Showing posts with label Star Smuggler. Show all posts
Showing posts with label Star Smuggler. Show all posts

Saturday, January 27, 2024

90% Finished - Star Smuggler

I post about Star Smuggler all the time. I had the boxed set when I was a kid and finally lost it in the fire. 

During the rebuilding and replacement year, I noticed that some products like Google Home and phones come in really heavy-duty boxes. I thought they would be perfect for some of my print-on-demand games. 

I started off by printing the rule and event booklets for the game on 20# paper. Then I did the tiles and mounted them on cardboard. Finally, I picked a box I thought was the right size. I use a Google Home box as that would probably never need to be packed up. 

Everything fit nicely. 

Of course, I wanted this to look like the original box, so I downloaded pictures of the box and went to town. The images needed to be scaled to the box as it was much bigger than the original. 

I printed on to photo paper, cut them down, and applied them with Tacky Glue from the Dollar Store. That worked pretty nicely. The one thing that didn't work was the edges. I will trim them down with a razor and use some tape to finish them off. 

Of course, a project isn't complete on one pass. I plan on reprinting the tiles on photo paper and maybe mounting them on thicker cardboard. I'd like to have the books with a heavy stock cover, maybe like a D&D module where the cover serves as a map or reference guide. That is super easy because I already have the booklets done and really don't need to reprint them. 

The counters are the very last item I need. I remember using random counters when I actually had the original set. I love the Star Frontiers counters and maps and I will probably repurpose them from the set I ordered off of DriveThruRPG. I love both the original counters from Alpha Dawn and the ones that come with the Knight Hawks set. 


The back of the box could serve as a map, but really I just loved the artwork enough to make it a part of the box. I recall the original box had a yellow back. I was pretty sure I couldn't reproduce plus the Google Home box is a flip-open box with the lid attached. 

The final image shows the poor job I did with the edges. Trimming will help, but I think I will use a bit of cloth tape to make sure the photo paper stays attached.  


Sunday, January 29, 2023

What Makes a Great Game? Return to Star Smuggler

My last post addressed my desire to create a new game system. In order to make great games, you need to know how to play games. This helps create new mechanics that are hopefully fun. So for the past week, I have been quietly playing a lot of games. 

I've also been collecting data from the gang at MeWe.com via a poll. There will probably be more polls over there. It used to be that Blogger had a poll system, but that has been depreciated to unhelpfulness. 

This week, I busted out Battletech, Star Smuggler, and the classic risk game. I have a feeling that my system will use only 1d6, but the question is how many of them. 

During this process, I happened to notice a good tactic for "winning" at Star Smuggler which is very simple. On day one, you start in the Regari system at the Spaceport with 1d6+150 credits (secs. not credits, actually. I hate that abbreviation). One of the highest-priced items with a good rate of return is e37 GM bots. They cost 120 and can be sold for 100, not including multipliers. Yes, you can sell the ship boat for more, but only once. 

Spend the day collecting your GM bots. We are talking 5, max. You just don't have the funds to do more. Next, jet off to Nipna. Nipna has a wealth of 60 which allows for a 10 multiplier. You can offload those bots for 4000 or 5000 creds. 

WARNING: You have a 1 in 6 chance of damaging your ship on the way to Nipna and once that happens, you have another 1 in 6 chance of being forced to turn in the Status Unit in pilotage which is very negative to gameplay, if not impossible to recover. I won't tell you the event number, but it is interesting as it is one of the cases where Duke can patch up the ship like an engineer. 

That takes the bite out of it, assuming he survives the event. The real kick in the pants is the event becomes more difficult if you have a lot of crew, as they could just outright die from it OR subject Duke to death by not piloting his own ship. 

This is not the end, as you just burned 4 of 6 hypercharges getting to Nipna. That is a cost of 2000 to replace cutting into your bottom line. Before we do that, spend some time hopping back and forth from the space station to the colony. You are looking for two interesting events:

e153 Buy High Technology items and 
e198 Disgruntaled Colonists. 

Also, be on the lookout for cheap items that can be resold at a profit. Due to e198, there is a good chance that selling your ship's boat is a good idea because you're going to need the space. 

How I imagine an empty hold looks like on the
Antelope. 
The High Tech Items has a collection of fun items, but the Portable Life Support unit is my favorite. It allows you to provide 50 cu of goods with life support for a month. After that, it takes a week to recharge it with the ship's engines. What is interesting to me is, it doesn't say where you can use this. So, what if you strap it to the side of the ship? You now have a good-sized second hold for goods for 3 weeks a month. 

All of this space plays positively with the Wealth code of 60. You have a 1 in six chance of picking up items at the base price and an equal chance of selling them at 10 times their value. This is helpful no matter what you buy. The lowly repair unit is 1 to buy but you sell it for 10 on this one planet. Heck, even with half of that rate of return, it's well worth doing. Nipna is played as dark and dangerous, but more dark than really dangerous. 

This is where e198 comes in. Once you sell off the boat and add the PLS system, you can carry all of the disgruntled colonists no matter what you roll. The closest destination that meets the criteria is New Karma. You could probably do it without the PLS with a lucky roll. The result of this event scores you 30 creds per colonist, so even 30 of them is almost enough to buy 2 hypercharges at New Karma. 

New Karma is kind of the End Game planet for Star Smuggler and getting there in week 1 or week 2 totally changes the dynamic of the game. It is strongly suggested that once you build your bank account, you should try to take on crewmembers at a low-wealth planet, so you haven't completely abandoned the rest of the Pavonus Sector. 

Sunday, January 22, 2023

Nice 1/22/2023 Update - Email Response from Maverick

UPDATE 1/22/2023. These files are now available at BoardGameGeek and already have 22 downloads for a 40+ year old game. 

Last night, I received an email from The Maverick, the webmaster of dwarfstar.brainiac.com. He granted me permission to post my Star Smuggler tiles, suggesting Boardgamegeek as the best host. 

To be honest, I don't like hosting files myself, so I gave it a shot. There seems to be a turnaround process, so they aren't there yet. So, here is the link to a zip file. (Edit- I hate hosting my own files as I can't tell how many are downloaded from Google Drive.)

The original tiles had a strange quirk. They were labeled A-J with Asteroids. To create planets, you needed to match up two tiles. Invariably, one of those tiles needed to be upside down. In studying them, there was no permutation where you could have left and right tiles labeled A-J without having several flipped. You'd need a left-hand set and a right-hand set. 

