A website dedicate to games of all favors and varieties, from video games to good old D&D.
Sunday, November 1, 2020
The Fortress of Titan's Gate
The Tek - October 2020
My stats for DriveThruRPG were lack luster. I really need to remaster these or do something new. Working on that now.
Revisiting Star Smuggler - Session 005b
Ok, this session is part two of Session 005. It starts on the morning of day 10. In my last post, I accidently lost track of one day by not calling it by the number.
We left the crew docked at the space station, with the intention of leaving for Regari. The crew is most interested in doing something safe like returning to Regari and doing some cargo runs to Palatek. As a game master, this is an unsatisfying development. I decided to throw something interesting at the party.
On the morning of day 10, there is radio chatter about incoming raiders. Additionally, in the hub of the station, a pair of Mynkurnia death squads appear. The Zephyr wants nothing to do with those exploding suicide troops again, so they detach from the Station and start making for the Spaceport on the surface.
As they drop into the atmosphere, they get jumped by two TL-6 hoppers, one has TL-6 guns and the other has TL-4 guns. The Zephyr has been surprised and take a pair of hits.
Wait... I made another mistake. The Antelope II has no hit stats. It's twice as big as an Antelope I but I don't want it to have 20 hits. I give it 15 hits. It also has defensive screens, which will absorb some damage.
Ok. So the Zephyr takes a beating as it plunges into the atmosphere of the planet. That's one hour of combat.
In the next turn of combat, they return fire while the crew rushes around to unload the hoppers and make them combat ready. They could simply take off, but the hoppers are holding a ton of equipment.
The Zephyr has TL-5 guns, while the attackers have TL-6 and TL-4 weapons. These guns lose one die for being hoppers and a second for firing in the atmosphere. I deem that the Zephyr's guns are better because they aren't degraded as much and therefore shoot first.
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My super fancy combat map. |
The hoppers each take two points of damage. But wait! That's not all. The hopper with the TL-6 guns takes a critical, forcing a breakdown roll. It fails and the ship crashes into the ground. The second boat returns fire and hits again.
The ship is much faster than the hopper so it breaks away and into orbit in hour 3. They fire again on the lone hopper doing two more points of damage. It breaks off and makes for the ruins.
Hour 5 is getting worse, they see two TL-4 Antelopes with the same type of guns. The Zypher has better guns and unloads on the lead ship for 5 points of damage plus a critical. Life support breaks down. The Zephyr's defensive screens eat up the one point of damage. The hoppers deploy and fire their TL-6 guns on the lead ship. They do four more points of damage, one more hit will kill it. The Raiders are screaming for the damaged hopper to come back and it starts it's climb.
The next round sees the Antelopes pull out of range of the party's hoppers, but they get blasted again by the Zephyr's big guns. The lead ship takes another critical to the engines and goes dead in space. The remaining ship takes a critical, a hit to pilotage. The pilot is killed instantly, stopping the ship dead in space. The guns rip off an ineffective shot.
Also in this round, the last hopper roars out of the atmosphere and right into the Zephyr's hoppers. It's hit for two points of damage and explodes.
The Raiders crews had two pilots, two gunners, an engineer and a death squad boarding party. They are trying to affect repairs but everything will take a day.
In round 7, the hoppers catch up and blast the Raider still capable of shooting. They do two points of damage plus 2 criticals. One critical knocks out life support and a second lucky hit strikes Pilotage, where the engineer was attempting repairs. The Zephyr unloads on the ship for one point of damage and two criticals. These kill the crew in engineering and the turret.
The Zephyr orders the ships to surrender. They do not. So, the crew moves to the closest ship and begins boarding actions.
With life support down and heavy hand weapons, combat is over as quick as it started. The second ship manages to damage the Zephyr with two points of explosive damage, but then the rest of the crew goes down. They manage to capture the engineer and a gunner.
The heroes collect up some weapons and spare change from the dead. The total crew was a pilot, a gunner, a death squad per ship, plus an engineer. The hopper had a pilot and gunner plus half of a death squad each. That nets 288 secs. from both ships' crew. They also collect up an assortment of guns, 4 TL-5 heavy side arms and 4 TL-4 side arms. As per e182, they strip the ships for 1400 secs. in fittings. In this case, Imperial Police take control of the ships from the party and thank them for their help, rather than an explosion destroying both ships.
This ends the week on an odd note. The fund from fittings from the ships go into the Ship's account and the weapons and crew money is split up amongst the crew. Since the crew has already been paid, they get nothing more than prize money.
I just purchased some graph paper composition books, which is what I use for note taking and rough gaming information.
Pluses and Minuses, Pools and Podcast
For starship and boat weapons, the roll is different. You need to roll 1 or 2 to hit. A pair or more of ones indicates a critical. The player receives a 1d6 per roll based on the tech level of their weapon, up to a maximum of 6d6.
In other parts of the game, there is a standard roll of 1d6 or 2d6, where the character can have pluses and minuses modify the roll. The roll is usually used to determine what of 6 or 12 things happen next not how good you are doing. The evaluation of "good" or "bad" happens as a result of reading a paragraph or two describing an event. Getting in a fight is supposed to be bad, but if you have large party of characters that idea is flipped on it's head because the player can dominate the battlefield. Getting a cool new item is supposed to be good, but if you don't have room for it, it's useless.
The D&D player in me only noticed the standard roll of 1d6 or 2d6 with modifiers and could not conceptualize why giving modifiers to weapons fire does not work. I know, I've tried. It's because those rolls are from a dice pool, a concept that is totally foreign to me.
