Saturday, September 11, 2021

Larger than Life (2020 version) - the included story no. 1 replay

Introduction

I play out the first of two adventures that come with the 2020 version of THW Larger than Life.

Background

I have been running some early Classic Traveller adventures in a spreadsheet.  My latest iteration I was quite happy with how it was playing (based on an RPG call 3 Dice).  But I was hankering for some tabletop action as part of the story.  I thought about creating my own rules based on my 3 Dice variant.  Did that, played a lot (more than 20) of test encounters but not entirely happy.  Thought I could give 5150: Back Alley Bright Lights (the boardgame) a go again.  I did use it a few times in early 2020 but no overarching story.  Thinking of combining with Larger than Life (LTL) and then got distracted into other things such as Five Parsecs From Home.   I then started looking at Larger than Life and was thinking that as I had some games with that previously, and Future Tales, and maybe I should give them a go.

And conveniently the 2020 version of LTL went on special as I was thinking, so got it.  I skimmed it, noted lots of differences.  Rather than go through it is detail and start an adventure after reading all the STOP boxes, I noticed it had two stories that came with the rules.  I thought I would play them through and hopefully come to terms with the rules that way 😊

Note that I may still drag out 5150: Back Alley Bright Lights to combine the LTL story framework with the 51050:BABL encounters.   It will be a 3-4 months before the latest 5150 Kickstarter delivers and may need to continue this itch in the meantime

Rules

It is the latest version of Larger than Life (released 2020).  It is very streamlined compared to previous versions and not as prescriptive on the story framework (e.g. adds in Carousing). I have gone for an SF Solar System feel (using some inspirations from Future Tales).  I do like the latest version it as it will be very easy to combine with the upcoming 5150 New Beginnings (coming via Kickstarter).  I like the story framework of LTL and like the range of encounters in 5150 and combining thes two will be so easy.  When required, I use my own NPC generation system that is mostly that in 5150: Maiden Voyages (no longer in print or PDF).

Figures are Heroscape with the occasional Mage Knights.  The terrain is the Battlesystems Cyberpunk Core set.

The Band

I went with my own randomly generated characters, just because I have spent time creating a random character generator.  I don’t bother with People and Savvy and only one attribute for each Start and Grunt (none for the enemy except the Big Bad). Note: after playing the story I realise that one less in People or Savvy is similar (not the same) to a negative attribute. I may play with them on the NPCs next game. I find Rep and Attribute is sufficient to differentiate a character and are enough I can handle with less to look up and track.  But I understand it does make increasing Rep less balanced.  But I come from a Traveller background where you never got better at anything.   Oh, and I only use seven of the attributes (only positive ones) so I can remember them when on the tabletop!

Anyway, the band:

Roger Lin (Star), Rep 5, Quick Reflexes (Action Rep +1) and a Pistol-1.

Alijah Burch, Rep 4, Resilient (1st Out of Fight = Carry On) and an Auto-2.

Mariana Pratt, Rep 4, Crack Shot (Shooting Rep +1) and an Auto-2.


The band group picture – Roger, Alijah, Mariana


Story 1 - Win, Place or Show?

I try not to give too much away.  Don’t read past here if you ever want to play the story.   The narration is a combination of story and rules/table results leaning towards the latter.  Mainly as I was interested in learning the rules.

1. Opening Scene

Lin has to find the jockey J.T. Barnes in 6 days.  To do this requires 5 Clues.  Who is the Big Bad? Unknown!

2. Travel Scene

Roger Lin travels alone to the Lunar Base.  The time (d6=4) is Nighttime

What’d I Meet (2d6=6+1=7)?: A Femme Fatale!  Gretta


Roger and Gretta at the bar


“Well hello,” purrs Gretta. Interacting results in failure.  Roger follows Gretta outside.


Roger follows Gretta out the bar.

3. Confrontation

Roger is followed by two thugs.

Bodyguard (exotic), REP 4, BAP

Thug (Criminal), REP 4, BAP

They have the advantage. It is night so at least all are in cover at the start.


The opponents in cover for the firefight


The Bodyguard and Thug fires and misses, Roger fires back and misses, the bodyguard returns fire and hits with both shots.  Only glancing shots but enough to force Roger to duck back.


Roger ducks behind the desk.

Roger now activates and recovers.

Seeing futility in continuing, both parties leave the light (both sides failed Will to Fight).


Thugs leaving


Roger escapes down a corridor.

And not a great start: -2 IDRep (Increasing/Decreasing Rep)

4. Find Something

Roger Lin needs to find something – information on owners, jockeys etc for the Race.  He decides to bring along one band member Alijah.  (I randomly rolled a 1d6 – 1-3 both, 4- Alijah, 5 – Mariana, 6 none).

Hmm.  Well, that was a bit easy.  I rolled on the table and found the clue!


Roger and Alijah on the search for a clue.

5. Find Someone (1)

With this first piece of information uncovered, Lin needs to question some people to get more details.  I will bring along everyone, mainly for two reasons – I can see how the rules work with three, and also so they can take some bullets/laser fire for Roger J

Note: for all these “Find Someone”s I assumed I could question just the main character rather than interact with them all then “Single Out” the one of interest.  Otherwise I think it would get a bit procedural (one extra roll when I would prefer to move the story along)

It is daytime.


