fails badly and is badly wounded.
Flynn Dalton succeeds in measuring the fuel tank capacity after driving off the animal.
Success! The challenge to find an item was successful. The team deliver the information and are rewarded.
Post script: Elisa was subject to a long recovery period that was touch and go on whether she would survive but came out OK.
Friday, November 30, 2018
Tate's Tragedy - Adventure 001. Mashup of Lovecraft's Revenge and my pulp rules.
Introduction
This is the first game I played with my spreadsheet driven version of Lovecraft’s Revenge. See this post for further details on the framework and rules. Note this adventure only lasted a few scenes.
The Game - Tate's Tragedy
I was going to do the narrative for the scene followed by the spreadsheet output but putting the output between the scenes broke the narrative too much so have put it at the end for those interested. I didn’t copy all the stuff the spreadsheet generates as it has about 30 lines per scene. I do a very brief summary of the generator at the end of each scene. I must be a frustrated writer as I could not help flesh out some of the scenes with additional narrative.
What I do like about Lovecraft's Revenge is there is no expectation you will reach the goal. This game is no exception so don't read on.
Oh, and it is set in current time and also where I live – Brisbane Australia.
Opening Scene
“After 10 years at the Museum and 30 years as a guard you would think I would be used to late nights,” he thought.
Today had been slightly different; his mind had been restless as though he should know about something but could place it. He had got a message from his mate Brownie for a drink at the Fox after work
“Why not? And a bit of lubrication may get rid of this anxiety”.
The Fox was only a few hundred metres down the road but after half that distance he was certain he was being followed. A young waitress was almost directly behind and after so long in the security game, he could just tell she was an amateur at it. He let her follow for a little longer and then turn around with the intent of finding out why she was following him.
“Gotcha!” he exclaimed as he turned around and got up close.
She seemed surprised by his actions but made no move to go.
“Why are you following me?” he forcefully asked.
Silence.
“Come on, why?”
“The Yith are crossing time again,” she said quietly, almost as if to herself.
“What?”
“The Yith are crossing time again,” she repeated.
Oh great, a fruit loop. Just want I don’t need right now.
“Whatever”, he says, resigned that he wasn’t going to get his answer. “Just go away.”
And with that his turned around and headed to the pub.
Brownie was at the bar and was already a few beers in. He didn’t look happy to see Tate.
“Hey, Tate. No easy way to break it to you. You know I still am in touch with Carmel…I know you haven’t talked to her in years, ever since she got caught up in that cult.”
“Yeah.”
“But I got a message from a friend of hers that she must be in trouble. She hasn’t heard from Carmel for weeks. She went out to Tara to trace down something or other and was supposed to come back. But nothing. She has dropped off the Earth. No one seems to know where she is mate. I know you still care.”
It was true. Although Carmel has changed so much over the years and contact was minimal, he did still care.
“Ok, I’ll think I’ll take a few days off work and go and see if I can find out anything.”
Brownie gave a look of relief – his friend was not such a bad sort after all.
Spreadsheet
5 complications but only the last one real that was a Being Stalked task that was passed by Tate with YES + more so I assumed he knew he was being followed and got something about what might be going on. The goal is to search for a family member. I have tried to add in a bunch of stuff (e.g. cult) to tie into what may occur later one. The next scene was in the Outback so chose a town about 4 hours away (Tara).
Scene 1 – Tara
Tate drove to Tara the next day and was there by lunchtime. He was always surprised on how dry everything was after a 4 hour drive inland. The sunlight was stark, the landscape colour muted. But beautiful in its way.
Tate asked around at the few shops and the bar but only one shopkeeper remembered Carmel and had no further info. Tate rang Brownie over dinner.
“Mate, I haven’t found out much at all.”
“Well, Tate, I’ve been asking around here and it seems there is a farm she may have gone to – I have it about 20 k’s down Roaches Road. Maybe worth a look”
“Thanks mate, talk to you tomorrow.”
It was dark outside and Tate was not looking forward to driving at night with the chance of hitting a roo. But better to drive there now than wait another day. The drive was uneventful but slow as he stated checking gate signs after a while. Finally he came across one with weird symbols all over it. It was a possibility, what with Carmel being in a cult and all.
He went through the gate and onwards to the farmhouse. No lights. He went in the front door and started looking around. It looked like no one had been here for ages. He was in the kitchen when suddenly he heard a whoosh sound from the dining room. Suddenly a long flame flicked into the room from the hallway. The house was on fire! All Tate know is he had to get out of there. He went back out the way he came but it was already hot and smoke filled. He fell over in a faint and cut his arm badly on a side table. He managed to stagger upright and get out the door.