This is a case of knowing your rule sets and having a great background in games, mechanics and theory helps a lot. I am all about D&D while I find Traveller to be entirely opaque. Traveller fascinates me because I can't figure out how the game master and players use the game mechanics to make great things happen. I've heard of people playing one Traveller campaign for decades, as I have been doing with Star Smuggler. The basic mechanics make that happen.
In D&D, my campaigns fizzle after a few weeks or months because the characters reach a point where the truly fantastic has to happen over and over each session to make the game go. The rules lose their gritty danger as the characters improve. That's baked right into D&D while Traveller has a totally different mindset where it's not likely that your character will mechanically improve at all. They get better and smarter, but everyone is still one blaster shot away from death. It's the psychological threat level that changes, not the characters abilities. It's all in the scope of the story.
This is probably the reason why I've been listening to Safco Cast so much. I am sure most listeners are looking to Jeff Koenig and Bob Loftin Traveller experiences, I am listening for their Gaming experience. It's this whole "new" world of Traveller that fascinates me not for the world itself, but the whole mechanical framework that makes the play happen. In the last episode I listened to, they spoke all about dice pools and it really sorted out some issues I had with Star Smuggler because of my personal experience with D&D. Bob and Jeff are truly enlightening, because of the way they present the Traveller rules while also looking other systems like Cepheus and make great comparisons in how things are done.
Amazing. Why don't you give them a try?
Saturday, October 31, 2020
Revisiting Star Smuggler - Session 005a
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The Zephyr |
Thursday, October 29, 2020
Revisiting Star Smuggler - Session 004
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The Zephyr |
At this point the crew moves the ship away to do some much needed maintenance in orbit, with no random checks. They now have the following in the cargo holds:
Tuesday, October 27, 2020
Tinkering with Worldographer
This one is called Miledown, a village, an abandoned tower and a fortification.
I haven't picked a scale, but I think each hex in the image above should be about 0.2 miles or 1056 feet. That's ok, because I am going with a more artistic rendering of the map. I'll probably add more blue and green pops, but I really like this style.
In Worldographer, I have started throwing down the outlines. Right now, I have only laid out the items the guys in the image above can see. I should have marked their location, but I didn't think of that. If you look at the far lower left tower, they are about 6 boxes up and 6 to the right of that tower.
Kobold’s Folly Mini Setting ![]() Kobold’s Folly |
Compass Rose Inn Mini Setting ![]() Compass Rose Inn |
The Hex Pack![]() The Hex Pack |
Sunday, October 25, 2020
Revisiting Star Smuggler - Play Session 003
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What I think a Smuggler looks like... |
Over the week they spend a lot of time purchasing low and selling high. It isn't all that interesting. they take on some u-suits, fuel units, repair units and weapons. Emily decides to stock the ships weapons locker with two cases of side arms TL-6 and arm the crew appropriately. Every crew man has atleast a TL-6 side arm plus the Emily and the Gunners all have heavy side arms. They also take on 6 addition TL-6 heavy side arms for future use. Surprisingly, they make the most money off the fuel and repair units.
By the evening of day seven, they have made 2540 secs. Emily calls it and moves the ship back to the spaceport where they set down and redeploys the hoppers in order to take on more goods.
Emily is feeling kind of broke, so she personally invests in some repair units and then hopper guns. She manages to make herself 430 secs. Additionally, the crew arms up the hoppers with new TL-6 guns at a cost of 240 secs., which was slightly offset by selling the guns they had for 30 secs each. The rest of the crew takes a day of RRR and are impressed with her trade skills.
On day 9, things go wrong. Very wrong. It was decided the ship would depart on Day 10. The crew would pick the destination once they made orbit. Since day 9 was a day of RRR except for Emily, they accidentally rolled a contact. They got the dreaded e133 Death Squad again.
The Zephyr and one of the hoppers are damaged by two titanic explosions as the miner's connected and exploded.
And here is where the rules go batty. There are some references to explosive hits on a ship and boat, but these guys merely have to touch the ship to cause damage. But how much? I don't know. Since damage is determined by a to hit roll and they don't have to roll to touch something, what happens?
I can't imagine that someone could miss touching a starship or a boat. They are walking bombs so I decided that they do 1 point of damage to the Zephyr and 1d6 plus a critical to the hopper, just like a blast from ship's guns. The hopper takes 2 points and rolls for breakdown. It's a TL-1 hopper, it doesn't breakdown.The next round is brutal. The hoppers open fire with their guns as the Zephyr leaps into the air. They down the spitters while the other two members of the squad mill about. The hoppers lift off and continue the carnage.
Three rounds of combat and the squad is dead. The crew seriously considers upgrading the Zephyr's guns.
Day 10 is spent as RRR with no results. They obviously get a visit from the local police, which doesn't really effect anything. The police are just happy to have the Death Squad dead and the Zephyr leaving the planet. The engineers patch up what they can before heading to bed. One hopper has a good sized hole in it (1 point of damage).
The ship's account starts day 10 at 7404 secs. The crew is paid off 74 secs. each. Emily phones in the ship's weekly payment of 475, leaving 6263.
The crew will pick a new destination on day 1 of week 4.
The ship holds the following resources: 2 Hoppers TL-1, 2 Hopper guns TL-6, 1 Ship's Guns TL-1, 18 fuel units, 1 GM-bot TL-5, 1 vacuum skimmer TL-5 (e153), 3 TL-1 u-suits, 1 TL-6 u-suits, Regen Tank TL-6 (e153), Defense Screens, 20 life support units, and 8 repair units, 27 TL-6 side arms, 6 TL-6 heavy side arms.