Sunday, April 6, 2025

Welcome Back to the Pavonis Sector!

I have set up a permanent space for my Star Smuggler game. This is a single-player game that I have played many, many times. For this run, I have decided to take the advice on page 1 of the rules and adapt this into a campaign. I am captaining a new ship class, the Antelope II. 

When designing this ship, I asked myself what made something better. Fewer dependencies came to mind. Shuttles are now like mini-ships and need no fuel or life support. The Antelope II has dedicated crew spaces and a garage for skimmers and suits. 

I decided not to muck with ANY of the combat rules, with one exception. Crew Quarters and Medical are protected by armor. Simply put, they are harder to destroy than other areas.  

I also took a swipe at some of the not-so-nice aspects of the game. In this run-through, slaves are important. You can rescue them. 

To that end, I need to change several rules starting with e001. 

e001+

The sector is at war. You are the captain of the Antelope II, a new type of privateer vessel. You have received a letter of marque and reprisal from the world of Regari enabling you to act as a privateer within the sector. In addition, you have received a small grant to obtain weapons and a crew. You are authorized to act in every part of the sector, except New Karma and Regari where one must behave like a normal civilian. 

To pay off your grant of the ship, you must make a payment to the Regari system weekly. You may do this at any banking facility anywhere in the sector. The amount per week doesn't matter, but you must pay 1,000,000 secs. within 10 years. The Antelope II is 5 times the ship that an Antelope was, so this is a deal. 

The grant allows for hiring a crew and equipping them. Roll 1d6*1000. You do not have to pay this back. You can keep anything you don't spend. 

In the Regari system, you are not subject to search or seizure. Ignore these events. 

The Antelope II is built to tech level 1 specs and is outfitted with 2 advanced hopper class ships boats, and a single set of tech level one guns and two empty turrets. Advanced hoppers have a fusion power pack built into the hull (e153, item 11) and produce life support like a regular starship. There is a brand-new skimmer in the ship's garage, also tech level 1. The ship has a medical bay/infirmary with a regrowth tank (e153, item 4). There is a suit room and crew airlock for utility suits.  Additionally, there is a ready room for planning. You have 6 hypercharges. This ship does not have secret hiding spaces. 

The letter of marque is your ship's papers. You personally own a utility suit, and a tech level 1 sidearm, plus have 10 repair units, 10 life support units, and 10 fuel units in one of the cargo bays.  

Be on the lookout for slavers, found in r332. If offered slaves, you are obligated to purchase as many as possible, constrained by funds and crew space, for a base price of 100 secs. each. Once they are in your custody, you must do your utmost to protect them until they reach freedom. This means you must make for New Karma or Regari as fast as possible (double jumps are not required). Note: in any other system, you may be mistaken for a slaver. 

If they are returned safely to the Colony on New Karma or the Port on Regari, the government will pay you a base price of 100 secs. per rescued slave and shave off 200 secs. from the amount you owe on your grant. 

You are currently at the sole planet in the Regari system (r207a) of the Pavonis sector, at the spaceport (r205o). You check over your starship guns and personal sidearm and prepare to find targets for Regari. See r203 for the activities available to you. You need to hire a crew immediately. It is suggested that you have 1 engineer, 1 medic, 1 gunner, and 2 pilots, however, the ultimate decisions are yours. 

You may opt not to make contact rolls until you have hired your whole crew. Also, you may skip over rolls of 3, no more rolls during this time due to government intervention. This is a one-time benefit and can be extended for as many days as you deem necessary. You may not leave the spaceport. Once your crew is assembled, you must make contact rolls for the rest of the game.  

Hit locations need an update, too.  

The Antelope II has a modification for hits and hit locations. This appears in many events (like e413 or e113), you may use this list. The ship can take 15 hits. It also has 2 heavily armored areas, medical and crew quarters. 

