I'm troubleshooting Worldographer tonight. It works on one system but not another. Annoying, because I know it's my machine.
Anyway, here is a quick map I used for testing.
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I'm troubleshooting Worldographer tonight. It works on one system but not another. Annoying, because I know it's my machine.
Anyway, here is a quick map I used for testing.
I like to use random ideas. Generally, I hate spam but spam comments have caused some of my better writing to come to the forefront. In this week's version, "a better life with Spam", I'll post images of artwork based on Artificial Intelligence.
This was a project I started a few months ago. I like the unicorn but needed to figure out where the rest of it was going.
Queue up the spam suggesting Artificial Intelligence gets things done more efficiently. Since I was lost on this image, I didn't know how to proceed. I upload it to Deepart.io and the results are lovely.
On a side note, I generally don't delete spam. Some of it is amusing, such as the guy at a consignment shop that tried to imply that his goods were magic items to tie into my 52 Weeks of Magic posts. Classic.
Let me take a second to shout out Fat Goblin Games, 3dMakerworks.com, and Goblin Clan Miniatures. These 3d printed products came to my awareness via a spam link. They have suspended their affiliate program, but they are so nice, I can't help but suggest them for your table.
Having said that, I have noticed an uptick with tech-themed spam which has been deleted. The problem with tech products and spam is they can do nasty stuff with your data. I will implement a policy of report and kill from here on out. If you have noticed missing comments, that is why.
My apologies, but I can't host something dangerous.
As always, if you have a product or website you want promoted, post a link in the comments or hit me up at Facebook, Twitter, MeWe, Dice.Camp or Mastodon. I am always looking for new stuff and content for my site, I would love to do a write up on you.
In order to simulate the experience of Traveller without the helping hand, I'm trying out Star Smuggler from the perspective of a party of adventurers rather than a solo captain with a bunch of hired hands.
In order to make this happen, I have taken Duke out of the Captain's Chair. Duke is now an agent for a ship manufacturer. He is looking for some young folks to fly a new ship. It's a subsidized ship which is far superior to the old Antelope class ships currently plying the spaceways.
A player can have as many characters as they wish, up to 5 to start. They can be any type of character within the rules for retainers, except psionists. Each one's stats is generated by the rules in the appropriate section. However, they each receive the personal goods that Duke would receive. One of them will have Duke's stats. Every character has a utility suit, a sidearm and 1d6x100+150 secs. If a character cannot make use of a sidearm, they may have one PS-bot. Additionally, each of these characters has a cunning score of 1d6.
In order to become a member of the crew, these characters must purchase a stake in the ship for 100 secs. This goes into a general account for the purposes of running the ship. This account starts with 750 secs and is increased by sales of goods and purchases of stakes. It is decreased when the crew purchases cargo for transport, improvements for the ship and pays fees. It is also used to pay down principal of 190,000 and make weekly interest payments of 475 secs. It may not be used to purchase personal good for the crew, with the exception of healing, transportation for business and utility suits as replacements for ones lost due to circumstances.
I've tried a couple of different mechanics and this is the simplest thing I could do. Crew members are differentiated from retainers by virtue of purchasing a stake. The crew can ask retainers to join the crew, but don't have to do so. Retainers receive the listed salary in the rules, while crew members benefit from their stake. The crewman draws 1% of the ship's account per week per stake and at the end of 10 years, when the ship is paid for, they will have partial ownership in the ship. Crew members may purchase additional stakes, but only 50% ownership can be allotted to crew.
This new ship is an Antelope II class ship and the crew has named it Zephyr. It has 2 cargo holds for a total of 100 CU of storage. Alternatively, one hold can be used for a second hopper. The ship has one hopper to start with T-1 guns. The ship is equipped with 15 fuel units for the hopper. The ship has two turrets, but initially has only one set of guns mounted. As per normal, everything is T-1. EDIT - The ship has 15 hits.
The most expansive change is the crew space. There are now 32 CU for crewmen divided into two 16 CU sections. This space also houses a 6 CU medical unit, which is a room with space for a medic or doctor to work. There is a weapons hold which can be used for anything, it can only be opened by the crew, not retainers or other non-crew members. The Antelope II has no hiding places as it is a more legitimate ship than the older style Antelopes.
Ok, now that the rules are laid out, let's detail the characters that crew the Zephyr. It should be noted that all characters have a cunning score and I set it to 4. Each crew member has a stake score listed as a percentage, which represents how much of the ship they own and how much they can draw from the ship's account.Emily - Pilot
Marksmanship - 5 Hand-to-Hand - 6 Endurance - 10 Cunning - 4 Stake - 1%
Equipment - utility suit (T-1), sidearm (T-1).