Annoying. 

I flipped each tile so that you don't have to have one upside down. This required relabeling all of the text so you didn't have one tile printed in the reverse. 

The process was super annoying, but I got it done. 

Just a reminder, I only have permission to post a link to these files. That is the extent of my ownership. Please download for personal use only and do not redistribute. I've been waiting a long time for this, please don't make me take it down. 

Monday, January 2, 2023

#CharacterCreationChallenge - Star Smuggler - Emily Pilot/Gunner

This is an odd choice of rules for #CharacterCreationChallenge, but Star Smuggler is one of my favorite games. It is a solo game where the player takes the role of Duke Springer a roguish merchant ship pilot. The ruleset is super light as it needs to be for solo play, but I've found it has enough meat to handle full parties and several players. It has some of the spirit of Traveller, but not enough to be a replacement for Traveller. 

You can pick up a set of rules for play at Dwarfstar Brainiac. The set will allow you to print and play this game, which is very nice of the authors. Due to the collapse of the company, Dennis Sustare never got paid for this one but still allows Dwarfstar to host the files. 

All characters have 3 stats: Marksmanship, Hand to Hand, and Endurance. The main character Duke, your avatar has one additional statistic, Cunning generated by a 1d6. 

Duke's stats are: 

Marksmanship: 5
Hand to Hand: 6
Endurance: 10
Cunning: 1d6 (2 in this iteration). 

He has a starship, the Antelope with Tech Level 1 guns, a hopper, and he has 1d6x100+150 Secs, the money in this system. He can use starship guns, and smaller hand weapons plus pilot the Antelope and the Hopper. Oddities he lacks are the ability to use heavy weapons (depending on the players reading of the rules) cannot drive a land vehicle and can't fix his own stuff. 

I invented Emily as a Duke analog, with a different loadout. She can use all of the same weapons and equipment as Duke, but can also drive land vehicles. She does not come with a starship, hopper, or anything else Duke receives at the start. As a consequence, she can roll for her equipment's Tech Levels and receives 2d6x100 Secs. to start. Her stats are generated as follows with results in parentheses: 

Marksmanship: 1d6+2 (8)
Hand to Hand: 1d6-1 (4)
Endurance: 1d6+2 (7)
Cunning: 3

Only her Cunning is locked in at 3, everything else is randomly generated. Where Duke is excellent in melee, she is better at Marksmanship. And by a lot. No other character receives a +2 to any stat, so she is dangerous with guns. 

As you can see from the drawing, she's had more than a few iterations. 



Monday, November 7, 2022

Prepping A New Project

I have a handful of ideas in mind for new projects, hopefully, to offer on DriveThruRPG. This one requires a lot of stippling and some digital magic which means I need to start practicing now. The interesting thing about prepping is the samples I produce as the practice often don't look anything like the imagined project. 

For this item for example: 


Obviously, it is a spaceship in the theme of Star Smuggler. My project requires a fairly large map of a landscape so it is a conceptual mismatch. The other item I am working on could end up as framed art. Again, it doesn't remotely look like a map.  

But there is a method to the madness. I don't want to work on landscapes or maps while practicing so I don't burn out in the middle of a large project where I need to produce a large landscape map. 

As far as digital magic goes, I started this portion last year, before this new map idea came to mind. That was a simple test of my digital abilities, removing and then adding text to a series of extant images. 


These are the tiles for Star Smuggler. The original set came with a series of tiles that required flipping one tile upside down to create a planet. I flipped the images, removed all of the text, healed the background of that text, and added new text to replace the old text. They came out pretty nice, but once I was done, I noticed that my healing of the background image looked different than the original, so I had to repeat the process to get a complete set of matching tiles. 

A lot of people have created their own world tiles for Star Smuggler, but I have never seen anyone use the original art.  You can check out some nice ones on Board Game Geek in the link. These are very slick and modern looking as opposed to the 70s or 80s look of my copies. 

(I'm sorry, but due to the distro notices on this game, I can't share my files. Mr. Sustare didn't get paid for this game but has graciously allowed the above websites to produce digital versions of the game. It seems fair enough to me. If you know Mr. Sustare... maybe you can get us in touch so I can ask permission or give him the files to post. It's not really mine so they need a good warden.) 

So, what is this project? I have a B/X/AD&D campaign world that has 40ish years of history and I would like to see it in print. The first part of the project is the map of The Peninsula of Plenty. It is a vast area that does not lend itself to hex mapping. 

In this world, there are many strange things. For example, there are magical rail lines, newspapers, and consumer-grade magic items. I have reporters, treasure hunters, and historians of great renown populating the world. Magarven is the Peninsula's most outrageous self-promoter believing himself to be all three. Take a look at his Last Polyandrion, a map of a magical edifice of unknown meaning and purpose. 

I imagine that Magarven would very much like everyone to know what a smart and well-traveled Drow he is, so I would like to publish a series of books by him. This series will have an in-universe perspective and would contain 9 or more volumes. The collection is rules agnostic as it will be a traveller's handbook to the Peninsula. 

The reader would rapidly come to the conclusion that Magarven the Mad is not all there. As The World's Most Popular Drow, one who embraces both his heritage and fame, he will do or say anything to perpetuate being a hero when he is not. He is clearly not at fault when his human fans disappear, he has no idea where they went, and tales of sacrifices to Lolth are completely out of bounds. She was never a demon queen. How unfair to speak such untruths.   

The last part of this project would be to create a series of player's or DM's handbooks to account for noticeable differences between my campaign universe and the default B/X/AD&D setting. This would be a series that would stat out major parts of the world described by Magarven's Handbooks. 

I have rambled too much. But let me throw in one last plug. The notebook imaged above is available on RedBubble if you are into such things. There is a really good sale right now, so you can score one for less than 9 bucks. 

Sunday, September 25, 2022

Recovery in or of Star Smuggler

In my last post, I hypothesized that the player could recover from the loss of their Antelope spaceship by pulling together a small team of pilots, medics, and engineers to scavenge in the Ruins found on so many planets. 

While this is basically true, it takes a very long time. I used Random.org's dice generator to rapidly roll hundreds of dice. The primary limiting factor is loading a hopper (25 CU) or using an orbital shuttle (50 cu) to move goods around. The problem with this method is it takes a lot of time and money to do so. You can cache items to speed the process but the scenario becomes a little ridiculous and tedious. 