The entire band is going along to question people.

So there are two potential people available to question.  First up is Jockey #2 – Emilio Garcia.  Is he alone? 1 other with him.


Questioning Garcia

Wait! What? Ah, Lin figures it out (this was a lucky roll – I rolled a 1 with 1 clue so passed 1d6).  Another Clue! Total 2.

The second person is Reporter #1 - Edgar MacDonald, with 3 others.


Questioning McDonald

Failure!  McDonald is no help at all.

5. Find Someone (2)

Still not enough clues to figure it all out so will continue to question people.

Only one person is potentially available. But cannot be found.

5. Find Someone (3)

Two possible people to question with the first being Jockey #1 – Julio Valdez with 3 others.

Wait? What?  But it eludes Lin and there is nothing to be gained.

The second person cannot be found to be questioned.

5. Find Someone (4)

Roger Lin questions Owner#2 - Seymour Butz with one other.

Wait? What?  “If I can just focus…” Lin thinks. But it does not fall into place. This is becoming a bad habit 😊

The next person is Trainer #1 - Jerry Hobbs with one other person.


Questioning Hobbs

Success!  Another Clue.  Three so far.

5. Find Someone (5)

Roger Lin and the band find Bookie #1 – Mullins with one other person

Wait? What?  Once again Lin cannot figure out what Mullins may be hinting at.

Lin is fast running out of people to question.  In hindsight I should have been using Sweet Talk  more. On the Questioning Table equal d6 passing (that Lin excelled at!) and using Sweet Talk, Lin would get a clue.  But I did not want to decrease Lin’s IDRep anymore than it is currently (-2). Next time may see more use of Sweet Talk.

5. Find Someone (6)

I will question Owner #1 - Cynthia Harrison, actually the wife of the Owner.  She is with two others.

OMG, she is a Mover and is smooth. Lin actually passed more than her.  I was not expecting that!


Questioning Cynthia

Lin agrees to drinks and things elsewhere, ditching the rest of the band.


Roger and Cynthia.

He ends up doing something he regrets (and loses a clue, only has 2 now). This leads to….

5a Confrontation

I will assume they jump Roger Lin after his Cynthia catchup so he is alone. It is nighttime and there is one thug (Rep 4 with BAP)


Roget Lin faces up to the Thug.

Roger has the advantage, fires and misses, the Thug fires back on auto and misses.  Roger fires back, putting the Thug out of the fight. +1 IDRep (running total -1)

Lin questions the Thug and gets some information out of him.  A clue! (now back at three).

I have not actually questioned Gretta so will do so now but fail badly and Roger is jumped by the same Thug on the way back to his room. (yep, rolled up the same Thug).


Roger Lin meets the same Thug.


This time Roger fires and knocks the Thug Out of the Fight with his first shot.  Roger questions him but he knows nothing more.

I need to do some Carousing to maybe get some more clues.  The only way to get them is to get increasing REP and then roll against it. That will take a while so I will just do one carousing and then onto the final scene (yes, I know I don’t have enough clues).  It will give me a chance to get a handle on the Carousing rules.

5b Carousing

I choose nighttime due to the cover bonus if a firefight breaks out! And just Roger Lin for now.

There are six PEFs and I will go through them all.  All but the last were undramatic Just for reference here are the first five (using my NPC spreadsheet generator - my own tables sort of from 5150: Maiden Voyage).

PEF #1: Lia Joseph, Rep 3, Exotic and a Knife. Favourable interaction.  +1 IDRep (now at 0).

PEF #2: Abraham Riley, Rep 4, Exotic and an Auto-2. Favourable interaction.  +1 IDRep (now at 1).

PEF #3: Bailey Stokes, Rep 4, Citizen. Ignores Roger.

PEF #4: Erick Bauer, Rep 4, Criminal and a Knife. Ignores Roger.

PEF #5: Bobby King, Rep 4, Citizen and a Knife.  Not impressed. -1 ID Rep (total 0).

PEF #6:

Marissa Jordan, Rep 5, Exotic and an Auto-2.
Lee Drake, Rep 4, Exotic and a Knife.

They are not happy with Roger’s tone and take the low road…Confrontation!


Confrontation – both start in cover

Marissa and Lee have the advantage.

Marissa fires but misses with both shots, Roger fires back and Marissa is out of the fight.

Lee now charges. Roger shoots and forces Lee to duck back.

(Now I was using a QRS updated from 5050:BABL and for those rules you could fire back at all firers and all chargers.  While writing this up I see in LTL (and Maiden Voyage and Chain Reaction) you can only fire at the number of enemy characters that does not exceed your weapon fire rating.  In Roger’s case this is 1 for the pistol and so I believe Roger would not have fired at Lee.  I prefer the limitation and have updated my QRS as a reminder).


Roger has the upper hand.

Lee will still stay in the fight. Lee recovers and Roger shoots at him causing Lee to duck back again to cover.  And again Lee recovers but Roger shoots at him again, now putting him out of the fight. +2 IDRep (total +2)

And Roger is subject to an attempted robbery! Graham Mooney, Rep 3, Criminal and an Auto-2.


