Showing posts with label solo gaming. Show all posts
Showing posts with label solo gaming. Show all posts

Tuesday, December 31, 2024

Adventure Class Geomorph Blanks


Woo hoo! I told myself I'd get this book completed before the end of the year and here I am sliding over the finish line.

The new Adventure Class Geomorph Blanks book is finally complete and ready for download. These blank geomorph templates will allow users to make their deck plans even more customizable. Includes a full design and deck plans for a geomorph inspired fighter base.

Click [HERE] to download the new Adventure Class Geomorph Blanks PDF.





Saturday, June 13, 2020

Traveller Referee Emulator - Update and Part 3


It's been almost three years since I uploaded my Traveller Referee Emulator Excel spreadsheet. I add to it from time to time when something new catches my eye and I feel it would be beneficial. It's still organized chaos in the front and a hot mess in the back, drifting into entropy as the years tick by. But if you've enjoyed using this in the past - or have never seen it before - here it is in its most recent glory.


It should work for versions of Excel 2013 and newer and is geared toward generic Traveller or other sci-fi RPGs, and would have some utility for RPGs in general. There's a lot of stuff packed in it.

A list of all revisions since the last release can be found on the Table of Contents tab.

Part 3 - Story Cubes
This Story Cubes box can be found in the lower right hand corner of the overall spreadsheet. In addition to adding my interpretation of all the story cubes I could find I've added a couple of my own Traveller story dice sets as well as a generic sci-fi story cube set. The gray boxes are pull down menus to access the various cube sets. You can also set them to Random if you like, but it can get kind of weird when you start getting Batman villains and dinosaurs.

These can be used to stir your imagination, like any story cubes. I tend to look at them as a group of nine, like the ones shown above. Alternatively I may just look at the first line from each group I've selected.
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UPDATED JUNE 13, 2020:
Click here to download the [Traveller Referee Emulator]. The ZIP file contains both the  Excel spreadsheet and the Starburst Pips font file, which will need to be added to the appropriate Windows directory.
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Sunday, November 11, 2018

Starship Geomorph book update


The Starship Geomorph book has been updated with the following changes:
  • Miscellaneous spelling and grammar problems. Thanks to Ian Kinney for helping with the proofreading and editing.
  • A few graphic modifications, shading and linework tweaks. Hardcopies printed for miniature use should look better.
  • Fixed a couple of low resolution illustration issues.
  • A good number of geomorphs were tweaked - something I can't stop doing for some reason. Nothing major. There are fewer staterooms without private freshers. The image of crew members roaming the ship wrapped in a towel looking for a shower was getting to me.
I was able to bring editable layers into the PDF but for some reason it was bringing down the graphic quality of just about everything, so I opted to leave out that feature until such time as I can do so  without sacrificing quality elsewhere. My apologies to those who were hoping to have hex grids this round.

Thanks to everyone for your kind words and encouragement. I hope you enjoy this cleaned up version.

The updated free PDF can be downloaded here: Starship Geomorphs v1.1.pdf

Thursday, November 1, 2018

Starship Geomorphs Update and Upcoming Starship Symbols Book

Wow. It's great to see so many responses to the Starship Geomorphs book. Thanks to everyone for their positive feedback and constructive criticisms. I will be re-releasing the Starship Geomorphs PDF in a week or so with corrected spelling (What? You've never heard of Marshal Arts?) and grammar, a few graphic and miscellaneous tweaks to some geomorphs, and the ability to turn on/off individual drawing layers including a second optional hex grid. This will allow you to do things like select square grid, hex grid, or no grid at all, turn off text for player maps, and turn off shading for less ink usage when printing.

Additionally, Marc Miller and I have started talking about making a print version available to those who want it. There are no specifics yet as I want to get the edited PDF version off my plate first. I'll keep you posted as I learn more.

Finally, I'm also working on a starship "symbols" PDF book that would be a collection of individual rooms and room blocks for those who want to lay out ship plans that way. The book will probably include supplemental .DWG and .DXF files.