If you are down with embracing the ridiculous you can reduce the tedium by purchasing items like repair units, fuel units, or GM bots right in the Spaceport. Once you have spent every penny on these items all you have to do is sit on them until you receive a good sales result. Picture Duke sitting on a pile of craters right in a hanger waiting for someone to happen by in need of item x, which he has cornered the market on. On Regari, a roll of 6 sales results in a 1.5 base price modifier. You are converting 1 secs. spent into 1.5 secs. per cycle. In a month or two, you should have enough to purchase a new Antelope. 

If only you get over the fact that Duke is sitting on a pile of thousands of repair units or fuel units...

The reason this isn't an obvious solution is you cache a tremendous amount of items inside the Spaceport for a very short period of time. Like thousands of CU worth of goods. The rules don't place a limit on the number of items you can have only a limit on items you can move.  

It is a very unsatisfying solution because it kills the game engine's balance. In fact, using this method breaks the economic restrictions that the game places on you. So long as you do not engage in any other activities such as RRR, there is zero risk due to a lack of opportunities to make contacts or otherwise experience negative effects. 

Now I have further expansion possibilities because there must be a mechanic to offset the easy solution of not engaging in play to win. In solo play, this is not as dangerous as the solo player is playing for exploration not cheating their way through the money problem. It's just easier to fudge the rolls or be a bad timekeeper. 

If you want to adapt Star Smuggler to an actual multiplayer game, then you need a solution to this possibility. 

I think that creating a table of random events that can occur when you do not move or engage in activities would work to resolve this unique issue. The Star Smuggler system has many different built-in: scenarios that range from flavoring to pushing events that can speed world-building while not obviously punishing a lack of activity. A party of characters will need some downtime to stay centered on tasks, but a random table of events can spark new plans and ideas. Think of it as exposure without railroading like a solo game has to do. 

Another cool idea for multiplayer options is to use randomly generated systems to express change. As time goes on a Spaceport could morph into a colony, city, or slum. This wouldn't happen overnight, but a referee could present the changes over the natural weeks and months which are hardcoded into the game system. The referee could even change the star charts as exploration opens new routes or even open up completely new systems. 

This solo game system is remarkably robust for such a simple thing. A necessary limit in the system is how scattered the rules are within the events. For example, there exist psionics, grenades, and combat droids however, if haven't read every event you wouldn't even know. Also, combat is super tight. There are relatively few ways you can make changes without upsetting the game balance. 

However, in using this as an actual RPG ruleset, the referee knows exactly what to expect. Change can come in other ways, such as the expansion of planetary systems, new events created by the players' choices, and the referee's goals for the game. 

Most of my amazement and fascination with this game is how tightly integrated and edited it is. I spent a few days going through every event and rule, mapping out where each went to find loops or mistakes. There are a few loops, but as near as I can tell no actual mistakes which is a testament to how well thought out it is. 

There are a few relics and oddities in the rules and events. For example, events are sequential from e001 to e199 but then hop to e400 before ending at e441. That leads me to believe that the game might have meant to have 200 more events. The rules do the same thing, flowing from r201 to r242 before hopping to r300+. Maybe there are 60 or so missing rules entries. Were that true, someone painstakingly edited them away without the benefit of a computer. 

There is another option. Two people could have been working on the set at the same time and divided the entries between them which explains the gap. One person finished before the other but in order to maintain the document refused to reference unnecessary numbers or renumber what they had. Not surprising if you are using pen and paper or worse, a typewriter.  

Personally, I believe this second option to be the more possible one. There is a subtle hint in e005. It is the only event that straight-up duplicates events: 

"If you disable the controller and capture it, the event takes 1 hour and roll 1d6: 1-e117, 2-e017, 3-e059, 4-e117, 5-e017, 6-no effect." 

This does not occur any place else in the rules. Omitting tension-building choices which hop through an intervening event before directing the reader/player back to make a different choice at the initial branch. This is a common trope in "choose your own adventure" books. It is different than duplication.  

I believe in this case one of the e117 and e017 events was supposed to lead elsewhere but do not because those events were either edited away or simply not written. 

A similar thing happens in the rules section for combat. The events and rules call out "sidearms" and "heavy sidearms" while a few areas mention "explosive weapons" and "armor piercing" weapons. I personally believe that this is the result of two authors being on the same page, but not the same word. Or perhaps they intended for there to be a couple of classes of weapons that were discovered to be unbalanced, like a machine gun or blaster rifle. Or maybe "too much like game, movie or TV show x." 

It is pretty clear that the author used their personal experience at the game table to create a solo game. I find it kind of satisfying to reverse the process and use the ruleset for a multiplayer game. 

What do you think? 

Friday, September 16, 2022

Changing the Scenario - Star Smuggler

One of the nice things about Star Smuggler is the designer thought to make the game extendable. If you have played the generic game too many times, you can add in r208 Random Star System Connections and r209 Random Star System Design. This totally changes the dynamics of the game by presenting opportunities you ordinarily wouldn't have in the vanilla version. 

In using these two systems, I rolled up a new version of the whole star chart.  

Regari, the starting system, now has two planets and asteroids with a space station. This is a total game changer because the second planet has twice the destinations. I also pulled out my cutting mat to use the grid to help mark out distances. 


This is so handy and I wish I had thought of it before. 

It also gave me a rule-busting start scenario. In Star Smuggler, there are multiple series of events that lead to Duke losing his ship. The rules don't indicate a loss, but the question is, can you survive long enough to get another ship? 

I suspect the answer is "yes" because, with the loss of the ship, you lose the weekly clock of payments and the associated money drain. If this happens late in the game, you have a nest egg to work from. You only need a few things to make stuff happen:

A Hopper, 
An Engineer, 
A Medic, 
Repair Units, Life Support Units, and Fuel Units. 

The total cost of these items, assuming you have none to start is between 940 and 1240 secs. Once you have these base items, your goal is to get to the Ruins. There you can pick up Bots, Skimmers, RU, and maybe another Hopper. The primary goal is to get that Hopper for free. 


Once you have a second Hopper, you need to hire another Pilot and a pair of Gunners at a base cost of 50 a week. Utilize the cache rules to preserve your finds in the Ruins. Don't forget about the Orbital Shuttle event that allows you to move 50 cu of goods in a single hour. It's a great way to clean out that cache. 