Attempted robbery


All in cover. Roger fires and forces Graham to duck back and Graham loses heart in the endeavour and slinks off.

6.The Final Scene

Roger takes along Alijah and Marissa. Nighttime.

We find out who is the Big Bad and why (no spoilers here so you will have to play the story yourself).

So here is Big Bad and 4 (!) minions:

Big Bad Mover, Rep 5, BAP

Bodyguard, Exotic, REP 4, BAP

Thug, Criminal, REP 4, BAP

Thug, Criminal, REP 4, BAP

Thug, Criminal, REP 3, P


The big bad face off


Procedurally -

Matchup:   Roger Vs Big Bad Mover;  Marissa Vs Bodyguard & Thug (Rep 4); Alijah Vs Thug (rep 4) & Thug (Rep 3)

Marissa fires at Bodyguard and Thug 4.  Misses with both shots (she is supposed to be a crack shot!)

Bodyguard and Thug return fire.  Thug hits with both shots from their BAP.  Marissa Ducks back.

Alijah also splits fire between the two Thugs.  His misses completely too.

Thugs fire back and hit, Alijah ducks back.

Roger is also forced to duck back.

Wow. For will to fight, All Big Bad and minions leave.  Alijah slinks away.

Roger has Defeated the Big Bad!

+3 IDRep for “defeating” XX and +1 IDRep for rescuing Barnes. (Total +6 IDRep).

Does Alijah come back? Yes but at a lower rep (LTL is different in that in most versions of THW he would not come back but LTL v3 he comes back at -1 Rep.

Verdict

Well, that was fun.  I last played similar rules with 5150:BABL boardgame about 19 months ago but quite rusty and have forgotten it all! By the end I still have not quite got a hang of confrontations as well as I would like to yet.  But nearly there.  A few more run throughs should do it.

There is another story that comes with the rules so will give it a run through next. LTL version 3 comes with some simple tabletop rules so I am tempted to run that for the next story.  Chain Reaction 2018 has a system where you roll for character action sequences individually.  I am tempted to try that too and I gave it a quick go in a test combat and liked the narrative it generated. And maybe some 5150:BABL boardgame to get my fix before the 5150 New Beginnings kickstarter.  And I have nebulous plans to use LTL to run one of the Pulp Alley campaigns I have (like the structure but the use of fluctuating multiple die types are not for me).  I have lots of other projects on the go so who knows what happens next 😀

Friday, September 10, 2021

Classic Traveller Adventure 03 - Twilight's Peak

Introduction

Running the Classic Traveller adventure Twilight’s Peak solo using 5D SF PPS RPG.

There are minor spoilers for the adventures in this post but have tried to steer away from most of the surprises.  It is 40 years since the adventure was released after all.

Background

I am attempting to replay solo Classic Traveller adventures.  I started with Traveller RPG but then moved onto writing my own, streamlining them as I go.  I ended up replacing all of that with 5 Dice SFRPG for Annic Nova.  It worked fine and is great as it uses the same mechanics for both combat and non-combat encounters. 5 Dice SFRPG does not provide the level of granularity of characters compared to other RPGs but for running solo adventures I find I am just looking for the main difference of the characters.

Adventure Structure

Here is the outline of how I plan to run the adventure:

Act 1: Set in space, covers collecting rumours to hopefully point to the location of the correct planet.

Act 2: On the planet, getting directions and travelling to the Octagon

Act 3: Searching the catacombs.

Act 4: The Zhodani and conclusion.

Notes

Act 1’s aim is to collect rumours while trading across a lot of planets.  This is not going to translate well into solo play so what I have done for Act 1 is have the act aim to scout around (collect a certain number of experience points) across space scenes. This should generate around 3-8 scenes of tasks to undertake to gather rumours.

Act 2 is random number of scenes in Rough terrain

Act 3 is a fixed number of scenes (5) that correspond to major tasks required while searching the catacombs.

Act 4 is also a field number of scenes (3) that are the main climatic scenes at the end of the adventure. 

Prologue

The date is 300 1105 on Regina. The party is:

OCF is a Robot from an industrial background with good skills and a mini-missile. OCF has 3 decades of adventure; decade 1 yields an item, one blast; decade 2 sees a serious injury but recovered; decade 3 supplies general experience with great improvement.

Iui, a male Aslan from an industrial background with good skills. Iui has 2 decades of adventure; decade 1 supplies general experience with great improvement; decade 2 just drifts past.

Gia Choi, a female Human from a military background with great skills and a big slug pistol. Gia has 3 decades of adventure; decade 1 yields an item, a weapon; decade 2 supplies general experience with great improvement; decade 3 supplies general experience with great improvement.

Melany McBride, a female Human from a poor background with average skills and a laser pistol. Melany has 2 decades of adventure; decade 1 yields an item, a weapon; decade 2 yields an item but already has one.

The team need to find a treasure – the secret behind the Twilight’s Peak epic of what lost Scouts discovered.

Act 1: Rumours

The crew move from system to system trading but at the same time picking up rumours.

Scene 1 Dinomn Colony

No one is really around but it is not surprising considering the lack of anything around here of note.  The team walk into a bar for a drink.

“It is quite an amazing story.”

The team cannot help but overhear the conversation of three well dressed women going on next to them.