2. Medical* or suit room (Odd is medical and even is the suit room.)
3. Pilotage
4. One of the turrets - roll 1-2 first turret (top), 3-4 second turret and 5-6 is the last.  
5. Shuttle - 1-3 port side, 4-6 starboard side 
6. Engineering 
7. Garage
8-9. Port Cargo Bay
10-11 Starboard Cargo Bay
12. Crew Quarters* or Ready Room. (Odd is the quarters and even is the ready room.)

*Indicates a 50-50 chance of armor hit. An armor hit prevents damage to the protected section by turning it into a regular hit. 

Radiation does not pass through the armor and does nothing to the crew in these areas, (e413 mostly). 

To accommodate your new Advanced Hoppers, we need to update e214 with e214c. 

Advanced Hopper (e214c) 

The Advanced Hopper is an improved version of the basic Hopper. It is the same size as other Hoppers but has advanced fusion engines. The fusion engines do not require refueling (at least not for decades) and provide life support to the crew while in operation. 

Fusion engines allow the Advanced Hopper to accelerate the same as Starships while also making it possible to escape high-gravity planets. While Advanced Hoppers do not have wings, they make use of a lifting body design and can glide just like a regular Hopper. 

The crew compartment is divided into a 5 CU pilot area and a 6 CU passenger area. Hopper or boat guns can only be mounted in the 14 CU cargo area. Two sets of guns can be mounted. This is standard for military Hoppers. 

The price for an advanced hopper is three times the base price of a regular hopper and is available wherever hoppers are found. 

Since the Antelope II has armored areas, we need to address that with a new rule: r217d. 

Antelope II Damage (r217d)

The Antelope II takes 15 hits to destroy. Sidearms and heavy hand weapons have no effect on starships unless an event paragraph indicates otherwise. Individual points of damage simply increase the risk factor when hyperjumping. 

Some areas of the hull are protected by heavy armor: medical and crew quarters. When these areas are hit, there is a 50-50 chance of striking the armor instead. An armor hit redirects damage to one of the hull points. The armor includes radiation shielding, so characters in those areas are not killed by radiation damage of any kind. 

Due to the changes to the Antelope II, r229d is used for old-school Antelopes while r229e is used for the Antelope II. 

Starship Searches (r229e)

Some events require a search of the starship (by customs officials, a military patrol, quarantine officers, etc.). When this occurs, roll 2d6 and consult the results below to see which parts of the ship are searched. Anything in those compartments will be found. Items within activated stasis units are normally confiscated by authorities unless the event indicates otherwise:

Search Results:

2-false accusation (e058);
3- Ready Room and Suit Suit Room
4- Engineering, all gun turrets, quarters, and pilotage. 
5- Engineering, all gun turrets, and both cargo bays.
6- Quarters only. 
7- Both cargo bays
8- Both cargo bays and both ship's boats. 
9- Both ship's boats and the skimmer garage. 
10- Both boats, pilotage, and quarters. 
11- Medical/Infirmary and skimmer garage. 
12-searcher is an old acquaintance, you have no difficulties, and nothing is searched.

I know, the original book obscured the areas with strange letter codes. I didn't like that much so I just spelled it out. 

Additionally, e002 will be changed.

e002: 

Foreign agents are in your area. Ignore this event in the Regari or New Karma systems. If your crew is off the ship, proceed directly to e018. If the ship is landed, go straight to e003. 

If you are on your ship in space, roll on the following table: 

2. Paletk ships approach. (e108)
3. Ships from Imperia approach. (e114)
4. Byzantium Secret Police. (e189)
5. Imperian customs agents. (e019)*
6. Talitarian Scouts. (e118)
7. Nothing interesting. (e096)
8. Cubro customs shakedown. (e019)*
9. Urushop customs patrol. (e019)* 
10. Mynkurian attack (e095)
11. Nipna wardrone. (e098)
12. Roll again. 

Each event is themed to a particular system and may occur in any system except Regari or New Karma. 

When dealing with the three e019 results (*starred), the customs agents have 3 standard antelope ships with no weapon turrets. Your grant requires you to comply and pay all fines and duties. If you damage or destroy any customs ships or harm the crew, you will lose your grant and be wanted in every system.