Money: 450 secs.
Mel - Engineer
Marksmanship - 1 Hand-to-Hand - 2 Endurance - 4 Cunning - 4 Stake - 1%
Equipment - utility suit (T-1), sidearm (T-1).
Money: 450 secs.
Drey - Medic
Marksmanship - 0 Hand-to-Hand - 3 Endurance - 6 Cunning - 4 Stake - 1%
Equipment - utility suit (T-1), PS-bot (T-1).
Money: 250 secs.
Patrick - Gunner
Marksmanship - 5 Hand-to-Hand - 5 Endurance - 4 Cunning - 4 Stake - 1%
Equipment - utility suit (T-1), sidearm (T-1).
Money: 350 secs.
Ship's Account - 1150 secs.
Week's Event Logs.
The crew starts off at the Spaceport on board the Zephyr. On the second day, they manage to find a contact (e192) that can set them up on a supply run to Paletek. The deal is, they purchase carvings from the colony on Regari for 5 secs per CU and move them to a city on Paletek, where they sell them for 10 secs. On Paletek, they can buy electronics for 60 secs per CU and sell them to the Regari Colony for 100 secs. All of these prices are base price and are subject to die rolls.
Normally, I don't go this route, but decided to give it a go. They purchase 100 CU of carvings, make the weekly payment on the ship, then they break for orbit. The Ship's account is rather spare, since this was a combined cost of 975 secs.
By the morning of day 4, they off load the goods with no problems. They make 3000 secs. They use the ship's account to purchase 3000 secs or 50 CU of electronics and make for orbit. By the middle of Day 5. they've sold the cargo again (+5000 secs.) and started return trip with 83 CU of electronics (-4980).
One of the limiting factors in this is, unless the crew gets creative with storage, they can only carry 100 CU of goods. The second limiting factor is, hypercharges. I haven't mentioned those, but the Zephyr has 6 and they are out now.
They off load the electronics for 8300 secs and make their way to the spaceport to buy more hypercharges. For the record, the ship's account has 8495. They spend all of Day 6 shopping. They purchase a second hopper and a set of boat's guns (900+160), 10 repair units (10), and 6 hypercharges (3000). The ship's account is now down to 4425.
The crew decides they need to take a break and head to Nipna for some R and R. By the morning of day 9, they have burned four hypercharges, landed at the spaceport and walked to the Casino. By noon, they are rolling dice.
Rather than detail all of the gambling, I will just show how much each character had leaving the tables:
Emily - 400 secs.
Mel - 800 secs.
Drey - 500 secs.
Patrick - 500 secs.
They did great, but let's add in some role play. The gang is pretty drunk and foolishly play the high stakes table. Each one puts up 100 secs in 10 secs. increments and tried to score some money for the ship's account. They lost 400 secs but ultimately won an additional 900 secs. Mel returned the tables and ended up with more 800 secs. for the ship's account. The funny things drunk people do.
The crew, drunk and scattered drew some attention walking out. Emily who was holding the 900, plus her own money got robbed. They took everything from her. Drey, Mel and Patrick were give the same offer to play more games. Drey got cleaned out, but Patrick doubled his money and Mel did amazing multiplying his money and the ship's account money by 5.
On the morning of day 10, they staggered back home. Emily got there first, followed by Drey then Patrick. Mel was detected on entry to the spaceport and rolled e153. Amusingly, since the rest of the crew planned RRR, they also made a contact which resulted in e153.
To keep things clear, I'll run more numbers now:
Emily - 0 secs.
Mel - 4000 secs.
Drey - 0 secs.
Patrick - 1000 secs.
Ship's Account - 8425
Now that that is squared away, let's talk about e153. It's a chance to buy high tech items. Since Mel was alone with this one, he couldn't consult the crew or spend more than what he had on him. He purchases the high powered sidearm (T-6) which fires explosive rounds for 250 secs. He wanted 4 of them, but it's one per customer.
This gets a bit weird, but since Mel has a large chuck of the ship's funds on him, the rest of the crew hems and haws over paying 4000 secs for the regen tank. On Mel's return, they are extraordinarily happy to find that he has another 4000 for the account. This means people get paid. It's secs. that they didn't have before.
Mel feels bad for Emily and hands over his shiney new sidearm. The crew is amped up for more shenanigans. They replace their hypercharges and buy a 5 overpriced utility suits so everyone has one and a spare. Next week they are going hunt down some muggers and get even.