“Do tell.” They continue.

“Well, there was this scout…” the speaker notices Gia eavesdropping.

Gia looks sheepish but says enthusiastically, “Do you mind if we listen in?  I do love a good story about scouts.”.

“Sure.”

OCF orders drinks for everyone to maintain the goodwill.

The team are then entranced as the woman proceeds to tell them about the epic of Twilight’s Peak.

It has piqued their interest and they do further research on it when back on their ship.

“Most interesting, it is a shame we don’t know where that ship crashed – bound to be some good trading goods we salvage,” says Melanie.

Scene 2 Rech Outpost

It is now the late hours on Rech. A siren can be heard droning on incessantly nearby. They realise the siren it for them!  They crash the small buggy they have been using to get around the docks.  Luckily the crash was only minor.

“Everyone alright?” asks Gia, who was steering.

“Yeah, we’re alright,” answers OCF. “Please do not do that again.”

Scene 3 Wochiers Spacestation

The warmth of civilisation seems to be most evident, simply by stopping and taking in all in. In the spacestation locale they end walking behind two traders.

“I reckon Fulacin.”

“Nope, definitely not, the spaceship crashed on- “

Gia interrupts, “Are you talking about the Gyro Cadiz?”

The two traders turn around uncertainly, “Ye-es, why?”

Gia responds, “We have heard the story but there is not that much speculation on it we can find.  Always keen to find out more.”

And with that a spirited discussion breaks out between the traders and the party on how much of the epic is true, what are these Octagons and where the spaceship may have crashed.  The party got the better end of the deal on information.

Scene 4 Spaceship Hazard

The main part of the day is over.  It is evening at the moment.  The adventurers are nearly done looking around. In the spaceship zone the team are subject to sensory overload trying to make sense of the Octogon book they have just found and how it relates to the Twilight’s Peak epic. The task seems very hard.

Gia and OCF applies great survival skill and eventually succeed.

They are fairly certain now on what planet the ship likely crashed.

This was the final task to complete this acts objective.

OCF still at good skill level and has: a mini-missile (1); Iui still at good skill level; Gia still at great skill level and has: a big slug pistol; Melany still at average skill level and has: a laser pistol.

Act 2: Searching for the Octagon tower

Th team arrive at the planet they believe has the spaceship.  To succeed the team need to search the planet for the tower.

Scene 1 At the Outpost

While at an outpost the group encounter some friendly transporters and start talking. They do not know anything about a tower or crashed ship, other than rumours but they doo get a good deal on an ATV for their trek across the unforgiving planetary surface.

Scene 2 Mountains Obstacle

In the mountains they hit a tight spot and need to winch the vehicle past an obstacle.  That is when they realise the vehicle is missing a winch!  Instead of winching Gia very carefully drives to the side of the obstacle with maximum use of the gears and the wheel traction.

Gia applies great technical skill and succeeds.

Scene 3 Badlands Obstacle

During their time in the badlands location the adventurers again find they ate in great need of a winch for the vehicle.  The obstacle will not be as easy as the one in the mountain, it fact it is very difficult.  Gia and OCF spend hours planning the best way to continue.  With a great deal of sweat (at least from Gia!) and concentration the obstacle is passed.

Scene 4 Badlands Animal

The main part of the day is over.  It is evening at the moment.  During their time in the badlands location they run into a large carnivorous animal (a Snowcat as per the adventure animal encounters).

Gia threatens it with her weapon but the snowcat pounces before she can acts and knocks it from her hand.  OCF crashes into the snowcat before it can damage Gia but while the cat is knocked out the way, OCF lands badly on the ground. Gia uses a small knife she is carrying to threaten the snowcat again.  The cat that realises that it is not worth continuing and the snowcat retires.

Scene 5 Rough Hazard

“Look out!”

Melanie is driving but the warning from OCF, next to her, is too late.  It is in the rough and the vehicle crashes, badly.

“Well, that could have gone better,” says OCF. 

“Yes, well, how the hell are we supposed to get the vehicle out of that?” Gia is pointing at their ATV, on it side and wedged between two large boulders.  The ATV is relatively undamaged but firmly stuck.

“If we can move one of the boulders, then the vehicle should right itself and it will be free,” answers OCF.

“If we move a boulder – how do you suggest we do that?” says Melanie.

OCF shows them is mini-missile, “With this!”

The rest of the team are silent in a combination of shock at the audacity of what OCF is proposing. After a while Gia is the one to voice what they are all thinking, “If you place it wrongly though, the whole ATV will blow.”

Any other suggestion?” asks OCF. He takes the further silence as assent and indicates Gia to help him place the missile as she has some experience in blasting.

After hours of calibrating and calculations, OCF sets it off. BAM! The boulder breaks into smaller rocks and the ATV rights itself on that side.

“Too easy,” says OCF daring anyone to disagree.

The team have a well justified rest to recover from the stress of the day’s events.

Scene 6 Ruins Obstacle

The team come across the ruins of an abandoned small settlement.  They search through it and OCF  finds a grenade.  Otherwise the search was fruitless.

Scene 7 Badlands Citizens

Another patch of badlands and up ahead is a building site, the party stop to talk to some workmen.