The fire was still raging as he started back to his car. With the house fire casting its flickering light over the nearby area, his eye was drawn to a bag lying nearby. He retrieved it and looked through the contents but it did not make much sense – some shoes, clothes, a book. But there was a box and when opened has a pistol that had seen better days – so much so Tate doubted it would work. The pistol had marking scratched into its sides but Tate didn’t think much of them.
The book had Carmel’s name written in the front. He was on the right track. The book seemed to be one published by some cult or other. He flicked through it and some sections were underlined but it didn’t make a lot of sense to him. But tucked into the book as a bookmark was a brochure for Carnarvon Gorge. He did not have much else to go on so it looked like another long drive. After some rest.
Spreadsheet
First complication was a Hazard - Fire/chemical/hazardous waste that was just passed. Second complication is a special – Unexpected Advantage - that reduces the difficulty of the next task. The final challenge was Solve a puzzle difficultly 4 and Tate had none applicable skills. Difficulty would be increased by 1 due to light wound from the fire, but reduced by 1 due to a complication reducing difficulty. The related skill was ranged so made the solve a puzzle symbols on a pistol. Failed just (No, but) and assumed failed task so no clue (would have allowed another go on a zero).
Scene 2 – Carnarvon National Park
The next day once again saw Tate on the road. An early start saw Tate he checked into a campsite at Carnarvon Gorge at lunch. He had been to that same campsite with Carmel and his parents when they were just children. The sky was overcast and menacing as he began wandering the campsite asking if anyone new anything about Carmel.
Being followed in Brisbane had spooked him. Tate was sure he was being followed again. He caught glimpses of someone between caravans that seemed to be spying on him. He began to stealthily move from place to place, trying to shake off the follower. To no avail. Asking people if they could see the follower he got strong denials.
“They are all in on It,” he thought. “They must be.” Furtively he sneaked to the last few caravans but his wild look deterred anyone from wanting to tell him much. He did get out of them to check an abandoned caravan round the back of the camp.
This caravan had seen better days and was unlocked. He went inside and in a frenzy searched for anything that may give him a clue. A woman had obviously lived in the caravan for a while and he found stuff that he knew Carmel liked. Finally he stumbled upon a shopping bag with a bunch of maps, sheets and pictures. It was Virgin Rock at Springsure! The photos of the rock were covered in symbols, matching those on the pistol.
Tate raced back to his car and drove up the highway to Springsure, only a few hours away.
Tate raced back to his car and drove up the highway to Springsure, only a few hours away.
Spreadsheet
A failed complication of Imaged Trouble that required stealth. The outcome of the failure I ruled was an insanity test (it makes sense with the imagined trouble). Tate failed and so is slightly insane. The Solve a puzzle challenge takes place in an abandoned Lean-to (made it a caravan) with Contacts as the skill. A pass. But no idea on the Big Bad/Villain. There is a chance you cannot roll for recovery after a scene and this happened here so Tate remains slightly insane for the next scene.
Scene 3 – Springsure
In his crazed state Tate drove directly to Virgin Rock. It was still daylight but with heavy clouds the air seemed tinted with malevolence. The face in the rock loomed larger as he got closer to the carpark. There was none else at the this tourist spot, it was too quiet and so the winding path up to the Rock assumed an overshadowing by an evil presence from all sides. In Tate’s state barely noticed but something in his mind was still rational and he slowly and carefully made his way into the bush. It was hot and humid with sweat stuck to his shirt as he made his way up the foul-like path. The base of the rock face was a steep slope covered in light bush. The face in the rock loomed menacingly above him. In his state it no longer looked natural and did look like the Virgin Mary, but no image had he ever seen had such a hateful look. An overwhelming sense of dread penetrated into Tate’s mind. He looked up just in time to see rocks tumbling down at him. He ran but was not fast enough and the rocks broke bones and tore large gashes into his flesh as Tate lapsed into unconsciousness.
Spreadsheet
Location is the hills and the end challenge was a Rocky Outcrop so Virgin Rock was a good choice (I pick the real location based on the randomly generated location). Complication was Cautiousness that Tate passed. The challenged was Safety Endangered with Ranged as the skill. Tate failed really badly (a dead result) but due to Tate’s high fortitude (willpower etc rolled into one – bit like the Two Hour Wargames Star Power). I bumped this to badly hurt. As he failed and this was the second failed clue, that is the end of the adventure.
End scene
Tate wakes up in a bed and sees a nurse hovering nearby.
“Where am I? What happened?” he asks.
“You’re in the Royal Brisbane and Women’s Hospital, you’ve been here for about a month. You were in a bad way and were airlifted her and operated on a few times to save you. You’re much better than when you first came in!” She smiled.
“Thanks” he said quietly.