As I play through this, I hope to expand the original events with a battle against the slavers and possibly an introduction of a second plot line about robots.  

I expect to post once a week as the last time I did this once a day was too much. 

(EDIT I have forgotten to add a link so you can download the original game.)

A Bit of the Pavonis Sector in My Basement

I have finally set up a permanent area in the basement for my Star Smuggler game. I fired up the laser and etched a ship diagram to use. The ship is creatively called the Antelope II. 

You can see I paired this with my White Box Set, so I have little dodads to count resources and Meeples for peoples. 

I also have old cardboard-mounted planetary tiles I made a few years back. I GIMP'ed the original files and flipped them so I don't have to mess with upside-down tiles. You can download them on Boardgame Geek

Zooming in a bit, you can see this poor man's map in green. Half of the map is for dispersed distances and the second half is for those in contact. The rules are super easy like that. Medics are white, pilots blue, engineers black, and gunners are yellow. The bad guys are red. 

You can see I have already gotten into trouble. 

The orange sheet is for common resource counting. I have fuel units, life support units, repair units, and two different types of robots, GM bots and Utility bots. The third kind of bots are Personal Bots which go on the character's sheets. 

This time through the game, I have a much improved Antelope II which requires changing the rules. A lot of rules. I shall share those tomorrow. 

Thursday, April 3, 2025

I feel a disturbance...

I have 6 items on DriveThruRPG and 2 in my Ko-Fi Store. A very interesting thing has happened this week. My newest offering, The Hex Pack is closing the sales numbers for my oldest offering, Zero to Hero: Uncommon Commoners. Both just crossed 400 downloads. 

These are 2020 and 2018 titles. I'd like to refresh Zero to Hero and make it compliant with OSE. I can't really refresh The Hex Pack unless someone has a need or suggestion. 

Hint, hint, the comments below.


Swashbuckler Character
Class for D&D and AD&D


Swashbucklers for D&D and AD&D
Zero to Hero:
Uncommon Heroes

Zero to Hero
Zero to Hero
Character Sheet
for AD&D

Character Sheet
Character Sheet for AD&D



Kobold’s Folly
Mini Setting

Kobold’s Folly
Kobold’s Folly
Compass Rose
Inn Mini Setting

Compass Rose Inn
Compass Rose Inn
The Hex Pack
The Hex Pack
The Hex Pack

You can also find 2 of my titles on my store on Ko-Fi.  I posted items that will never change*, my AD&D Character Sheets for Unearthed Arcana and The Hex Pack. 

These items are pay-what-you-want and are IDENTICAL to those offered on DriveThruRPG. There is no need to duplicate your efforts if you have already received them from DTRPG. This is simply a different shopping option.  

As a general statement of why I have two outlets: 

1. People don't like creating accounts. If I give you two options, I double my chances of you simply having one of them.
2. DriveThruRPG is a community-supporting outlet. Every time you buy something here, 35% of your purchase supports DriveThru in all its endeavors. Being a good-sized company, they can run sales, promotions, bundles, and charity options. I can't do any of this as a single content producer. I really love what they offer. 
3. Ko-Fi has different options. I will soon be selling physical goods that are not a good match for DriveThruRPG: Artwork, coasters, maps, etc. that I make myself. You will notice that some of my digital works are on there, only because I can offer the same PWYW terms AND these products are unlikely to ever change*.  

*Yeah, I've made changes to both of these titles in the past. I will give you the reason why I did this in a post later this week. 

Saturday, March 29, 2025

The Evil Ones

Back in 1980, Dragon magazine presented an Anti-Palidin. These guys were stereotypical black hat NPCs. The logic behind them was a Palidin pledged themselves to a dark god. The problem with the article was it presented a way to generate an Anti-Palidin. The same idea was repeated a year later with the Drow in Fiend Folio, character stats for monsters. 

The message was "These aren't exactly monsters, they are more like characters." 

