Friday, February 11, 2022

Playing with Each Other

I wanted to test the U13/L7 system in play, but I wanted to experience as a player. I also wanted to see how the system worked with more than one player, so I invited Frank to play with me. Frank and I live hundreds of miles apart, so we were playing by e-mail.

Seeing that no one else knows the system yet, my idea was that we would play a GM-less game. Two grown adults should be able to explore a randomly generated wilderness without needing a GM. Any questions that would need a GM would be answered by the dice.

The basic idea was that we would be exploring an unknown wilderness. We’d use the tables in Wilderness Hexplore (Revised) to generate the map as we explored. If an encounter was indicated, we would use the encounter tables in 1991’s Dungeons & Dragons Rules Cyclopedia.

The Dice as GM

The process is pretty simple, and can be compared to a game with a GM. In a normal game, any given scene can be described like this:

  1. The GM describes a situation
  2. The players ask any questions to clarify their understanding of the situation
  3. The GM answers those questions
  4. The players states their actions
  5. The GM de termines what happens next (sometimes based on a die roll)

In a wilderness based GM-less adventure the process is almost the same. Once the players enter a hex:

  1. The players roll dice and consult tables to determine the situation
  2. The players ask any questions to clarify their understanding of the situation
  3. The players roll dice to answer those questions
  4. The players say how they react
  5. The players roll dice to determine what happens next

An example:

  1. The dice indicate that there’s a river in the hex.
  2. The players ask if the river is flowing slow enough for them to ford. (Note: when the dice are the DM the questions should always be a “yes or no” type question. It should be phrased in such a way that the player’s desired answer is “yes.”)
  3. The players make a standard roll, but it’s not based on any skill. On a “success” the answer is “yes.” The roll could be either a bonus or penalty roll if the player feels that the “yes” answer is particularly likely or unlikely.
  4. The players say that they’ll ford the river.
  5. The players make a wilderness survival roll to determine if they’re successful.

That’s all there is to it!

How it went

Hex map of our adventure

As you can see from the map, we only explored 5 hexes before something happened. We’ll get there in a minute.

Frank’s character was a cleric named Desmond, whilst I played Galeas the fighter.

Hex 10,10 is where we started. The “henge” icon represents the magical portal that we could use to travel between the wilderness we were exploring and our home city.

Day 1

Time Hex Notes
7 AM 10,10

Terrain: Light forest with road

Encounters: None

We arrived through the portal. We found ourselves in a spare forest, and saw an ancient roadway running east-to-west. Desmond suggested going west and Galeas agreed.

9 AM 09,09

Terrain: Heavy forest with road & river

Encounters: 3 bears

The forest became more dense, and the road was bisected by a river. A collapsing stone bridge spanned the water. Upstream we spotted a group of large bears in the river, presumably looking for fish. We kept our distance, and so did the bears. We continued to follow the road.

11 AM 08,09

Terrain: Heavy forest with road & river

Encounters: 1 human magic-user

The forest was still dense, and the road once again was bisected by another river. We encountered a human female. We chatted for a bit (see below), and invited her to join us. She declined. The area seemed peaceful and safe so we took a break for lunch. Desmond wanted to fish for lunch, but I was opposed to the idea (see below). We left at noon. Because the day was half over, I suggested we start heading back. In order to explore new territory we decided to follow the river south, then we’d head east back to the portal.

2:30 PM 08,10

Terrain: Lake

Encounters: Giant fish

Because we’re no longer on a road, it takes 2 ½ hours to traverse a hex instead of two. We found ourselves on the shore of a large lake. In the lake were fish the size of orca. “You’re going to need a bigger pole,” Galeas said to Desmond. We followed the shoreline until we could head to the east.

5 PM 09,10

Terrain: Heavy Forest

Encounters: None

There wasn’t anything of interest here. Just as well, as the day was getting late, and we still had 2–3 hours ahead of us.

7:30 PM 10,10

Terrain: Light forest with road

Encounters: None

We arrived back at the portal, and passed through it back to our home city.

Talking to an NPC

Something strange happened when we met the magic-user in hex 08,09. We rolled standard reaction roll and it came back “favorable.”

Frank had Desmond try to start a conversation with her. In a GM-run game there’s nothing weird about that, but how do you have dialog with dice? I started to wonder if Frank understood what we were doing.