At this point, your crew cost is 65 a week. If you go whole hog, that is 65 per owned Hopper. That's a pilot, medic, engineer, and gunner per ship. You'll be making bank in no time, especially if you utilize the game-breaking scenario of multiple Hoppers with guns. You can actually become a pirate, using the Hoppers to strafe ground targets. Sure, you're wanted but the major drawback to being wanted is losing your ship at random... and you don't have one of those. It's entirely possible that your fleet of Hoppers could gun down even full size spaceships. 

In order to cut down on the rogue pirate theme, you could make orbital shuttles available. They are basically double-sized Hoppers. I have designed a small layout of one: 


The cargo area is a bit smaller than what the rules say, but I tacked on 10 cu for passengers, 6 cu for the crew in pilotage and tons of fuel. I would price this thing out at 3 times the cost of a Hopper, available when a Hopper is. This ends up being 2700 or 3600 secs., base price. An orbital shuttle is big enough to generate it's own life support like a full sized ship, but the trade off is there is no good place for guns or turrets. This gimmick is there to prevent that guns blazing trope. 

My final modification is to jump right to the shipless gameplay. For whatever reason, Duke doesn't start with a ship. Maybe the financial market tanked, or the ship he was offered looked nothing like the Serenity, or it was purple, or whatever you want. In this scenario, Duke never had a ship or the associated costs. So let's give him a Sidearm, the U-suit and 4d6x100+150 secs. Let us also change secs. into dollars, so I don't have to keep typing that annoying abbreviation. 

Duke starts out at the Spaceport with a maximum of $3650. He does not have a ship, Hopper or anything but the U-suit and Sidearm. Now, he needs to make 32 times what he has to buy an Antelope outright. This should be completely different. 

I haven't done a commercial in a while, so I figured I try something different. Over at Redbubble, I have a collection of Sci-Fi themed goodies. I have notebooks, pins, stickers, clocks, mugs and more. 



Check out my shop front there




Thursday, September 15, 2022

Down for the Count - Stunners

It's finally happened, I got nailed with Covid. It's perhaps a mild case, as there are times when I feel ok and other times when I can't even stay awake. 

So what to do with all of this enforced time off? 

Star Smuggler, of course. The game is free from the link, just don't redistribute. 

I want characters to have a stunner. It works like a sidearm, except if you hit the target they are stunned for one round. If they have already moved or shot in the round, there is no effect. They can move and fight in the next round automatically. 

Continuing with the sidearms rules, if you roll a 6 on your to hit roll, it is critical and requires one more 1d6 to be rolled. If you get a 1 or 6, the target is knocked out for the rest of the fight. Shooting into melee is possible, but just like sidearms, you can hit your friends with the same stun effects. 

A stunner does no damage to non-living things, which makes it U-suit, robot, and vehicle safe. 

There is a heavy version of a stunner, the only difference is it can pass through U-suits. Not damage them, but pass through as if they don't exist. The heavy stunner is operated exactly like the previous entry. If a heavy stunner (and only heavy stunners) is fired at or through a personal force shield, both the force shield and the stunner must roll for breakdown. Heavy stunners don't work on armored targets, this is the upper limit of the technology. They don't blow holes in things, which is their advantage. 

Stunners cannot hit people inside a vehicle UNLESS the target is shooting out of the said vehicle. I suppose you could make some fun rules for if that person topples out the window, but I would leave that alone. In a solo game that's too much detail. 

Stunners are available when you make a roll that indicates sidearms or heavy sidearms are available. They cost the same as their lethal equivalents. They have the same range of tech levels. Anyone can use a stunner, but only Duke, Gunners and Bodyguards can use heavy stunner. This means you can have armed Drivers and Medics. 

There is an electronic version of a stunner called a scrambler in e18. It forces a breakdown if it hits a vehicle, robot, etc. Normally, this device cannot be purchased. 

I have not figured out a reasonable modification for a hand-held melee stunner. Hand-to-hand is a different mechanic, where every odd-numbered positive number is a hit. Rolls of 7, 9, and 11 do something special such as KO a target or disarm them. Hand-to-hand is an odd beast because you hit on odd results, but the character can have even or odd skills and modifiers. My COVID-addled brain can't handle the math.

"The sum of two odd numbers is always even",
"The sum of two even numbers is always even"

It's simple enough to be confusing. I guess you could flavor hand-to-hand combat by simply assuming that people have access to hand head stunners, which accounts for all of the knockouts in melee. I'll think I'll leave good enough alone. 

Saturday, February 19, 2022

Copy, Paste, Flip, Cut... The Countdown is On

If you look over to the right, you'll see the countdown is on. We are set to return home by mid-April. 54 days. That means a lot of things. 

Due to the time of year, everyone here is hauling ass. Nate and Cat have the school play the first week of March. Weddings are in full swing, so they are doing double duty with practice and work at the banquet hall. My older son is off with the Air Force Reserves, in and out of the house as duty dictates. My wife and I are starting new jobs. 

Things are getting real. 

The biggest change is that we won't have time to game much at all. Rather than go on hiatus, I will still have time to do some reviews. I also want to show off some cool stuff I have received from people who reached out after the fire. I should have time to post every week or two. 

Before I check out for a bit, I wanted to show off something I put together today. I love the game Star Smuggler, a solo game created in the 80s. It's like Traveller Super Lite. You can download and print it from Dwarfstar Games

One thing that always bothered me about the set is that the tiles used for the planets forced the player to invert one tile or another to create the necessary planets. Last night, I decided to correct that by flipping every tile with Gimp. This afternoon, I printed them out and pasted them on cardboard. 

It took forever. You see, the problem was each tile has text and numbers which are backward if you merely flip them. I went in flipped the words the right way around. 

It wasn't until I had the whole set printed and mounted on cardboard that I realized the high production value of the artwork included with this game. Everything lines up correctly. 

When you look at two A tiles side by side, the available paths line up because they are mirrored. And the continents look like a Rorschach test. But that is not how they are supposed to be used. 


You're supposed to match up left and right tiles according to the rules. For example, the Planet Regari uses tiles K and J while Palatek uses A and C. 


Not only do those match, every tile matches. That's brilliant! Tom Maxwell, who did the art for the tiles was a genius. I love it. 

Given that I won't have much time on my hands in the next 50+ days, my gameplay will be limited to solo games like this one. Physical tiles make it so much easier. 