People are going to generate evil characters for a lot of reasons. Giving them a tool to do so isn't always a great idea, but the genie is out of the bag. Having evil characters in the party is problematic. How can the party hold together if half the party is trying to kill the other half? 

I never exactly had this issue for a couple of reasons. I would allow mixed-alignment characters in the party. That is the players' problem to sort out. I have found that player characters tend to moderate themselves in a party. Somehow, people find an accord: 

"Out of the goodness of my heart, and 1,000 gold pieces, I can heal you."
"For a dirty thief, you keep good friends."  

The alignment system in D&D is wonky. It doesn't really mean anything. Good player characters can do bad things and evil player characters can do good things in the right circumstances. There aren't any consequences for being good... or evil. If you want to switch, there are even rules for changing alignment that in my opinion, suck. They are geared to a particular campaign in the mind of the author of the books. They don't make sense in every setting. 

I DO have a problem with inherently evil races in D&D and it's a problem you'd never expect. 

I do voices for NPCs. This creates memorable characters, monsters, and scenarios. The downside is it also conveys tone and information that might be a mismatch for players expectations:

Kobold: "I am going to cut your boots off and wear your feet like boots!" 
10th level Paladin: "Snicker. Just you? Or both of you?" 
Kobolds: "Shit." 

Obviously, 2 Kobolds mean nothing to a 10th-level party. Against first-level characters, they represent some sort of threat, but not for battle-hardened characters. This is villain decay large writ. It is inevitable.

In some respects, using voices and tone gives my campaigns a fairytale-like vibe. What was once fearsome has become childish. Kobolds, goblins, orcs, etc. all become not threatening no matter how evil they are. Yes, you can give them some punch by cranking up the number appearing, but that has nothing to do with evil. 1,000 rats, yaks, or kobolds are dangerous to anyone. Plus rats and yaks aren't evil regardless of their numbers. 

Once the player characters hit a certain level, things like "evil" become nuanced. One example is my character, Magarven. He is a Drow PC adapted to be an NPC. He is clearly evil, but he's also an excellent dinner companion. He (probably) won't try to kill you. But he is still evil. He is gunned up like crazy, but the thought of killing isn't the first thing on his mind. 

The same thing happens to the thieves' guild that harrassed the characters at a low level. Compared to a world-ending lich, exactly how evil are they in comparison? They represent a different threat that has nothing to do with what kind of evil they are.  

I think there is an impetus to conflate evil with competence or ability. There are a lot of evil things out there that simply can't be enacted because they are not well thought out. Selfish people sabotage themselves all the time. Sure, he is a go-getter, but what the heck is he go-getting? 

Why do I let "the evil races" like kobolds not behave evilly? Why do I let players play them? 

Really it is a combination of the fairytale aspect of my gaming plus I can't really force the players or the monsters to behave a certain way, despite labels. Honor is nuanced, just because someone does something "good" doesn't mean they are out for the betterment of others. 

The Great and Power Sauron once said, "Don't kill the hobbits! Bring them to me." 

Guess what? Orcs, goblins, and every other minion of his didn't try to kill the hobbits too often. Nice of them, isn't it? No. They are all still evil, no matter how much food and drink they provide Frodo and Sam.

Evil to me means someone isn't honoring the social compact and bonds between living creatures, but it doesn't mean blindly doing so. There is also a component of self-delusion, the idea that doing evil becomes normal and the actor honestly believes that it is totally normal to do evil things. They are going to say they aren't evil at every opportunity. That is yet another violation of the social compact, although this one is oddly internalized. Add in the fact that if the villain sucks at their life and you get a bit of comedy or tragedy. 

That is good storytelling without ramming the PC's into drawing your conclusions or messages. One player might find it funny, a second finds it tragic and the third simply wants to throw dice and fists and sees no problem with whatever these villains are doing so long as justice prevails. The DM has offered a situation to be considered without forcing a particular point of view. 

The same goes for good characters. Are Palidins expected to heal downed enemies because that is what they would do to be kind? Maybe, but probably not. The players may or may not think of it or have another response based on the situation. 