Traveller Customizable Card Game - Solo Play Example

I just wanted to post a quick shout out to Geek Gamers, who has a solo gaming channel on YouTube. She recently posted an example of solo play for the Traveller Customizable Card Game. I just received my reprinted cards in the mail last week and am looking forward to giving this a try when my free time opens up a bit.

You can check out her video here: Traveller CCG Solo Play Example

I'd be interested in hearing from other Traveller players who have played this, either solo or with others - please leave comments below.
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Update 11/07/2018


Geek Gamers has added a second video reviewing the Trouble on the Mains, Subsidized Merchant, and Empress Marava expansion decks.

You can check out her video here: Traveller CCG Ship and Expansion Decks

Wednesday, October 10, 2018

The Starship Geomorphs book is finally complete!


The Starship Geomorphs book is finally complete and ready for download. I can safely say after three years of putting this project together the itch has been thoroughly scratched. If you have any constructive criticisms please comment below. I'm not opposed to revisiting this sometime in the future if the situation warrants it. In the meantime I'm going to take a short break and get back to some smaller, less intense projects. Thanks for your patience, I hope you find it worth the wait.


Click here to download the expanded PDF: Starship Geomorphs v2.0.pdf (released 07-26-2020)
Click here to download the updated PDF: Starship Geomorphs v1.1.pdf  (released 11-11-2018)
Click here to download the original PDF: Starship Geomorphs v1.0.pdf  (released 10-10-2018)
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Edit:
The question has come up regarding printing these for miniature use. A couple things to consider first:
The scale provided in the PDF is 1/4"=5'-0" or one square grid. This is simple enough to scale up for 15mm (1/2"=1'-0") figure use. If you are using a standard letter size (8.5"x11") printer you will be limited to Edge and Corner Geomorphs which will print out at 10"x5" and 5"x5" respectfully. A Standard Geomorph will print at 10"x10" so will not fit on letter size paper, but if your printer supports 11x17 that would work.

To print an Edge or Corner Geomorph to 8.5" x 11" paper for 15mm figures:
Routine, Admin, INT    5 min, Safe  (That's a MegaTraveller joke)

Kidding aside, here's how I did it using Adobe Acrobat Pro. Your software may vary.
Open the PDF to the page you wish to print
Edit > Take a Snapshot > draw boundary around desired geomorph > Print (open print dialogue box) > set Custom Scale to 200% > set orientation to Landscape mode for Edge Geomorph > Print

For Standard Geomorphs at 15mm or any geomorphs at 25mm scale (1"=5'-0") I would use the same process as above, but change the paper size to something like 11x17 or 18x24, depending on what you are printing, set the Custom Scale to 400% (for 25mm) and instead of printing to your printer, I'd print to PDF, and then send that PDF to a print shop for printing if you can't print the larger paper size. You may be able to set it up such that you print a larger drawing on a series of 8.5x11 sheets and tape them together, but personally I would not go that route. Good luck!

An example of an Edge Geomorph printed on 8.5x11 at 200% for 15mm figures:

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A few quick notes:
This PDF version is mainly intended for viewing on a computer or other device. While in my experience the individual geomorph pages look fine when printed, the illustrations come out very dark. It is doubtful that I will be creating a print version.
Regarding navigating through the document: I spent a good amount of time creating hyperlinks all through the document, so it should be very easy to find what you are looking for. I find jumping to the Indexes at the back of the book, clicking on what I am looking for, and making copious use of the Alt-Left Arrow to go back to the previous page to be very helpful. The book is also fully bookmarked.

Sunday, February 11, 2018

Traveller Customizable Card Game

Just got this in the mail this week. This is the Collector's Edition with the additional Subsidized Merchant, Aliens of the Imperium, and Trouble on the Mains decks. I'm pretty impressed with the quality. I haven't had time to really go through it all and learn how game play works. Congratulations to Jeff Yin and Horizon Games for their successful Kickstarter campaign and for surviving the production process!

Learn more at the Traveller CCG website. 
Some of the artwork from my blog even made it into the game. Woohoo! I've officially left my mark on the Traveller universe. Now if I can just keep the BuffBot from going haywire!