Emily - Pilot
Marksmanship - 5 Hand-to-Hand - 6 Endurance - 10 Cunning - 4 Stake - 1%
Equipment - utility suit (T-6), sidearm (T-6, explosive rounds).
Money: 19 secs.
Mel - Engineer
Marksmanship - 1 Hand-to-Hand - 2 Endurance - 4 Cunning - 4 Stake - 1%
Equipment - utility suit (T-1), sidearm (T-1).
Money: 3769 secs.
Drey - Medic
Marksmanship - 0 Hand-to-Hand - 3 Endurance - 6 Cunning - 4 Stake - 1%
Equipment - utility suit (T-1), PS-bot (T-1).
Money: 19 secs.
Patrick - Gunner
Marksmanship - 5 Hand-to-Hand - 5 Endurance - 4 Cunning - 4 Stake - 1%
Equipment - utility suit (T-1), sidearm (T-1).
Money: 1019 secs.
Ship's Account - 1849 secs.

Something like Mal and Zoe's relationship where Mal has an idea and Zoe does the tricky work of getting the details right. It also covers a situation like when Simon hired the crew for a heist or when Mal brought Simon (and River) on as crew after they had started their adventures.
EDIT 3 - The comparison doesn't make much sense now.
I haven't even begun to categorize the rules and event changes this would require. But it seems rather workable. What do you think? Let me know in the comments.
I unexpectedly have the day off and want to revisit the Star Smuggler Universe. The temptation to reskin the characters as the crew of the Firefly is incredible, but that would take a lot of work. I am stealing some ideas, but not Firefly whole clothe. I have decided to interject some ideas from Traveller into this run through, too.
My understanding of Traveller is super weak, so I am taking some of the larger concepts and ignoring many mechanics. The main idea that I am stealing is weapon mounts are dependent on hull size. I have created a large ship, which I will dub the Antelope II and it's twice as big as a 100 ton ship.
The original Antelope was 100 ton ship with space to carry about 134 CU of goods. Sort of. I seem to get a different number depending on how I count. The Antelope II is 200 ton vessel and has 212 CU of space. That is a multiplier of 1.58 for those keeping score at home.
Since this is Inktober, I wanted to keep the high contrast drawn vibe from the original game. I used GNU Image Manipulation Program (GIMP) to create a new deckplan, staying as close to the original art as I could. It isn't exactly "ink" but it sort of looks like it.
This month, I am doing castles as the theme of my Inktober sketches. I've always been amused by the bit in So Long and Thanks for All the Fish where Wonko the Sane builds the Asylum, an inside out building to contain the world gone mad.
This is probably my first contact with this concept of an inside out structure.
However, real life shows that Wonko the Sane's Asylum isn't nuts. Apparently Julius Caesar did this in his siege craft. In a particularly interesting conflict, Caesar attacked fortification of Alesia.
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| Muriel Gottrop in December 2004 from Wikipedia |
I have a stack of drawings I want to redo but this year I'm sticking to a particular theme of castle exploration. Since this is day one with a new camera and setup, I need some test images. That's where my slush pile comes in.
Test One: Lighting with Woman.
Why is my internet ponderously slow? Blah.
Well, the lighting wasn't bad but my camera is screwed up. I'll try again tomorrow. Sigh.
My stats for DriveThruRPG were lack luster. I really should have done something for the second anniversary of Zero to Hero.
Back in August, I sketched out a castle scene and became fascinated with the two guys wandering through.
I think this Inktober, I will give them names, crank up the detail and document their explorations through various locales.
I think they will mesh nicely with my D&D kick.
I actually set up an area to draw, I now just need to get the zoom and lighting correct.

Vis is the western orc leader and Ostro is the eastern leader, just like the Goths. Vis has lost his cave system to the party.
Ostro thought Vis would get himself killed defending his caves, but decided to use diplomacy. At first glance, Vis failed but Ostro can't turn out Vis's tribe, he'll need the manpower to stop the party. Ostro had the smaller of the two colonies so his position was initially weaker but the characters cleared the Cave B rather quickly so everyone is sweating and swearing.
If the characters had hit them and left the cave system, Vis would still be in control and Ostro could think of making a move on him. But the dastardly humans know where Ostro's den is and could take him out. Oddly, they don't know where the exterior cave mouth is, so they have not tried a direct attack. The party also lacks the manpower to defend their position in cave B while hitting the cave mouth anyway. They discovered that when they took the cave and most of the orcs simply fled to Ostro's cave C.