Brainless creatures are much easier to play as straight-up evil. Everyone gets that you shouldn't talk to zombies or skeletons. It's all about agency and the undead have none, but your average creature does have agency. 

If there is an Assassin and a Paladin in the party, and one is good and one is evil, what of it? The players have to decide what to do. It makes no difference if I say Half-Orc and Kobold. The players are in control of their actions, just as much as I am in control of the NPCs and monsters. If I decide to do something engaging and the players decide they don't want to fight, then maybe we have Tea with the Black Dragon. 

Which is a classic, BTW. 

Tuesday, March 25, 2025

Good Gothic Fun - Do Not Let Us Die In The Dark Night of This Cold Winter Review

Title: Do Not Let Us Die In The Dark Night of This Cold Winter
Publisher: Cone of Negative Energy
Author: Cecil Howe
Editor: Shasta Howe
Year: 2016
Pages: 53+ pages
Rating: 5 of 5 stars

I hope my publication date is wrong, I would hate to think I missed this lovely mini-game for 8 years. It makes me feel like I've been living under a rock in a secluded village in the middle of winter. 

No, wait. This is the premise of the game. 

Your characters arrive and are trapped in a secluded village. Being adventurers, they quickly rise to the level of decision-makers. The rules assume you play some sort of fantasy setting, probably a low-magic setting. 

You can transform your basic characters from D&D into the characters needed for this set with a quick chat with your players. Is your character a fighter, thief, or a magic user? Let the players know fighters provide firewood (fuel), thieves provide food, and magic users medicine. It's ok to get characters cross-type like a ranger counting as a magic user to make medicine or a cleric as a fighter because they do woodcraft. All you need to sort characters into the three types and be clear that these choices can't change during the game.  

Once you take off the sorting hat, you are ready to go with this resource management mini-game by setting up the village. The book or PDF comes with a map base and dozens of excellent pieces of artwork to create your village. The artwork alone is probably worth purchasing just to have as a resource for other games. It is very nice. 

Each village consists of a building per adventurer plus a storehouse. Each building houses 5 villagers and the storehouse contains resources. Place the pieces on the map and you are ready to go. 

With only 3 resources to manage the game mechanics are a snap. You roll 2d6 or 1d3 all game long, then make choices. It is surprising how complex a simple mechanic set can be. 

The number of turns determines how difficult the game will be. 

Each turn is broken down into steps: 

  1. Count the dead, and determine the weather. Weather is your main antagonist. Like many games, this entry point is skipped on the first turn. 
  2. Ration your supplies. Characters move supplies from the storehouse to the individual buildings: fuel, food, and medicine. You will need to use 1-3 fuel units per building, per turn. Everyone requires food. Sick villagers can be healed with medicine. Again skip this on the first turn. 
    *You have one hidden resource. Livestock can be converted to food. 
  3. Gather supplies. In each turn, characters can gather one of the 3 main resources. Your character type determines what sort of bonus you receive to collect these resources. 
  4. Occurrences. These are random positive and negative effects. 
  5. Illness. Between 1-3 villagers will become sick per turn. 
  6. Consolidation. If too many villagers die, you can consulate buildings. This reduces the amount of fuel units you need per turn. 
Winning is survival. The number of turns you play determines the difficulty of the game. Chapter 4 includes many ideas to change the difficulty and intensity of the game. 

Seeded throughout the book is descriptive text for the game master to read. This is just as good as the artwork and is excellent for those who don't like to improvise lines. I love the tone of these sections of text. With very little adaption they fit perfectly with the presentation of the game to new characters. The short duration of the game plus the copious amount of text and rule changes from Chapter Four allows for several games before players start hearing the same thing. 

The combination of simplistic yet integrated rules and great artwork for constructing villages gives this game some serious replayability. If you reskin food to water, cold for heat, etc. you could plug this into almost any scenario like a desert. 

You can pick this up at DriveThruRPG in either hardcover or PDF.