Saturday, July 22, 2017

Traveller Referee Emulator - an anniversary gift for you

Happy 40th Anniversary fellow Travellers!

Although I wouldn't get hip to this life changing game for another seven years, it is my understanding that Marc Miller first published the original Traveller game on this date in 1977. My heartfelt thanks to Marc, the multitude of Traveller creators and publishers, bloggers, and the Traveller community at large for so many years of thought provoking entertainment.

2017 has been a very busy year for me, and unfortunately real life has kept me from posting as much to this blog as I would like. I am woefully behind on a collaborative ship design that I had hoped to complete early on in the year, and I still have several illustrations and some writing to do before the Starship Geomorph book is complete. I'm hoping to do another 30 day blog challenge, but that will probably have to wait for the latter part of the year.

As busy as I've been, even an old grognard like me couldn't let this anniversary go without some kind of gift to the Traveller community. I've cleaned up my Traveller Referee Emulator and am posting it here for your use and abuse. Most of the information provided in the spreadsheet should be pretty self-explanatory, but feel free to post any questions you might have. I hope you get as much use out of it as I have. Enjoy!


Click here for Traveller Referee Emulator - Part 1
Click here for Traveller Referee Emulator - Part 2

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UPDATED JUNE 13, 2020:
Click here to download the [Traveller Referee Emulator]. The ZIP file contains both the  Excel spreadsheet and the Starburst Pips font file, which will need to be added to the appropriate Windows directory.
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Sunday, March 26, 2017

Solo RPG meme

I purchased the new SOLO add-on for Cepheus Engine this week - review to follow soon, hopefully. I had to make this meme and get it out of my system before I could do anything more productive.

Wednesday, January 4, 2017

Traveller Customizable Card Game


Traveller Customizable Card Game: An Interview with Jeff Yin of Horizon Games

First off, congratulations on meeting your initial funding goal on Kickstarter. What are your next steps?
Right now, our primary focus is on finishing the campaign.  Traditionally, the two most active funding periods for a Kickstarter campaign are the first 72 hours, and the last 72 hours.  Since we have had the good fortune to fully fund before the closing date, it's tempting to try to look past it, but we expect to be fielding a large number of direct messages and emails, responding to comments, and otherwise administering backer relations during the last few days of the campaign.

Once the campaign has concluded, we'll shift all of our attention to our production milestones.


I'm an old school Traveller tabletop player and I've never played a customizable card game before. Why might your product appeal to someone like me?
While I recognize no game can be all things to all people, I do think there are reasons to believe our product could appeal to an RPG fan with limited or no card game experience.

Our Traveller adaptation, at its heart, attempts to capture the spirit of life on the mains at the helm of a small merchant vessel.  Although some of our cards do depict elements of wider galactic influence, mostly we're focused on delivering the feeling of speculative trade and adventure in the Third Imperium.  Players get to captain a free trader.  Hire crew with unpronounceable Vilani names.  Get into trouble at Startown Bars.  We think that could appeal to fans of the RPG, even if they've never played a card game before.

At the same time, gaming has a lot of cross pollination.  Perhaps you've never played a customizable card game before, but I'd bet you've at least heard of some of the more famous titles, like Magic: The Gathering.  We harness the strengths of a constructed deck card game, but eliminated the high cost of entry inherent in having to purchase cards randomly.  Our sets are fixed.  Every Scout deck comes with the exact same cards.  You don't have to keep buying booster packs hoping for that one great rare.  So maybe you're a Traveller fan who has always wanted to try card games, but you've been wary because of the cost involved, or because none of the existing titles appealed to you thematically.  In that case, our game may work for you.

The Traveller Customizable Card Game is also playable solo.  Now, I want to be clear that our product is primarily a multi-player game.  We designed the rules for multi-player, we make cards with that environment in mind, and it will always be our main focus.  However, we realized early on that our mechanics inherently supported solo play.  I think it's fair to say that the Traveller fan base skews a bit older than that of tabletop gaming in general.  Perhaps you just don't see yourself playing card games with youngins.  Maybe you don't live around other gamers, or you don't have the time or interest to join a group.  You can still enjoy our game on your own.