Thank you, everyone, for everything. I will be around but probably not as much as I'd like. 

Friday, June 18, 2021

Right Name, Wrong Game

I've written hundreds of posts about Star Smuggler. One thing I glossed over is the combat system for spaceships. I was hoping that you, the reader would download it and try it for yourself. It really is an ingenious system. 

And not entirely appropriate for this game. As the title of the posts says, right name, wrong game. There is a flaw in this system which could be a typo or perhaps something intentional. 

I have mentioned several times that this game seems to have some aspects of Traveller, a very simplified version of Traveller. In some respects that is true. The plots, the technology types, even the Antelope starship itself. But that is where the similarities end. 

In studying this game, I have come to the conclusion that it might have been a stand alone game used by the author for a science fiction setting. Some sort of super campaign. 

One of the hints at this possibility is the combat system. It is really designed well for ship to ship combat where smuggling and piracy are critical.   

The game system has tech levels, from 1 to 6. For spaceship combat, you are able to roll one die for each tech level of the ship's guns. For tech level 6, you can roll a maximum of six dice. 

Roll a 1 or 2 and you have hit. 
Simple, eh? 

Well, yes. There there are the other modifiers and statistics that come into play. If you are shooting at a stationary target, you can roll up to 7 dice. Theoretically, that should allow you to hit at least twice, maybe three times. 

The vast majority of ships in the game absorb 10 hits of damage. With the stock Antelope with the tech level 1 guns, you need to go through 10 lucky combat rounds to destroy another ship. 

However with upgraded guns the modifiers come into play. If you roll two 1's or two 2's, you do a critical plus one hit for each pair 1's or 2's. A critical will damage the radios, the engines, shields, life support, ECM or breech a compartment killing everyone inside. There are six compartment areas. 

On a roll of a 1 and 2, you do two criticals plus hits. 
This random roll of seven dice from Random.org shows the problem. 

This is three hits tech level 6 guns against a stationary ship. But how many criticals? I don't know, which is why I suspect there is a flaw in the rules. 

My personal interpretation is that it is 3 hits plus 2 criticals. The first one and two are combined for the first two hits and the first two criticals. Then the second two is the next hit. If the order had been different, this would have been one critical and three hits. 

There is a third possibility. Perhaps the author intended the player to roll one die at a time so they get a sequence of numbers that can be evaluated in order. 

The upshot of this is, if you rolled a just the first 3 dice, that would be two hits and two criticals. Now when combined with the critical table, a ship can experience hull breaches which kill the crew and disable that area. 

This particular sequence of rolls, 3, 2, 1, 6, 6, 2 would result in 2 criticals, two hits and breach of the cargo hold and destroy the ECM system, if any. 

Repeat that a couple of times and you are on your way to disabling a ship. In the next sequence, I rolled 1, 3, 1, which is another two hits and critical. The critical took out the engines, which gives my next roll an extra die. 
Two more criticals. One took out life support and the other took out the crew quarters. The enemy can still shoot back, but they can't move and can only take two more hits. Anyone not in a suit is dead. 

It sounds like boarding time to me.

The problem with this is scenario is, this can give the player the opportunity to board and take a ship by wiping out the whole crew. That cannot be intentional, at least for Star Smuggler. Having two ships is very game breaking as I have proved a couple of times. 

The author seemed to realize this. Anytime there is a programed space combat event, the enemy ship will surrender at 8 hits and two to go. They rig the ship to explode if you try to take it. So you can plunder but not capture. However, there are random combat events that don't have this rule in play.  

As a homebrewed game about pirates and smugglers, it rocks! 

Friday, December 11, 2020

You can't buy that!

Alright, I hope you noticed all of my ads the past couple of days. They help support this site. However, they aren't the main reason for the site. Gaming is the reason. 

To that end, lets promote a couple of games you can't buy at any price. Enter Dwarfstar Games. In coordination with Reaper Minis, they brought several games back from the dead. These games aren't abandoned or even in the public domain, but the people behind Dwarfstar have brought back 7 tiny games publish by companies like Heritage in the 80s. You can download them directly from that website above or click the names below.  

The first is Barbarian Prince. I am using Dwarfstar's description copy here: 

"BARBARIAN PRINCE is a solitaire game of heroic adventure in a forgotten age of barbarism and sorcery. No opponent is necessary as the Event Booklet takes you through a pre-programmed sequence of encounters which is different each time you play the game. For each event, you, as the Barbarian Prince Cal Arath, must make the decisions which will make your quest successful -- or may cost you your life.

"BARBARIAN PRINCE is a new concept in Adventure Gaming. No rules reading is required; the programmed event sequence lets you begin play as soon as you open the box.

"BARBARIAN PRINCE contains -- A full-color 12"x 14" mapboard, a die, rules folder, Event Booklet, and summary sheet -- and a detailed cast metal figure of the Barbarian Prince to mark your position on the board."

I played a few round in my Pilot Podcast Episode

The next game, Demonlord is equally interesting: 

"DEMONLORD is a game of strategy for two players. It vividly recreates the grand sweep of empires in conflict in an age of sorcery and enchantment. Infantry and cavalry sweep across the land to meet in battle or besiege fortresses, as winged troops wheel overhead. Priests invoke friendly spirits, as magicians prepare potent battlefield magic, or summon great beasts to their aid. And controlling it all, the dread Demonlord, and the Captains of the Hosar alliance with their retinue of personalities and special powers.

"DEMONLORD contains -- a full color card stock mapboard, 12"x14"; 154 full color counters; a die; instruction folder.

"PLAY LEVEL - Intermediate/Advanced"

I can't wait to play this one. 

I seem to recall having Goblin back in the day, but I must have lost it. No worries, you can still download it for free. 

"GOBLIN is a fantasy game of raiding and plunder for two players. Each player takes a turn at playing the Goblin King, leading raiders into the peaceful valley, pillaging and burning. The other player maneuvers the farmers and the Baron's troops in a desperate attempt to stave off the raids. The player who amasses the greatest amount of plunder as Goblin King, before being killed in battle or deposed by his own goblins, is the winner. Goblin is a light-hearted, free-wheeling game with surprisingly subtle strategy.

"GOBLIN contains -- a full-color 12"x14" mapboard, 154 full-color counters, a gaming die, and complete instruction book."