Vis and Ostro are unwilling compatriots. They are currently acting as co-leaders who work as a pair, but what is really happening is each is hoping the other gets an arrow in the eye.
The orcs are getting smarter and wiser when it comes to tactics. The orcs woefully lack missile weapons and the party showed them what a sling is. They are now trying to make their own slings, which is far easier to make than a bow or crossbow. This has put the wounded warriors in the position formerly held by women and the women in the role of warriors.
The other thing the tricksy party did was set up triplines. But instead of using rope, they gathered up rocks from around the caves and made 6-12 inch high steps in random places. Because the orcs see by infrared, they can't see a difference between the cave floor and the low rock piles. Rocks from the same environment have the same temperature.
My daughter thought this one up from reading Les Misérables. The barricades in Paris were made in this fashion by ripping up the cobblestone streets to make a low step then placing all kinds of crap on top of it. If you managed to punch a hole in the barricade, you ended up stumbling into the muck that was under the cobbles. While revolutionaries rained gunfire and pots of boiling water down on you.
They also put up a wicker door over the cave entrance which creates the problem where the orcs can see through it but not well enough to tell how many people are in there. Or more importantly, if the dogs are there. The party has taken to howling, which creeps out the orcs.
The next trap they came up with was to place candles in the dark with cloaks and ropes hanging in front of them. It looks like movement, so the orcs rushed in to attack. The party hit them from behind, from spaces that were kept dark. With missile fire. It's not very deadly, but the orcs fight their way out of a brighter area to a darker area while under fire. Usually, if they can flee, they do flee.
The orcs are now lighting everything up in their caves because it's easier to deal with than sudden shifts in lighting. They are copying the wicker like door screens and steps to foil attackers.
The net trap that caught Solvo was spread down the hall from room 13 at about knee level. It makes movement really difficult. They added rocks and garbage below the net to make noise and cause twisted ankles. The orcs haven't countered this as they don't have enough oil to set it on fire. But that is their plan.
It's interesting that the kiddos are using history against me, I'm a social studies and history major. Should Vis and/or Ostro survive, they will be the trickiest villains ever. The siege of cave B is really changing the Caves in unexpected ways.The party rushed into area A, discovered the pit trap and retreated.
It certainly helps me keep everything straight.
Our heroes are completely under siege. The combined orc tribes have been hitting them non-stop since they took the B caves from them.
Let's look at it from the orcish side. They have 27 male orcish warriors plus the two leaders. Some of the women have taken up arms to defend their home. I figured about half of them are available, which gives the orcs a total of 40 warriors and two leaders.
Unfortunately, weight of numbers is not helping them "win", it's helping them not lose.
Initially, they caught the party in a pincer move by attacking both entrances. The secret door is no longer a secret. The two times this was attempted, the party was caught in room 16 and were able to foil attack with tricks and traps near the secret door.
From that point forward, the party left a deadfall trap in room 13, which made the orcs abandon it. The party used this area to launch a surprise attack on room 12. The orcs managed to dislodge them by attacking the mouth of the C cave. As a result, room 13 is now a no man's land, heavily trapped with oil, pits and spikes.
The orcs have also tried to lure the dogs out to kill them but failed.
There have been a total of 10 attacks on the cave's mouth all of which have failed. The orcs have lost 12 warriors in all of the combined attacks. They keep losing with bad morale rolls more than actual deaths. The party is shooting them in the back, from hidden positions. They are saving those +1 arrows for the orcish leaders. Thankfully they are out of magic arrows.
The goblins and kobolds are proven themselves to be useless to either side. The goblins utterly fail to be be helpful to the party, only attacking when the orcs rout. The kobolds are equally opportunistic, attacking the goblins once they walk by.
The party owns the battlefield and can escape almost at anytime. They did make one miscalculation. The cleric whipped out a sling and now the orcs are busying themselves copying it. Missile fire has been the deciding factor in combat. The orc leaders have been bearing the brunt of the these attacks.
As expected, the party has leveled up to third level, with the exception of Aleric who is stuck at first level due to his 3 classes. They have also discovered the importance of healing characters.
This is an unusually campaign as the heroes are bent on using tactics over killing. This one session covered about 13 days. They are frustrating their opponents. However, they are slowly becoming aware of the fact that they may end up fighting 3 successive battles with the orcs, the goblins and maybe even the kobolds, all in one day. They know they can't win that war, so they are thinking of fleeing the Caves of Chaos entirely.
We will see next week.