Finally, I'd say our game will be a wider artistic interpretation than any other previous Traveller product.  Card games require a lot of art.  Each card represents a distinct concept.  An individual person.  A specific location.  An unexpected event or heroic action.  Fans of the Traveller universe may appreciate our artistic interpretations, and might find inspirations to use in their RPG sessions, even if they never play the card game.  One of the interesting things about Traveller is how various products have found utility outside their initial intents.  There are people who no longer play Traveller RPGs (or perhaps even any RPG), but they enjoy High Guard as a system to create ships, and as a perspective to use in thinking about various aspects of starship design and technologies.  Our game may very well appeal to someone of a similar mindset.
   

For those who have played CCGs before, are the game mechanics similar to anything that is already out there? What have you done to capture the feel of the tabletop Traveller game?
Traveller was certainly not created ex nihilo.  I'd say that customizable card games are among the most dynamic and innovative forms of tabletop gaming available, and there are definitely inspirations and antecedents to our own title.  The three most significant influences on our game are probably Game of Thrones, Vampire: The Eternal Struggle, and Babylon 5, and I think anyone who has experience with any of them will find some familiar elements.

Capturing the feel of the Traveller RPG is both one of our primary goals, and also one of our greatest challenges.  When we started development, one of the philosophies we had is that we wanted the card game to feel "like" the RPG.  But exactly what that means can be quite subjective.  No two people think Traveller is the same thing (take a gander at some of the Traveller codes on Citizens of the Imperium, for instance), and no two gamers will have had the same RPG experiences.  So we had to settle upon a particular interpretation of what Traveller would mean to us, and after some consideration, we thought the iconic free trading paradigm worked best.

Once we had that frame of reference, we could think about what those campaigns were like, the sorts of jobs that set the initial plot, the encounters that happen along the way, and the NPCs and villains that make life interesting for the party.  Creating the Traveller experience grew from adapting those elements into cards.  Sometimes the inspiration is seen on the mechanical side, where what happens is distinctly Traveller.  For instance, a card may represent a misjump, so its mechanics are an attempt to model a Traveller concept.  In other cases, the effects may be mechanical elements common to all CCGs (like drawing cards), but the art and/or name provide a Traveller aesthetic. 


How is the playtesting going? Are you running into any challenges?
Playtesting has its encouraging elements, and of course has highlighted some areas of possible improvement.  On the positive side, we've been encouraged by the fact that the underlying mechanics are sound and comprehensible, even though we currently only provide a "Play Sheet," essentially an outline of steps that, if followed, leads to playing the game, rather than a formal rule book.  Where we've improved the most has been in terms of clarity.  Our playtesters have done an excellent job of indicating areas where we could be more consistent in our approach, or how we could present the same material in a more streamlined manner.

Assuming two player games, how much replay value will the two player starter set have?
As our game is a customizable card game, players are able to build their decks from the entire available card pool.  One of the factors most significant to the enduring popularity of constructed deck games, like Magic: The Gathering, Game of Thrones, or Traveller, is the deck building aspect, where players have the opportunity to experiment with different concepts.  Now, if our card game were never to expand beyond the initial Starter Set, I do think such a restrictive card pool would run the risk of becoming stale or inhibiting creativity.  But we have the additional Trouble on the Mains expansion, that, among other things, adds and augments Piracy.  There's also currently five promo cards available for purchase, and a sixth exclusive to the Collector's Edition.  We've also announced two Stretch Goals that would each potentially add to the card pool available at launch.

Anything else you want to share?
I'd like to take the opportunity to thank the Traveller community for their comments and support.  Whether or not you've backed our project, if you've looked at the page, sent an email, posted on a forum thread, or even just generally kicked the idea around in your head, we appreciate that.
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Check out these links for more information:

Traveller Card Game Kickstarter Campaign Page
Traveller Card Game Play Demonstration Video
Interview with Jeff Yin on Crowdfunding Cast
Interview with Jeff Yin on Your Table's On Fire

Sunday, September 25, 2016

Traveller Referee Emulator - Part 2

Click here for Traveller Referee Emulator - Part 1

In Part 1, I showed you an overview of my gaming spreadsheet and went into some detail of the NPC generator and  planetary system generator/details. This time I'll focus on the Weather/Event, Animal Encounters/Bestiary, and Reconfigurable List Of Many Things portions of the spreadsheet.