Next up is Grav Armor, another game I had in a baggie. I seem to recall picking it up from Kaybee Toys on close out. 

"GRAV ARMOR is a fast-moving game of future armored warfare for 2 players. It realistically simulates the high-speed, high casualty combat between streaking gravitic vehicles, surface-effects craft, supersonic fighters, orbital dropships and power-suited infantry. The modular map sections allow scenarios to be played on radically different types of planets (earthlike, molten, frozen or airless).

"GRAV ARMOR contains -- Six 4"x7" full-color map modules, 154 full-color counters, two dice, and complete rules booklet with 5 scenarios.

"PLAY LEVEL - Introductory/Intermediate"

My friend Scott R. had OUTPOST GAMMA. He was also the person who introduced me to Traveller. I've never recovered, but I still love these sorts of games. The art work reminds me of the stuff done for Dark Tower

"OUTPOST GAMMA is a game of science fiction combat for two players. With its unpredictable storms and fast-playing combat system, OUTPOST GAMMA captures the tension and rapid-fire action of high versus low-technology combat in a hostile environment.

"OUTPOST GAMMA contains -- a full-color 12"x 14" mapboard, 154 full-color counters, a die, and rules booklet.

"GAME LEVEL - Introductory/Intermediate"




My personal favorite is Star Smuggler. I've posted hundreds of times on it. You can check out my two series on it here and here

STAR SMUGGLER is a solitaire game of tense adventure in the far future. No opponent is necessary, as the Event Booklet takes you through a pre-programmed sequence of encounters which is different each time you play the game. For each event, you, as star smuggler Duke Springer must make the decisions which will make you huge profits -- or may cost you your life.

STAR SMUGGLER contains -- Twelve 4"x3" full-color mapboard tiles, four full-color counters, a rules booklet, events booklet and gaming dice.

I've put hundreds if not thousands of hours into this. It's like Traveller Lite. I've also played it as a multi-player game. The rules are pretty solid. 

And last but not least is Star Viking. This has little to do with the book Space Viking or Traveller, but somehow these three works are tied together with callout and callbacks. I had a blast playing it with my kids. My review is right here

"STAR VIKING is a game of interstellar raiding and plunder for two players. Using a unique system of 12 mapboard tiles to represent the various star systems in the Outrim sector, it captures the tense uncertainty and the sudden, flashing battles of an interstellar war. Units represented include Viking cruisers, sloops, and fighters. Federate and local frigates, battle-cruisers, and patrol boats, as well as raiding detachments, security forces, grav-armor units, specialized warfare pods, and conventional low-tech armed forces ranging from atmospheric aircraft to stone-age hordes.

"STAR VIKING contains -- Twelve 3�"x4" full-color cardboard playing tiles, 154 full-color counters, a die, and a complete instruction folder.

"PLAY LEVEL - Intermediate."

Remember, you can't buy these from Dwarfstar, but don't hesitate to download them. Be kind and don't abuse their terms. They are more than generous. 



Monday, November 9, 2020

Revisiting Star Smuggler - Session 008 Repeating the Motion - Mission Summary One

The crews of the Zephyr and Sirocco are fully fueled and ready to go. They have 76,253 to spend. 

In this post, I'll be trying the Regari to Palatek run again to see if more resources can make this work. 


This event is offered via e192. The stated rules are you can buy hand carved items for a base price of 5 CU on Regari and sell them on Palatek for 10. On Palatek, you can buy electronics for 60 and sell on Regari for 100, base prices. Base prices are modified by a die roll. On Regari, it's impossible to buy or sell for greater than 1 1/2 times base price. Palatek could have prices up to triple the normal cost. 

There are some unstated restrictions here. First, each drop off/pick up takes "the rest of the day". Second, boosting into orbit to get to the jump point takes 4 hours. Jumping burns 1 hypercharge. Landing requires 2 entry rolls which could be either dangerous or cost time. You are also limited by funds available and if those are fine, how much space you have on board for cargo. The items are 1 CU and have no special restrictions on storage, so you could pack every available space with them. 

The Sorocco and the Zephyr have a total of 150 CU of storage in their combined cargo bays. Being two ships, each jump will burn 2 hypercharges. 

The crew loads up the 150 CU worth of carvings at a price of 750 secs. This takes all day. They get to Palatek and roll for entry. They get result e103, which describes finding a 4 CU status pod. There is plenty of room, so they bring it onboard. They manage to avoid detection landing and off load the goods. They make 3000 from the carvings. They take on 150 CU of electronics for 9000 secs. They have burned a second day. 

On the return trip to Regari, they get through both checks without being detected. On landing, they sell the electronics for 15,000. This ends a third day. 

They move over to the spaceport and refuel at a cost of 2000 secs (500 times 2 times charges, times two ships).

At this point, I will sanity check the numbers. They had 76,253. In the plus column they have 15,000 and 3,000 and in the loss column they have 2,000, 9,000 and 750. Additionally, that have used 4 days and have a 4 CU stasis pod with unknown contents. They made 6250. 

On the surface, they 2.5 times the normal cargo space and far more money than a typical player would have. Under normal play conditions, the player would have to make 10 runs to make this much money. It is possible to get lucky and have nothing slow you down, but it would take a minimum of 11 days because they would have to take on hypercharges at least once. 

Entry rolls are a key factor. At Regari, there are 4 rolls that do not effect you while there are two that lead down paths that can kill you outright and one more that ends the game in a single die roll or choice. At Palatek, there are three entry events that have no effect, two that could end in either all day events or combat which would probably end the game and a 6th event that has 3 bad endings, two neutral and a sixth that could end the game in a win condition after a lot of time and investment of energy. 

The rolls when entering areas are far less dangerous, you could by pass them by making a good roll.  On these two planets, there are 5 events which are more flavoring than anything else, while a sixth path leads to two slightly dangerous or annoying events and one event that is usually positive. There is event an event that allows you bribe your way into an area, trading money for time and safety. 

Spitballing things, if you run this mission 11 times you'll average about 568 secs per run. However due to the low prices of the carvings, the player would have to complete a full cycle to see this level of reward. Early in the game, the player will be more conservative that this and may fail to pick up on all the nuances of the mission. 

Since my team doesn't have a clock ticking, I can investigate many of the mini-missions in the game to see what pays off most. 