Tate was discharged two months later after some further operations. He would always walk with a limp and his shoulder damage meant that his left arm had barely any strength and rotation. He did manage to go back to work. And Carmel. He didn’t find her and was reticent to actively continue to search for her. Brownie did not bring her up in conversation again.
Spreadsheet
Nothing worse happens and Tate gets better.
Verdict
Woo-hoo! Loads of fun! And the spreadsheet hung together without too much effort to use it, although I do need to add some notes so I remember how to run it! I do like the framework and can see how I can modify it and apply it to Pulp adventures and replaying scenarios. So I could be on a winner. I have already started another game with a different character. We shall see how far I get with that one. Interestingly enough, no horror in this at all and also only one complication encounter – there is about a 40% chance of an encounter for a complication. Ah well. Also, each of the three challenges in this adventure was solve a puzzle. I thought it was not that unusual as there is a one-third chance and three in a row is not too bad. But at the start of the next adventure I realised I had an error in the formula and the challenge was always going to be solve a puzzle 😊. Fixed.
Spreadsheet output for those interested
Opening Scene spreadsheet output
Who
|
Tate ONEAL
|
Where
|
City
|
Start Darkness
|
2
|
Day/Night
|
Night
|
No. complications
|
5
|
Name
|
Tate ONEAL
|
Level
|
Hero
|
Race
|
Human
|
Attribute Rnd
|
2
|
Physical
|
3
|
Agility
|
3
|
Mind
|
2
|
Fortitude
|
3
|
No. of skills
|
3
|
Skills
|
Contacts Investigation Interaction
|
Job
|
Patroller
|
Sex
|
Male
|
Age
|
old (50-70)
|
Height
|
average
|
Interact
|
Caustic
|
Physical feature
|
Hard of hearing
|
Trait
|
Shows pictures of his children/relatives
|
Motivation
|
survival
|
Origin
|
high population slum
|
Problem
|
Was cast out of their home community for discovering corruption among the clan/tribe leadership
|
Job motivation
|
Idealistic about the job
|
Weapon
|
Pistol
|
Armour
|
none
|
Complication:
complication
|
Being Stalked/Hunted
|
type
|
encounter
|
complication
|
Being Stalked/Hunted
|
difficulty
|
3
|
type
|
r
|
task Physical
|
Survival
|
task Agility
|
Driver
|
task Mind
|
Awareness
|
Encounter NPCs
Name
|
Meredith PONCE
|
Level
|
Random
|
Race
|
Human
|
Attribute Rnd
|
7
|
Physical
|
1
|
Agility
|
1
|
Mind
|
1
|
Fortitude
|
3
|
No. of skills
|
3
|
Skills
|
Interaction Interaction
|
Job
|
Hospitality
|
Sex
|
Female
|
Age
|
Young (< 21)
|
Height
|
average
|
Interact
|
Rude
|
Physical feature
|
Limb/hand replaced with prosthetic
|
Trait
|
Makes contstant references to popular culture
|
Motivation
|
glory
|
Origin
|
high-class
|
Problem
|
Living in the shadow of a heroic brother, wants nothing more than to do something important to make a name for themselves
|
Job motivation
|
Works for the party’s enemies.
|
Weapon
|
none
|
Armour
|
none
|
Complication result:
PC 1 +4 Yes and more
NPC 1 -4 No and more
Story Goals
Goal
|
Search for a Person
|
Details
|
Family
|
Clues
|
4
|
max failed clues
|
2
|
Scene 1 Tara
Darkness increase
|
1
|
Challenge type:
|
Solve a puzzle
|
Location
|
Outback
|
Travel Scene
|
No
|
Dream
|
No
|
Buy/Sell
| |
Recruit
|
none
|
Day/Night
|
Night
|
No. Complications?
|
2
|
complication
|
Fire/chemical/hazardous waste
|
type
|
obstacle
|
complication
|
Fire/chemical/hazardous waste
|
difficulty
|
3
|
type
|
0
|
task Physical
|
Hostile Env
|
task Agility
|
Repair
|
task Mind
|
Trading
|
diff
|
result
| |
1
|
YES but
|
Safe but light wound
|
-1
|
NO but
|
Fire still going
|
complication
|
Unexpected Advantage
|
type
|
special
|
complication
|
Unexpected Advantage
|
difficulty
|
reduce difficulty
|
challenge
|
Solve a puzzle
|
type
|
obstacle
|
complication
|
Solve a puzzle
|
difficulty
|
4
|
type
|
1
|
task Physical
| |
task Agility
|
Ranged
|
task Mind
|
Awareness
|
Reduced difficulty offset by light wound
Skill/ NPC table
|
Ranged
|
PC/NPC number
|
1
|
OR level
|
4
|
Mods
|
0
|
Job affinity
| |
total d (att +skill)
|
3
|
diff
|
-1
|
result
|
NO but
|
Outcome: did not solve the clue. One clue failed attempt.