“Hey, “ OCF calls out, “What’s with the work.”

The labourers blatantly ignores him.

“Hey,” OCF says again. Silence.

“Leave it OCF,“ Gia says, “it doesn’t matter.  They won’t be able to tell us anything to help us anyway.  Although I am curious too on what is being built….”

Scene 8 Ruins Obstacle

Afternoon has arrived. The party are ready to complete the challenge to reconnoiter. It is in the rough the adventurers stumble over the spaceship!  The spaceship leads to the Octagon.

Finally, the objective is completed.

Act 3: Scout Around

The party travel to the building.

“Obstacles are going to be harder to overcome here."

 The team are feeling strained.

Scene 1 Ruins Obstacle

Afternoon has arrived.

“We need to figure out how to get into this thing.  Somewhere should be an entrance into the hidden base associated with this building.  Or the epic is really just a fable.”

OCF has the best chance but cannot find anything. They are dispirited and shuts down in despair.

Iui and Gui tram up and spend a day searching, prodding, thinking.

“Hey Gia!“ Iui calls out pointing at what he has uncovered, “Look here!”

Gia comes over and cries out in surprise.  Iui has found a trapdoor and when it is lifted it reveals a corridor leading downwards.

Scene 2 Ruins Hazard

It is the early hours of the day. Passing through the trapdoor corridor the adventurers are becoming stressed in the catacombs and by being contained from all sides. The task seems routine.

“I can solve this,” says Iui using his sensory enhancer to reduce people’s stress.

The scene comes to a successful conclusion. They have managed to through the catacombs and get through the vault door into the alien base!

Scene 3 Ruins Obstacle

The party halt at the edge of a chasm. A bridge intermittently comes on and off.

“How will we know it will stay on long enough for us to cross?”

“And how will we know it is safe to cross anyway?”

Everyone watches and probes and waits.  It takes longer than it probably should have but they work it out and safely cross the bridge.

Scene 4 Ruins Obstacle

It is so quiet it is unnerving. The party go room by room investigating the various part sof the alien base.  One of the most interesting is a 10 metres half sphere that seems to show a representation of the planet itself, with up to day weather patterns.

Iui finally works out the controls and what is being represented.  It is fascinating.

“It even shows ships in orbit,” Iui states, “Look there are three ships and I can expand the view so you can see – What? Those are Zhodani ships!”

“Zhodani?“ OCF says, “This is starting to make sense based on  the rumours we have heard.”

Scene 5 Ruins Professionals

The group come across a large chamber with a number of Droyne warriors encased in ovoid containers.

“Hey don’t get too close!” warns Gia.  But it is too late.  Iui with intense curiosity touches one of the ovoids.  They all quickly dissolve and 36 armed Droyne Warriors are now also in the chamber with the four members of the team. Well, the team has found not only the alien base but the aliens.

Act 4: Investigate

The team are quite stressed.

Scene 1 Ruins Professionals

The aliens at least seem to ascertain the party is not dangerous.  They swarm to the globe room and instruments and calmly are absorbed by what it is displaying.

OCF points to one of the displays, “Aren’t they Zhodani troops? And isn’t that the vault door we came though?”

OCF is right.  The Zhodani arrive.  The Droyne warriors point their pistols at them and they disappear one by one.    

Iui whispers to himself, “Disintegrators.  They should be impossible.  So many tech levels above now. Who are these soldiers?”

Scene 2 Outpost Obstacle

Iui remembers something about the globe’s controls.  He goes over to a panel and on the globe a pointer can be seen moving towards one of the Zhodani ships.  The pointer pauses on the ship and after a few seconds the ship disappears.

Iui explains, “I remember seeing this when I was looking at it before.  The alien disintegrators gave me an idea on what the controls meant.”

Iui continues and the other two ships are also destroyed.

Scene 3 Ruins Hazard

The aliens make it clear they have set off a self-destruct mechanism for the base.  They will not be coming with the party.

Quickly the party retrace their steps, back out the tower and into their vehicle.  Only Iui suffered any injury as he was climbing through some rocks.

The scene has come to a successful conclusion. The party escape the base.

Gia laments, “No one is likely to believe us you know.”

The objective is achieved.

Adventure aim completed successfully.

Verdict

I seem to have used a different homegrown RPG for each of the Traveller adventure plays!  However, 5 Dice SFRPG worked very well.  5 Dice SFRPG is not very different form 4 Dice SFRPG so maybe I can count them as the same. I will try and stick to 5 Dice SFRPG for the next game but no promises.  I sort of stuck to the promise.  I am currently running the next one but have modified the 5 Dice rules to be a little more closer to standard RPG mechanisms.  E.g. larger weapons inflict more hits rather than increase chance to hit. Also adventurers can have more than one skill.   But it is still very similar.

Saturday, March 13, 2021

4 Dice SFRPG – an adventure set in 2127 Colonising the solar frontier

Introduction

I am playing solo the boardgame The Final Frontier about colonising the Solar System.  I thought I can test my 4 Dice SFRPG by playing some adventures along the way.  This is second adventure and is one act taking place in a spaceship.

