Showing posts with label pulp Pure and simple. Show all posts
Showing posts with label pulp Pure and simple. Show all posts

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.

Friday, March 29, 2019

Classic Traveller Adventure 01 - Kinunir. Scenario 4 The Lost Ship solo play

Introduction
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.

Classic Traveller Adventure 01 - Kinunir. Scenario 3 The Gash solo play

Introduction
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.

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.

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.

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
Tate O’Neil had just finished his shift as security guard for the Queensland Museum.  It was after midnight and it had been a long day.
“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.

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