Scene 2 – Carnarvon National Park
Darkness increase
|
1
|
Challenge type:
|
Solve a puzzle
|
Location
|
Mountains
|
Travel Scene
|
No
|
Dream
|
No
|
Buy/Sell
| |
Recruit
|
none
|
Day/Night
|
Day
|
No. Complications?
|
3
|
complication
|
Imagined Trouble
|
type
|
obstacle
|
complication
|
Imagined Trouble
|
difficulty
|
3
|
type
|
0
|
task Physical
|
Stealth
|
task Agility
|
0
|
task Mind
|
0
|
Skill/ NPC table
|
Stealth
|
NPC 1 cell
|
PC/NPC number
|
1
|
<npc #>
|
OR level
|
3
| |
Mods
|
mods?
|
mods?
|
attribute
|
Physical
|
Physical
|
Job affinity
| ||
total d (att +skill)
|
3
|
3
|
diff
|
-2
|
2
|
result
|
NO
|
YES
|
failed. I will say a -3 is one point of insanity; -2 is a sanity test taken at -1
| ||
Difficulty
| |
1
|
Darkness Level/3
|
PC number
|
OR Fortitude
|
1
|
0
|
0
| |
no effect
| |
actually -1 so 1 point of insanity
| |
Complication?
|
Yes
| ||
If last one:
|
Abandoned Lean-to
|
Haunted
|
2
|
challenge
|
Solve a puzzle
|
type
|
obstacle
|
complication
|
Solve a puzzle
|
difficulty
|
1
|
type
|
1
|
task Physical
|
Hostile Env
|
task Agility
|
Contacts
|
task Mind
|
Skill/ NPC table
|
Contacts
|
NPC 1 cell
|
PC/NPC number
|
1
|
<npc #>
|
OR level
|
1
| |
Mods
|
-1
|
mods?
|
attribute
|
Agility
|
Agility
|
Job affinity
| ||
total d (att +skill)
|
5
|
1
|
diff
|
1
|
-1
|
result
|
YES but
|
NO but
|
Hooray.
|
Clue found!
|
1
|
Villan hinted?
|
No
|
Villan is…
|
No idea who is the Villan
|
Item:
|
No items
|
Post Scene
| |
Recovery?
|
No recovery - straight to next scene
|
Scene 3 – Springsure
Darkness increase
|
1
|
Challenge type:
|
Solve a puzzle
|
Location
|
Hills
|
Travel Scene
|
No
|
Dream
|
No
|
Buy/Sell
| |
Recruit
|
none
|
Day/Night
|
Day
|
No. Complications?
|
2
|
complication
|
Cautiousness
|
type
|
obstacle
|
complication
|
Cautiousness
|
difficulty
|
0
|
type
|
0
|
task Physical
|
Stealth
|
task Agility
|
0
|
task Mind
|
0
|
Skill/ NPC table
|
Stealth
|
NPC 1 cell
|
PC/NPC number
|
1
|
<npc #>
|
OR level
|
0
| |
Mods
|
-1
|
mods?
|
attribute
|
Physical
|
Physical
|
Job affinity
| ||
total d (att +skill)
|
3
|
0
|
diff
|
2
|
-2
|
result
|
YES
|
NO
|
complication
|
Safety Endangered
|
type
|
obstacle
|
complication
|
Safety Endangered
|
difficulty
|
4
|
type
|
0
|
task Physical
|
Hostile Env
|
task Agility
|
Ranged
|
task Mind
|
0
|
Skill/ NPC table
|
Ranged
|
NPC 1 cell
|
PC/NPC number
|
1
|
<npc #>
|
OR level
|
4
| |
Mods
|
-1
|
mods?
|
attribute
|
Agility
|
Agility
|
Job affinity
| ||
total d (att +skill)
|
3
|
4
|
diff
|
-4
|
4
|
result
|
No and more
|
YES and more
|
Oh dear. Out of the Fight.
end of scene
And failed to find a clue.
Game ends.
Post scene
PC
|
1
|
fort successes
|
2
|
Emotional
|
Get better
|
Tired
|
Get better
|
Wounded
|
Get better
|
Sick
|
Get better
|
Insanity
|
Get better
|
Post Game
| ||
Successful end
|
N
|
<- change to Y or N
|
Deity appeared
|
N
|
<- change to Y or N
|
score
|
7
| |
result
|
10+
|
Cataclysmic disaster: All take a melee task Vs current darkness level
|
9
|
All characters take an insanity test
| |
8
|
Random character takes an insanity test
| |
7-
|
Story ends with no more adversity
|
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