Adventure

It is 2127 and Earth is recovering from World War 3.  Nation alliances and boarders have been redrawn.  As Earth stumbles back to some sort of normality, thoughts turn to space.  One of the first powers to do so is the APA, the Asia-Pacific Association, which has a five year lead on space technology.  They use this to great advantage to implement a Martian colony years before anyone else has a chance of doing so.  Another power, The Organisation for Economic Prosperity is reaching further out and setting a foothold in the Jovian system.

Prologue

The date is 011 2127 on an ONEP (Organisation of Nations for Economic Prosperity) spaceship bound for Europa.  It is the early days of the colonisation of the solar system.  Some members of the Asia Pacific Association are on board.   The APA party is:

  • Rashad Gillespie, a snobbish male Human from an industrial background with good skills and a survival kit.
  • Noel Santana, an intimidated male Human from an industrial background with average skills especially survival.
  • Annabelle Calhoun, a shy female Human from a rich background with good skills and a vibroknife.
  • Skip, a Robot from a space background with average skills and a vibroknife.                 


The team – Rashad, Noel, Annabelle and Skip the robot.


The APA are not well liked due to their five-year lead on getting into space.  The team need to convince other passengers that the APA are not all bad.

While in the galley with many of the other passengers they are jostled and not-so-subtly pushed/squeezed against the various walls and other vertical surfaces of the galley.

Rashad turns to Annabelle and whispers “Not fond of us, are they?”

Rashad turns away from Annabelle and uses his elbows to great effect to free himself.  Annabelle does the same.


The passengers crowd in

All they have done is annoyed some of the passengers a bit more. A few of the passengers are now being aggressive.

 “Hey, what do you think you are doing?”

“And what are you doing here anyway?”

“APA-scum!”

Lucky for the APA team the passengers are all talk and no action.  The team manage to leave the Galley unharmed.

The team are alone and walking through the commons area when the lights go out and the team are plunged into sudden darkness.

“Great” say Noel nervously. “Just what we need - practical jokes.”

“They are just trying to get us on edge,” says Rashad. ”Ignore it”.

Rashad switches on a torch and the team, unhurt, continue on.

It is now the late hours outside the command deck. 

“Hey you!” Rashad calls out.  The person he is shouting at turns away.  He does not look like he is doing something innocent. Rashad grabs a short knife out of his survival kit.  The other person takes one look at Rashad and runs down the corridor.  The team give chase but he gets away.  They quickly scout the area and find small bits of wire but no clue as to why.

“Curiouser and curiouser.” thinks Rashad.


The lone saboteur

It was while following the trails they went near the cargo hold where they met some of the spouses of some of the executives.  Idle chit chat showed that the spouses were quite friendly, not what the team were expecting.

They go back to the command deck and do some more investigation and come across a loose panel.  They open it and see that there is a box that obviously does not belong there is wired into the main cables.

Rashad steps forward opening his kit “We’ve got this.”

He begins work on extracting the foreign box. 

“Hey Annabelle, have you got something to lever the box up slightly so I can get at it?”

Annabelle comes over at insets her knife between the box and the side of the panel and moves it slightly.

“Great” says Rashad.  “Nearly there.  Nearly –“

The twang! of the knife as it breaks echoes in the corridor.  Annabelle is distraught and walks off.

“Damn.  We are not going to be able to get it.  Noel, you go get an officer.  At least we tried.”


Working on the sabotage


Back in the commons the team walk in and talk stops.  It is silent for a moment and someone sneers at them.

“You planted it just to look good by finding it.”

Rashad fires back. “Really, and what do you think would have happened if we hadn’t found it?  I don’t think you theory holds up.”

He can see a murmur of agreement with his statement.  Two security officers enter the commons and go straight for the team. 

“Well done.  And we are grateful for your quick thinking and attempt at voiding the box.”

This brings more nods and warm feelings from the passengers.


Meeting the security officers


Later, the team are wandering through the engineering deck and see two people that seem up to no good.

Skip, with his robotic memory, recognises one of them as the person from the corridor.  He only had time to say “Hey-“ before the pirates charged them.

It was a short fight – four against two.


Fighting the pirates


The outcome of the fight won most of the passengers over.

“I guess not all APA is bad”.

Saturday, January 30, 2021

Classic Traveller Double Adventure 01b - Annic Nova solo play

Introduction

Three versions of running the Classic Traveller adventure Annic Nova solo – one using my own solo RPG, one using an SF version of 3 Dice (4 Dice SFRPG) and also another SF version of 3 Dice (4 Dice PPS SFRPG)

Background

I am attempting to replay solo Classic Traveller adventures.  I started with Traveller RPG but then moved onto writing my own, streamlining them as I go.  I use a spreadsheet to run through the adventures that has grown into a monster with dozens of buttons, macros and formulas that I cannot remember how they work!   I ran through Annic Nova with a version of the spreadsheet and then completely rewrote the rules.  I then got jack of that and while on hiatus looked at various solo RPGs I had previously acquired.  I tried an SF version I wrote of Dungeon Roll but was unsuccessful.  I ended up looking a 3 Dice and all its derivatives and wrote an SF version.  I worked up a simple spreadsheet for replay and ran a few generic adventures through it and then tackled Annic Nova again to see if it worked with CT adventures.  While 3 Dice SF does not provide the level of granularity of characters compared to other RPGs, for running solo adventures I find I am just looking for the main difference of the characters – why use one in a situation over another?  And I also found I needed to make more choices with 3 Dice SF.  And lastly, the way I generated the narrative using 3 Dice was more conducive to adding to the narrative.  I think I had gone too far in formulaic narrative in my older spreadsheets.