Revisiting Star Smuggler - Session 007a All Over But for the Accounting

We left on at the end of Day 5. On Day 6, the ship is repaired and ready to go. As mentioned before, they want to get back to doing something easier. That cargo run from Palatek to Regari sounds nice. Anything that doesn't involve shooting sounds nice. 


But they have one thing little thing that they can do on Mynkuria, pay off the ship. For a while there, I was tracking the ship's account and 9 different character's funds. That ain't fun, so it ends here. The ship's account is at 292,183 while the characters have an additional 8,820. After paying the ship off, they have 111,003 left. I am just keeping one pool of funds. 

The gang decides to run back to Palatek, via Nipna, Talitar and Imperia. They have no intention of landing anyplace except Palatek Prime, so the trip could take as little as a day. Depending on the dice gods, that is. Infi! 

At Nipna, they roll a 2 for their entry roll. They land in the middle of space battle and jump again before anything bad happens. At Talitar, they get a 3 which means they go undetected. At Imperia, they roll a 1 and drift by a broken down ship. Oddly, they have no chance to interact with it. For Palatek, they score a 3 which gives them a chance to attack a merchant ship with 12 hits. No deal. 

They land on the planet with two hours of daylight. They land at the city uneventfully. It's time to do the gear mamba to make space in the cargo hold. 


They have two hoppers which can hold 20 CU including passengers (it's odd, but the hopper boat guns are bigger than the ship guns). On each hopper, they leave five seats open for crew. They divide the fuel units 8 per hopper. One fuel unit is in the vacuum skimmer. They place 7 life support units in each hopper and one in the skimmer. 

In the cargo bay, they have 9 repair units and a skimmer (10 CU) leaving 41 CU of space for stuff. The remaining u-suits (4 in all), side arms and heavy side arms are scattered in the crew quarters. Since the crew space is 32 CU in all and I only have 9 crew plus their gear, I'll place the repair units there, too. Odd, but efficient. There is now 50 CU in the cargo bay. 

They buy 50 CU of electronics and get ready to go. That costs 3000 secs. They now have 108,003. That ends Day 6. 

On Day 7, they boost for orbit which takes 4 hours to reach the jump point. On arrival, they are ignored and land on the surface at the colony to off load the electronics for a base price of 100. They make 5,000 secs. and buy 50 CU of carvings for 250. 

Day 8 starts by moving the ship to the spaceport. They are out of hypercharges and need to "reload". They make the deal in one hour, but the loading process takes all day. They are down 3000 secs. 

Day 9, they boost for orbit and jump to Palatek. On landing, they offload their goods and take on the next load of electronics. They take in 1500, but end up spending 6000. 

Back to Regari. They get 5000 for the transaction. 

Emily points out that after 3 runs, they only have 110,253. They only made 2,250 but they are also down 1000 secs in fuel costs. This isn't working for them. 1250 of profits would make a starting player, they could pay their 300 interest payment, hire some crew and upgrade equipment fairly quickly, but it would be labor intensive. 

Time for a new plan for a new week. They buy a full load of Gm-bots at the space station plus two hypercharges. It sets them back 6000+1000. And they are off to Imperia. 

On arrival, they get slugged with a meteor in the engineer compartment. Mel and Sarah do their thing and get the ship repaired. Tired and bored and terrified, they call it a day. 

Day two is better. They land at the spaceport with no problem. Their entry roll indicates a roll on the regular spaceport table which is great. They get e037 - Sell GM-Bots and roll a 6 for their multiplier. They just made 100,000 secs. in one run. They have 203,253. 

Emily says, "Gee, we need to go back to Regari." 

The crew cries, "Why on Earth would we do that?"

"We need to buy a ship..." 

Their new ship cost 120,000 secs. Its TL-1, it doesn't have a hopper or guns. They only have one hypercharge, so they outfit both ships with a full load of six. That costs an additional 4000 secs. They have 79,253 left over. 

They spend the rest the week appointing their new ship. They outfit it with a set of Tl-5 guns from the Zephyr and one of the hoppers. They replace the guns on the Zephyr with TL-6 guns. This means the Zypher has 90 CU of storage while the other ship has 60. That sets them back another 3,000. 

They name it the Sirocco. They are joyriding around an empty spaceport lot trying to figure out who's gonna driver her. 

I'll probably rework this design to have guns. I can live with 2 30 CU bays instead of one large 60 CU bay. I like the look of this ship. 


Saturday, November 7, 2020

Revisiting Star Smuggler - Session 007a Smuggler's Blues

The crew has a plan. They have 2 CU of Dyna-weed that they need to unload quickly. They have a full load of hypercharges on Imperia, so they can reach any system in the sector. 

This exercise is more than looking at the map. It's about knowing the territory. 


There are 10 planetary systems with 15 planets. Of those 15 planets there are only 6 slums to sell this Dyna-weed. On top of this, each system has a wealth code which creates a ranking of which planets are best to visit. In order of wealth, the planets are: 
  1. Imperia,
  2. Byzantium, 
  3. Mynkuria, 
  4. Uruskop, 
  5. Talitar, 
  6. and Regari. 
A couple of these are contiguous systems, but most are widely separated. The crew has chosen the following flight plan: 
  1. Byzantium (48,000 on the sale) 
  2. Imperia, (160,000 on the sale)
  3. Uruskop, (Next planet)
  4. and Mynkuria (Last planet)
What is cool about Star Smuggler is, the reader is building a story outside of what is written in the events and rules. In this example, Mynkuria will be the last planet visited which will complete the weed smuggler's arc. This circles back to all the problems with Mynkuria Death Squads the party experienced back on Nipna. They are being forced to either reduce their profits or run headlong in the planetary system that has caused them the most pain. 

To get to Uruskop, they need to make a jump series from Imperia to Uruskop. This is totally event-less and takes a day. They make 32,000 secs. on the deal. Although event are ordered randomly by die rolls, the dice do not fail to bring the excitement or build story arcs. 

When the Zephyr jumps into Mynkuria space, the fight is on. They roll e095 which is an attack by a Mynkuria cruiser. The cruiser has 10 hits and TL-6 guns. 

One thing that is lacking is a consistent way to capture ships. In some events, the text indicates that the crew will surrender when their ship is down to one hit. In order to prevent the player from permanently capturing the ships they defeat, the surrendering ship threatens to self destruct. In other cases, like e095, there are no surrender conditions. I'll run this scenario out to show the difficulty in capturing a ship. 