Weather/Event

Weather is something I often overlook in gaming. This is a simple temperature and weather generator based on the terrain type, level of development, latitude, season, and atmosphere. It is not very sophisticated, but each portion adds modifiers which affect the outcome. The output is daily high and low temperatures and sky conditions.

Each terrain type also includes four randomized custom events. Terrain events follow the rules per Supplement 2 - Animal Encounters, so an event occurs on a roll of 10 on 2d6. If no terrain event occurs, an optional non-terrain event is picked at random from a growing list - currently about thirty. All events have a description and a brief note on how it affects game play.

Animal Encounters / Bestiary
The Animal Encounters basically duplicates information found in Supplement 2. It checks for encounters twice per day (daytime and nighttime) and determines surprise and initiative. If the animal has surprise it lists what the animals first action would be. The initiative roll is not terribly sophisticated as it does not take into account things like PC party size, PC party vehicle, general PC noise level, animal camouflage or stealth, etc.

The spreadsheet generates an animal whether or not there is an encounter. Animal stats are generated per Supplement 2 and generation is tied to the terrain chosen in the weather generator. A random animal description is provided and includes any special abilities the animal may have, what value if any the animal may have, and rumors about the animal. The arms and legs portion needs to be re-written, as I am almost always disappointed with the results. Finally, the table generates two real world animals to be used as additional inspiration.

Reconfigurable List of Many Things
Probably the biggest workhorse of the entire spreadsheet, this list started out as the List of Many Things, and got it's name from the famous D&D magic item, the Deck of Many Things. I needed a place to generate short, simple answers to short simple questions. It initially started out as a static list of about a dozen items; character names, place names, random words, dice rolls, etc. Over time the list just grew and grew. Pretty soon the list was limited to the height of my monitor display and I had to convert the list from static to a pull-down menu style interface.

This actually worked out well because now the desired information can be grouped together based on most frequently needed information. For example, when solo gaming I need a lot of 2d6 and percentage dice rolls, as well as random answers to Yes/No type questions, so I keep the bottom portion of the list dedicated to those types of answers. For those of you who are gluttons for punishment, I've included a list of all the items in the list, which has now grown to over 240 items (see image below). There are two columns of blue buttons to the right of the list, for doing Google image and information searches. I've found this to be extremely useful.

There's really nothing special about this part of the spreadsheet. It is mostly just a bunch of text lists and simple random generators. Much of the information was derived from information or ideas found on random generators all over the web. What I like about my version is that 1) I can customize it, 2) I don't have to keep track of dozens of websites, 3) I don't need to be online, 4) I can continually add to it, and 5) everything is in one location.

I'd be remiss if I didn't tip my hat to all the random generator creators out there from whom I borrowed, stole, or was inspired by. In particular I want to point out the following:
Check these out if you haven't already.

I've been asked by several people if I would be willing to share this spreadsheet. I would really love to as I find it a great resource. Unfortunately, when I started this I never thought it as something others might be interested in. As a result, over the eight or so years I've been putting this together I have been including a lot of copyrighted material, ideas for which the original creators should get credit, and in generally just kept adding to it without any kind of goal in mind. The spreadsheet's "home page" is as cleaned up as I can manage, but the behind the scenes data is a mess. Hopefully someday I will have time to either delete or rewrite the copyright material and clean it up enough to feel comfortable with sharing it.