Frank then asked her if there was a city nearby. This is 100% reasonable, but I didn’t know how to handle it. Because the map isn’t generated yet we can’t look at the map to see if there is. Do we roll to see if she says “yes” or “no”? But who’s to say that she’s telling the truth? So do we roll again to see if she’s lying? What if the dice do say there’s a city? Do we just place one on the map somewhere? I still don’t have a good handle how to deal with that situation. Frank was gracious enough to let that drop.

I suggested asked her to join us. I’m a fan of henchmen and hirelings. So Frank started to try to ease her into the idea. “I don’t want to seem too eager” he told me. I tried to reiterate that the dice don’t care.

When we rolled her response to joining us we got a 1–not just a “no” but a “hell, no!”

Disagreeing about Fishing

In the same hex Frank wanted Desmond to fish. Mechanically this would be easy to do—just make a Wilderness Survival roll.

Logically it made no sense to me. First of all, we hand no need. We were already carrying 7 days of food on us. My second objection was that we had no fishing gear. Desmond’s idea was to stand on the river bank and try to clobber passing fish with his staff. My third objection was the time involved: I figured a fishing would take at least an hour, more if he caught some then had clean it and to start a fire to cook it. I wanted to make sure we got back to the portal before nightfall.

I was thankful when he dropped it, though dismayed when he suggested it again at the lake. I had to convince him that you can’t net an orca in a large sack.

Day 2

The second day was just bookkeeping. Mainly Desmond went to the shop to buy a hammock, a tinderbox, and a bear trap.

Day 3

Day 3 started a lot like Day 1. Then everything feel apart.

Time Hex Notes
7 AM 10,10

Terrain: Light forest with road

Encounters: None

We went through the portal and decided that today’s plan would be to go to 09,09 seo that Desmond could set his bear trap. After that we would follow the river north to explore 09,08, then southeast to explore 10,09. From there we would head due south back to the portal.

9 AM 09,09

Terrain: Heavy forest with road & river

Encounters: 4 bears (2 cubs & 2 adults)

We hoped that the bears wouldn’t be around. The dice disagreed. Not only did the dice say the bears were present, they said that the bears were hostile and only 30 yards away. Oh, and we were surprised!

Against the Bears: The Plan

Before we even discussed a plan, Desmond set the trap. He shouted out a warning to me: “Live trap! Watch out!” He also prepared his mace and shield.

We decided that the cubs would flee and we’d only be facing two adults.

I suggested that I would cover Desmond with my bow why he dig up rations in his pack. We would then drop the rations to distract them and run like hell.

Against the Bears: The Action

I guess Desmond didn’t like the plan. But instead of suggesting a counter-plan, he just cast a Darkness spell on me.

Let me say that again. I suggested a plan for us to work together. Desmond acted on his own plan without asking my input. Furthermore, his action was to surround me in a bubble of supernatural darkness that was 120 yards across. I was effectively blind, in rough terrain and with a deadly bear trap somewhere near me.

Thanks, Desmond. With friends like you, who needs monsters?

Aftermath

I decided, though I never told Frank, that the only thing I could do was to wait in place (moving as little as possible) for the duration of the spell–about two hours. Once he could see, Galeas would deal with the bears if he had to (though hopefully they’d be gone by then). Then he would return to the portal and go home. He would never speak to Desmond again.

Frank kept asking question, but they were the wrong questions. He asked things like “Do the bears enter the darkness?” We wouldn’t know that—all we would know was if it sounded like they were entering. He did ask the right question at some point, but the email chain was full of unrelated chatter and the question got lost without being answered. At one point he said he was walking out of the darkness, but I don’t see where we ever rolled to see if he made it out and if the bears were there when he got out.

At some point Frank just sent me an e-mail saying “you and the bears are dead.”

“Okay,” was my reply.

Playing with Myself

For the most part, I enjoyed the adventure. Clearly, though, Frank and I don’t play well together. So I’m going to try this again, but without Frank. I’ll make it a small series of posts here.

Saturday, February 5, 2022

History of the Astral Web, Part 8

This is the eighth in a series of articles covering the in-world history of the Astral Web. I originally wrote the history as 15 or so eras of history. Rather than make one long post, each era is getting its own post.