The first round of combat takes place by surprise. Each round of combat in space takes an hour, except for surprise attacks. The attackers used an hour to attack, but the reader or player is experiencing the results that hour of action by surprise. They don't record that hour because they weren't aware of the other ship activities. 

The Zephyr has defensive screens, but due to the energy constrains cannot run with them on all the time. The Mynkurian cruiser blasts them with a series of rolls. 2, 2, 2 are all hits that would have been blocked with the screens. But the crew of the Zephyr didn't have time to turn them on. The score is 10 hits to 12 and we are counting down. 

In the first non-surprise round, the Zephyr raises its screens while the Mynkurian cruiser fires again. The Zephyr takes two more hits, 1 and 1 rolls which also indicates a crucial hit. The Zephyr's comms breakdown. They can no longer call for help or communicate with the hoppers. 

The Zephyr makes a risky hopper launch and the three ships fire back. The results are 2 and 2, a one, a one, and a 1, 2, and 2. Since no one ship scored a pair of ones in their attack, no criticals have been done to the Mynkurian this time. The score is now 10 to 3 hits left, still counting down. 

In the second round, the Mynkurian fires again (they have better guns) and scores no damage thank's to the Zephyr's screens absorbing all of those 2 rolls. Not every gun gets a chance to hit the Mynkurian ship. In one shot, they get a critical hit on the Mynkurian's turret doing two points of damage to the ship, knocking out the gun and killing the gunner plus one more point of damage to the ship. 

There is nothing left but an expanding ball of vapor. 

This shows how deadly combat is and hard it is to knock out a ship with damage via the rules. I've played enough to know that you can do with a critical to pilotage or engineering, but otherwise it is very hard to stop short of total destruction. In fact, the chances of knocking a ship down to just one hit is pretty unlikely. There is a tendency to simply overkill a ship. 

Anyway, back to the problems on the Zephyr. Destruction of the Mynkurian's ship does not make the crew wanted thankfully. The hoppers are recovered and the crew decides to enter the Mynkurian Slums to make their sale, another 48,000. Next, they move on to the spaceport. 

These series of moves were risky. They have two encounters in a heavily damaged ship which could have been two more combats. Luckily, they were sales opportunities which didn't have any effect. They do have a couple of hours to make some rolls, again, none of which have any effect. They don't need what was offered. 

The Mel and Sarah need to patch up the ship which will take 3 days. The crew could sweat out these days in RRR or they could try to replace their hypercharges. Replacing the hypercharges is less risky, but they are on the lookout for those Mynkurian Death Squads. 

The crew gets the required charges on the second day of repair, paying 1500 for the hyper-fuel. It's critical that the crew makes all of those repairs as a jump with a damaged ship can cause a catastrophic failure and kill everyone. A fully repaired and properly maintained ship does not suffer this roll, so it's kind of important. 

This ends day 5 of the week. The crew is counting it's money. They are sitting on 292,183 which is far more than the cost of the Zephyr. 

Resources remaining: 

2 Hoppers TL-1 (TL-6 guns), 17 fuel units, 2 GM-bots at TL-5, 1 vacuum skimmer TL-5 (e153), 3 TL-1 u-suits, 1 TL-6 u-suit, Regen Tank TL-6 (e153), Defense Screens, 4 TL-5 heavy side arms, 4 TL-4 side arms, 9 repair units and 18 life support units. 

Revisiting Star Smuggler - Session 006 Smugglers!

Since this will be a hell week, let's recap what resources the ship has and where. 

The ship's account has 8358 secs. In cargo they have: 

2 Hoppers TL-1 (TL-6 guns), 19 fuel units, 2 GM-bots at TL-5, 1 vacuum skimmer TL-5 (e153), 3 TL-1 u-suits, 1 TL-6 u-suit, Regen Tank TL-6 (e153), Defense Screens, 4 TL-5 heavy side arms, 4 TL-4 side arms and 20 life support units. 

The ship also has 4 point of damage from the space battle they fought. The engineers are screaming for resources, so they drop in to the space station. That takes a couple hours and the crew searches for repair units. The engineers insist on 20 repair units, which costs the ship's account 200 secs. They now have 8158 left. 

The next two days are spent doing repairs. I decided Mel and Sarah can each repair a point of damage per day. The rules don't say you can do this, but they don't preclude it either. 

It's now day 4 and the crew decides to leave for Palatek. It takes 3 hours to get to a safe jump point. 

The entry roll indicates they find a status unit floating in space (e103). They take it on board and make their way to the planet. Since they will be hauling cargo, they want to open the status unit and get it out of the way. This means they want to go to the space station for a 5 CU status unit. 

About the odds. You can buy status units at the spaceport on a roll of 2. There is exactly one way to roll that, or 2.78%. At the space station, stasis units are available on 9. There are many ways to roll a nine, 4 to be exact and that is 11.11% chance or four times as often. On the station, you only get 5 rolls per day but that's half the rolls at four times the chance. 

It takes them 2 days worth of rolls to succeed. 500 secs spent (7658 left).

It was more than worth the effort. They find 4 CU of Dyla-Weed. It has a base price of 16,000 secs in any slum. The downside is, they can only sell one per slum per planet. They'll be rich, if they are willing to deal with the illegal stuff. 

To make this choice, I make each character roll against their cunning. Emily, the medic Drey and Jason want to put it out the airlock, but the rest of the crew pleads with them to keep it. There is a lot of grumbling, but they come around. 

For once, these guys are actual smugglers. 

Day 7, they come up with a plan. They will go to Byzantium then Imperia to make the sales and refuel the hypercharges. 

You know, this won't go smoothly. They make the sale at Byzantium, pocketing 48,000 secs. On the very next jump to Imperia, the ship runs into an meteor which blows a hole in the boat bay and one of the boats. The engineers weep. 

As the crew sets down on the planet, the engineers start repairs while the rest of the crew makes the sale. They make another 160,000 secs. They have also used 2 more repair units, leaving only 14. They also have to refuel the ship which takes another day. 

Since the crew is doing something illegal, they quietly make a payment and tell Duke they are doing cargo runs. Because smugglers never do anything illegal. The ship's account is now at 213,683. None of the crew accept payment at this time because they are trying to hide the fact that they are drug runners. 

Technically, the crew is in a win condition. But I want to see how usable this system is a general RPG, so we'll continue again next week.