After doing 3 Dice SF I still thought there was room to improve it to what I was looking for and revised it to a new version 4 Dice SFRPG.  I found I could automate the adventure flow entirely so ran a party through 4 Dice SFRPG with no human input to see if they could reach the end.  I may not do this automation in future though.

Game with 3 Dice SFRPG

Note that this is almost the raw narrative generated by the spreadsheet but did add some dialogue.

Prologue

The date is 001 1105 on Keng. The party is:

·        Riley Kidd, a female Human from a rich background with good skills.

·        Kaylynn Gallagher, a female Human from a poor background with good skills.

·        Niko Davila, an intimidated male Aslan from a military background with good skills.

The team need to find a treasure: The Annic Nova!

Act 1: Investigate

To succeed the group have to pass a number of tasks to obtain a working spaceship.

The group travel to the space location. It is quiet and calming.

Scene 1 Space Obstacle

It is daytime.  It is in space they discover the possible location of a spaceship. The task seems routine. The possible bonus is a clue (to the spaceship whereabouts).

“I’ve got this,” says Kaylynn.

Kaylynn has great skill but fails badly and breaks some special equipment in the process.

Riley steps up. “Here, let me.”

Riley continues with the detection task and brings it to a successful conclusion.

Scene 2 Spaceship Hazard

It is outside the spaceship the party have their safety endangered trying to enter the ship. The task seems easy. The possible benefit from completion is having time to recover.

Niko tackles opening the airlock with great skill and succeeds.

Hooray, the encounter is finished! With time to recover once inside, Kaylynn regains some health.

Scene 3 Command Obstacle

It is afternoon.  It is in the command location the team try and solve how to use the computer. The task seems fairly easy.

Riley has great skill and succeeds.

“It looked hard to start with, but in reality computers are computers no matter who invented them!”

It is now completed.

Scene 4 Engineering Obstacle

It is afternoon.  It is in the engineering location they are attempting to understand engine operation. The task seems very hard.

Riley tackles the task and loses faith and decides not to continue.  He hands it over to Niko. Niko has great skill and succeeds.

“Thanks Nico.”

The task is complete! Riley regains some health.

Scene 5 Commons Hazard

It is now the next morning.  The adventurers may potentially become sick from the disease aboard the ship. Riley becomes sick (in a week so) and his skill level is reduced permanently.   The rest recover fine after a small period of convalescence.

They have a ship!

 

Game with 4 Dice SFRPG (automated)

This was a single run though completely automated.  It is the raw narrative to provide as an example.

Here is the automation rules I used (based what dice rolled are not random):

Acts: 1

Adventure aim: 3 (an unknown spaceship)

Scene 1: Zone 6, Objective 6 (Investigate but this is just a placeholder and not using objectives), Location 1, Class 3, Reward 6 (They have found a clue to the spaceship's location.)

Scene 2: Location 5, Class 5, Reward 2 (They have broken into to spaceship.)

Scene 3: Location 1, Class 3, Reward 6 (They have figured out how to use the computer.)

Scene 4: Location 3, Class 3, Reward 2 (They now understand how the engines function.)

Scene 5: Location 4, Class 5, Reward 1 (They have the sickness disease.)

Prologue

The date is 001 1105 on Keng. The party is:

·        Ibrahim Curry, a dim male Aslan from a military background with great skills.

·        Meadow Velez, a female Human from a industrial background with great skills and a grenade.

·        Kendrick Mullen, a snobbish male Robot from a space background with average skills especially technical.

·        Kamron Hutchinson, a male Robot from a space background with good skills and a stimpack.

The team need to recover an object, specifically an unknown spaceship.

Act 1: Investigate

To succeed the group must talk to people in the area to determine a way forward.

The party travel to the spaceship location. "Hmm.  No weapons or blast to be found.  At least there is less danger here!" Anxiety levels are low.

Scene 1 Command Obstacle

It is now the late hours.  In the command zone the party are subject to sudden darkness and attempt to resolve this. The task seems routine. The possible benefit is a clue.

Ibrahim applies good technical skill and succeeds.

Hooray, the encounter is finished! They have found a clue to the spaceship's location.

Scene 2 Cargohold Hazard

The main part of the day is over.  It is evening at the moment.  While in the cargohold locale the party are paralysed and try and overcome it. The task seems trivial.

Ibrahim has great survival skill and is successful.

It is now successfully completed. They have broken into to spaceship.

Scene 3 Command Obstacle

The time has moved to the morning.  In the command region the team squabble and attempt to resolve this. The task seems difficult. The possible benefit is a clue.

Ibrahim applies good technical skill but does not succeed.

Meadow acts with great technical skill and gets a win.

The scene has come to a successful conclusion. They have figured out how to use the computer.

Scene 4 Engineering Obstacle

The time has moved to the morning.  In the engineering locale the group squabble and attempt to resolve this. The task seems trivial.