This week we go from 2 governments to over 20.

The Story so Far

The First Step: Mankind had terraformed Mars, and established settlements there.

The Departure: Mankind decided to send a million settlers to establish life around distant suns.

Left at Albuquerque: The fleet leaves Earth and is scattered far and wide by some unknown event.

The Awakening (Years 1 - 167): 20,000 humans settle on the planet Dearborn.

Expansion & Empire (Years 168 - 431): Scientists on Dearborn developed the first working Nexus drive. Dearborn makes contact with the other settlers spread out over 74 other planets. The Empire is formed, the pirates rise, and the Interstellar Sentinels are formed.

The Great Revolution (Years 432-478) The Duke of Schellenberg leads an accidental but successful rebellion against the Dearborn Empire. The Empire is split and the Schellenberg Republic is formed.

The Two Nations (Years 478-608): A period of cold war.

The Fall of Dearborn & The Interstellar League (Years 608-852)

The “temperature” of the cold war varied wildly during the 130 years. In the early 600’s it was heating up. The Empire was convinced that real war was around the corner and drastically increased defense spending to all time highs. Afraid that the Empire was rife with Schellenberg agents, Emperor Nabin II instituted a crackdown on personal freedoms.

The Empire might have survived either the economy-crushing spending or the tidal wave of popular dissent, but combination was too much. In 608, the empire was dissolved in a (mostly peaceful) political revolution.

Initially, the thirty-something planets of the former Empire were independent. A few petitioned Schellenberg for membership. About half of the worlds banded together to form the Dearborn Confederation. The rest maintained their independence.

With the Empire gone, it soon became apparent that there was a need to establish an cross-border set of laws to govern such things as trade, ship registrations, rules of navigation, etc. Out of this needs was born the Interstellar League. It was founded by all the governments in the galaxy except for the Schellenberg Republic, who feared that it was the old Empire in sheep’s clothing.

The League re-branded the old Imperial Sentinels as the new Interstellar Sentinels. The new Sentinels were an armed fleet that to counter piracy and conduct other law enforcement activities. Although Sentinel could operated in any planetary system, legally they needed permission to do so by the local government.

Retrospective

For those following along at home, at this point we have: 

  • The Schellenberg Republic (36 worlds)
  • The Dearborn Confederation (22 worlds)
  • About 20 independent worlds

You may notice that we started with 75 planets and now have 78. One of the things lost to edits was a note that during the Two Nations period, Schellenberg had discovered a few previously undiscovered worlds. The worlds are truly outliers. Most ships don't carry enough fuel to reach them. 

This era is really just setting the stage for what comes next.

Tuesday, February 1, 2022

A Break for Medieval Times

This week's post was going to be the next era in the Astral Web series. But my wife ended up taking Friday off and convinced me to do the same. Friday morning we were trying to decide what to do and I said "Let's go to Medieval Times!" She's never been, and I've been trying to arrange for us to go for years.

While the Lyndhurst, NJ location is a little closer, they were calling for big winter storms this weekend, so we opted for the Baltimore location instead. So we made some reservations and hopped in the car for a 7 hour drive. 


I've previously been to Medieval Times in Dallas, Chicago, Florida, and even this one before. I was pleased to see that they have updated the script, though. Also, in order to maintain social distancing the crowd was much smaller which made for a much more pleasant experience.

The show itself was as fun and hokey as ever. My wife loved it.






Saturday, January 22, 2022

USS Crowfield

An idea occurred to me the other day. I can’t even say it was a new idea. It was the marriage of several old ideas:

Putting it Together

Here’s my idea. The player characters were crew members aboard the U.S.S. Crowfield, a (Star Trek) Federation vessel. The Crowfield is a Columbus class1 that has been refitted as a hospital ship. It was launched maybe 10 years before Captain Kirk’s Enterprise.

A Backstory to Address Issues

Back in my second Crowfield post, I spoke about my concerns for a background. Let's look at those concerns and how they work here.
If the lands are unknown, how did the characters happen to be there?

The Crowfield was on its way back to Deep Space Station K-7 to resupply after treating an outbreak of Tellarite blood plague on Mashime IV. A random sensor malfunction lead the ship off course and they stumbled upon an uncharted planet. Star Trek is full of unchartered planets.

Taking advantage of the opportunity for an impromptu exploration mission, the Captain led an away party to the surface while the chief engineer recalibrated the navigational sensors. While on the surface, the away team encountered issues with their technology. Everything from tricorders to communicators began to fail. Fortunately, Star Fleet has protocols for such things, and the away team was beamed up after they failed to report in.

The team was safely aboard for a few hours when shipboard systems began failing throughout the vessel. The engineering team was convinced that the failures were related to whatever caused the original sensor malfunction on the journey from Mashime IV.

They were wrong. Not only were they wrong, but they spent too much time chasing a red herring. By the time they learned the truth, it was too late.

The truth was that this uncharted planet was home to a tiny microbe. By some happenstance of destiny this otherwise harmless microbe found highly refined carbon nanofilaments to be particularly tasty. It would devour them and reproduce, creating more of the microbe. Unfortunately for the crew of the USS Crowfield, Federation fabricators and synthesizers used highly refined carbon nanofilaments in everything that they produced. Even more unfortunate, fabricators and synthesizers were used to make all the components of the ship and all the equipment therein.

The Crowfield was being eaten from within. Critical systems were failing. There was no calling for help; coms was down. Even the shuttlecraft were infected. Having no other choice, the captain called for the crew to abandon ship. 

Regular escape pods were useless, so the crew had to rely on survival cocoons. Each person was secured in their own little rescue bubble and ejected into space. Fortunately the cocoons were built to survive atmospheric re-entry, and the crew of 400 was scattered across the planet's surface like seeds. 

Once I get the characters into the strange land, what do I do about replacement characters? Especially if I want to run the campaign as an open table, I need a way to explain why all these people are here but they don't know where they are.

This is easy! The party just finds an "unopened" cocoon with a fresh character inside!

How can players have a meaningful backstory if everything and everyone they knew are unreachable?

This remains a challenge. Of course people can have relationships (good or bad) with other crew members who may or may not be "out there" waiting to show up.

What stops the players from walking into the first village they find and asking the locals for a map?

Technology! In this scenario I turn the clock way back for the planet. Instead of being a medieval fantasy I would place this in a stone age world. No metal, no writing, no maps. The natives are just transitioning from hunter-gathers to domesticating animals and planting crops.

Plus there's the Prime Directive. If the players follow it, they'll have to avoid almost all contact with the natives. Of course, the players might argue that without their technology there's little chance that they can corrupt the native societies. Following that line of thought they would be free to interact. Even in that case, the players don't have any Universal Translators, so speaking will be difficult.

That's It

That's the idea. I spoke about it to some guys at work. Sam said it was an awesome idea. Dustin said that he'll be angry if I let the players "invent" electricity.

What about you? What do you think? Does it sound like a fun setting for a game?


  1. My original thought was a Next Generation era Nebula-class ship. I changed it because I don’t want Andorians and Vulcans running around my fantasy world. Human-only crews were common in Kirk’s time.

Sunday, January 16, 2022

History of the Astral Web, Part 7

This is the seventh in a series of articles covering the in-world history of the Astral Web. I originally wrote the history as 15 or so eras of history. Rather than make one long post, each era is getting its own post.

This week’s era covers 130 years, but is super short text-wise.

The Story so Far

The First Step: Mankind had terraformed Mars, and established settlements there.

The Departure: Mankind decided to send a million settlers to establish life around distant suns.

Left at Albuquerque: The fleet leaves Earth and is scattered far and wide by some unknown event.

The Awakening (Years 1 - 167): 20,000 humans settle on the planet Dearborn.

Expansion & Empire (Years 168 - 431): Scientists on Dearborn developed the first working Nexus drive. Dearborn makes contact with the other settlers spread out over 74 other planets. The Empire is formed, the pirates rise, and the Interstellar Sentinels are formed.

The Great Revolution (Years 432-478) The Duke of Schellenberg leads an accidental but successful rebellion against the Dearborn Empire. The Empire is split and the Schellenberg Republic is formed.

The Two Nations (478-608)

This is a historically quiet period of history, where technologies, and cultural identities develop. Although a kind of peace is maintained, The Dearborn Empire and the Schellenberg Republic continue to build their interstellar war fleets. The phantom of all-out war looms overhead, but never materializes.