Meadow applies great technical skill and succeeds.

The encounter is won! They now understand how the engines function. Ibrahim recuperates.

Scene 5 Commons Hazard

It is the early hours of the day.  In the commons region the party have their safety endangered and try and overcome it. The task seems trivial.

Ibrahim applies great survival skill and succeeds.

This event is now done. They have the sickness disease.

Finally, the objective is completed.

Adventure aim completed successfully.

Ibrahim still at great skill level; Meadow still at great skill level and has: a grenade (1); Kendrick still at average skill level; Kamron still at good skill level and has: a stimpack (1).

Older Game run through

This is the run though with the older spreadsheet.  I am now favouring 4 Dice PPS SFRPG over the older rules.

Chapter 1 - An objective is established

The story begins on Keng during the late hours on 001 1105 with the team located in the command area of the space locale.  The team leader is Leslie Figueroa with the other members being Ouraeglluez, Diego Valentine. The starting tension is low.

Leslie Figueroa is an introverted human female politician from Keanou with average fortitude. Notable attributes are Survival, Mind, Interaction, Combat. They are armed with a knife.

Ouraeglluez is a disagreeable Vargr male business magnate from Human with average fortitude. Notable attributes are Survival, Technical, Mind, Interaction, Vehicle. They are armed with a shotgun.

Diego Valentine is a thoughtless human male police officer from Human with high fortitude. Notable attributes are Survival, Mind, Interaction, Combat.

Keng is an Imperial planet located in the Spinward Marches. It is a small sized world with a breathable atmosphere, little or none (desert world) and is at a agreeable temperature. The tech level is similar to 17th-19th C, population is average and the law level has highly restrictive measures. The government is based on dictatorship with an aristocratic society and an average economy based on agriculture and industry. It has landing pad only and no military bases.

The team need to find a treasure: derelict starship. To achieve this requires around three clues and may take up to six scenes to complete.

Chapter 2 - Solve a puzzle concerning the method to enter the starship

That they may fulfil the challenge at this time the band of travellers must work out a puzzle concerning the method to enter the starship. 

Inwardly, the team have no misgivings about the task. Before attempting the challenge, it seems the adventurers may need to overcome one possible problem along the way.

It is early hours in the command's outside spaceship. On this occasion an issue arises for the travellers to confront.

The group require cautiousness to continue. Leslie gives it a try with high talent.  Leslie has overcome the hazard.

The band require cautiousness to continue. Ouraeglluez undertakes to achieve success with average talent.  Ouraeglluez has overcome the hazard.

The group require cautiousness to continue. Diego takes it on with high know-how.  Diego did not get through the hazard.

It is late hours in the Command's outside spaceship. It is a strange sight to see something out of place and unexpected like this. Diego is laughing far louder and more often than others. Finally the party are ready for the undertaking to fathom out a puzzle concerning the method to enter the starship.

The party have a go at decoding the puzzle. Leslie endeavours to settle the matter with very high know-how.  Leslie solves the puzzle and gains a clue.

They manage to get into the "Annic Nova" without breaking anything.

Chapter 3 - Solve a puzzle concerning the working of the ship's computer

In order to carry out the upcoming difficulty the team must work out a puzzle concerning the working of the ship's computer. To do this the group need to travel to the space command area.

The tension level is low. Looking at what is required to perform the challenge, it seems the party may need to survive a few possible difficulties along the way.

It is daytime in the command's work area. It doesn't have to be stark, but this area is devoid of any attractive décor. While travelling through this locality a predicament takes place for the team.

The crew have their survival threatened. Leslie looks to conclude the task with average know-how.  Leslie did not get through the hazard.

The team have their survival threatened. Ouraeglluez seeks to settle the issue with low expertise.  Ouraeglluez has endured the hazard but wounded in the process.

The party have their survival threatened. Diego endeavours to carry out the task with low proficiency.  Diego could not beat the hazard.

It is early hours in the Command's Bridge. It doesn't have to be stark, but this area is devoid of any attractive décor. Leslie is squinting. At last the party are primed for the test to solve a puzzling problem concerning the working of the ship's computer.

The party labour at working out the puzzle. Leslie endeavours to settle the matter with high proficiency.  Leslie manages to easily solve the puzzle and gain a clue.

Chapter 4 - Solve a puzzle concerning the working of the engines

In order to carry out the next difficulty to overcome the travellers need to solve a puzzle concerning the working of the engines. To do this the gang need to travel to the space command area.

The air is quiet and calming. Preceding the execution of the challenge, it seems the crew may need to surmount a few possible complications along the way.

It is evening in the Command's Engineering. A broken light is still visible.  It is a strange sight to see something out of place and unexpected like this. Diego is chewing something. At last the group are ready for the challenge to solve a puzzle concerning the working of the ship's computer.

The band attempt to solve a puzzle. Leslie aims to complete the job with high capability.  Leslie solves the puzzle and gains a clue.

The party have solved the working of the Annic Nova.

Note that Leslie and Diego have contracted the disease and become sick in about a week.

The band of travellers find time to rest and recuperate. Leslie Figueroa needs to recover and remains carrying an injury.   Diego Valentine needs to recover and is no longer able to continue with the team.      

A high price to pay for a ship.