Retrospective

This is so short that I considered joining it with the next era.

Clearly this is one of the “joining” eras, though it could be playable. Players could be on one side or the other of cold war, undertaking espionage missions and preventing war.

Monday, January 10, 2022

Lucky 7: U13's Smaller Twin

 I was walking across a field thinking about ways to simplify Unlucky 13. What I came up with was Lucky 7. My original intent was to maybe make it an optional rule in the U13 book. After giving it some thought, I might actually reverse those roles: L7 will be the main rule, and U13 will be an optional alternate.

My thought for a Lucky 7 logo

The First Thought

My thought as I was walking was to replace U13's 2d12 with 1d12. Rolling 1d12, we can't expect a success to be 14+, so we drop that to 8. The failure result becomes 6 or less, with a "7" being the "Lucky 7" result: it defaults to a failure but can be converted to a success if the player is willing to accept a consequence.  In other words:

Outcome U13
2d12
L7
1d12
Success 14 - 24 8 - 12
“Consequence” 13 7
Failure 2 - 12 1 - 6

So I ran the L7 numbers. I was very pleased to see that they were pretty much within 3% of the U13 probabilities.  One thing that made me less happy, though, was that the 1-3% difference was always to the player's disadvantage.

James Suggests a Fix

I mentioned my concern to James and he immediately said "Just shift everything by one, though the name won't be as cool." That means that 7 would now be a full success, and 6 would now be the "yes, but" result (if the player so chooses): 

Outcome U13
2d12
L7
1d12
Success 14 - 24 7 - 12
“Consequence” 13 6
Failure 2 - 12 1 - 5

The numbers ended up looking like this:

Chance of success. Click for a bigger version.

I really like these chances, even more than the distribution in U13. For a task of "average difficulty" the player has a full 50% chance of success normal, which rises to 58% if he's willing to take the "Bad Thing" when he rolls a 6. This is a ~4% benefit for the player over U13.

The Name

I think I can still keep the "Lucky 7" name, because 7 is the number you need in order to succeed without any negative consequences. Maybe "6" will be called an "unlucky 6."

Benefits of L7 over U13

As I said, this might become the "main rule," and relegate U13 as an alternate rule. There are two main reasons for this:

  1. As I mentioned above, I really like the probability distribution better.
  2. Dealing with 1 die is easier that 2 dice; there's no math involved. This advantage is magnified with using penalty or bonus dice, because it's easier to scan the dice for the lowest or highest die than it is to look for the two lowest dice in a group.

Amiright?

What do you think? Do you like L7 more than U13, or should I go back?

Sunday, January 2, 2022

The Year Ahead & Chance of Success in Unlucky 13

Happy 2022, everyone!

I took the last month off from blogging for the holidays, but now it’s time to get back to it. Two short topics this week, because blog posts about the blog itself are too meta for my tastes.

The Year Ahead

In 2022, I foresee the following posts:

  • The long-promised Traveller-style character creation rules for OD&D. James helped me playtest this during the past month, and I’m happy with the results. It still needs some fleshing out, but is almost done. That will be a LONG post.
  • Finishing up the the history of the Astral Web.
  • A post about using alchemy instead of magic in the U13 version of the Crowfield setting.
  • Hopefully some play reports!
  • A new U13 damage system.
  • A post of using emergent character creation in U13.
  • An update to the look of the blog. Probably something more minimalistic.

Where the blog goes after that? I’m not too sure. I don’t have any plans to give up on it, but there’s no destination in mind. But that makes sense for a Vagabond.

Chance of Success in Unlucky 13

I like charts. I thought it would be nice to be able to show how bonus and penalty dice affect a character’s chance for success in U13. (Click the chart to to see in full size).

Looking at the chart, it confirms my belief that 1 bonus (or penalty) die is all that’s needed most of the time. While adding more dice moves the probabilities way I want them to, I think the system loses some simplicity if you’re rolling 5 dice and have to pick out the two highest (or lowest).

The chart also reminds me of the success distribution chart that TSR used in its Conan Role-Playing Game from the mid-1980s. That pleases me to no end, because I very much wanted Crowfield to have a Conan-like feel (vs the Tolkien-esque feel of most fantasy games). And this die mechanic is much simpler than TSR's!