Wednesday, September 21, 2016

Q is for Quirks and Perks for Starships


"Ship like this, be with you 'til the day you die."
"Because it's a deathtrap."
- Mal and Zoë, Firefly

The Millennium Falcon looks like a piece of junk, the Heart of Gold has a computer with Genuine People Personalities, the Enterprise D's bridge looks like a lounge. The best starships in classic science fiction are characters themselves and can have just as much personality as any of the crew. Here's a list of quirks and perks you can add to your starships. Some will be positive, others negative. Some just add a little flavor. Some may have serious gameplay consequences. Some may act as adventure hooks. I mostly use these for random or NPC starships, and usually pick 2 or 3 for each ship. If the quirk is on the PCs ship, the players should be allowed to repair or replace the affected system if they wish.

I typically put all my gaming tables into Excel spreadsheets. It makes it easier to randomize results and other information, and keeps the entirety of the table in the background when all I need is a couple results. Also, you are not limited to a d6 or d66 style table. With that in mind, I've included some information that would normally be randomized in the table:
  • (system) = computer, power plant, jump drive, maneuver drive, fuel tank, or weapon
  • (system 2) = ship's computer, power plant, jump drive, maneuver drive, autodoc, weapon, pilot controls, nav computer, gunnery computer, crew toilets, or autochef
  • (powered system) = life support, shields, maneuver drive, or computer
  • (drive) = jump drive, maneuver drive, or power plant
  • (location) = bridge, fresher, cargo bay, galley, stateroom, engineering, medical, or any other you prefer
  • (fluid) = oil, fuel, fresh water,  or sewage
  • (+1, +2) indicates a 1 or 2 positive DM to a die roll
  • (-1, -2) indicates a 1 or 2 negatitve DM to a die roll

Quirks and Perks for Starships
  1. (system)  (+1,+2) to repairs
  2. (system)  (-1,-2) to repairs
  3. (system) needs repair
  4. (system2) requires 'percussive maintenance' to work
  5. access to coded military channels
  6. adjustable gravity deck plating
  7. advanced ECM: (+1,+2) against missiles
  8. advanced shields (+1)
  9. advanced vehicle: (+1,+2) tech level high than ship
  10. alien alloy hull: (+1,+2) against lasers
  11. alien alloy hull: (-1,-2) against lasers
  12. alien graffiti on hull
  13. alien porn in the ship's computer
  14. all doors are airtight
  15. animal droppings found in galley
  16. annoying, mild gravity fluctuations
  17. atmosphere modifiers in cargo bay
  18. autochef only makes flavorless gruel
  19. autodoc gives (+1,+2) to MED rolls
  20. awesome color scheme
  21. awesome sound system
  22. awkward control interface (-1 to bridge activities)
  23. battle scars draw unwanted attention
  24. bridge consoles rattle in flight
  25. bridge controls are in an alien language
  26. bunks are really comfortable
  27. bunks are very uncomfortable
  28. can bypass interdiction satellites
  29. can make .5 past lightspeed
  30. cargo door sticks 50% of the time
  31. cargo space can be refrigerated
  32. clean engines - difficult to track
  33. comm system is plagued with static
  34. comm system on the fritz
  35. computer data: (+1,+2) to COMP rolls
  36. computer glitch: (+1,+2) to ENG rolls
  37. computer glitch: (+1,+2) to GUNNERY rolls
  38. computer glitch: (+1,+2) to NAV rolls
  39. computer glitch: (+1,+2) to PILOT rolls
  40. computer glitch: (-1,-2) to ENG rolls
  41. computer glitch: (-1,-2) to GUNNERY rolls
  42. computer glitch: (-1,-2) to NAV rolls
  43. computer glitch: (-1,-2) to PILOT rolls
  44. computer has strange accent
  45. computer is becoming self-aware
  46. computer talks fast
  47. computer talks slow
  48. concussive "backfire" on takeoff
  49. constant "new car smell"
  50. contraband found in hidden space
  51. cooking activates fire alarm
  52. cosmetic damage to the exterior
  53. cramped crew staterooms
  54. cramped Engineering: -1 to rolls
  55. cramped passenger staterooms
  56. custom consoles (+1 to bridge rolls)
  57. database adds (+1,+2) to COMP rolls
  58. dead vermin found on occasion
  59. dilapidated interiors
  60. designed for a different species
  61. designed for water landings
  62. difficult to maintain (-1 to ENG)
  63. difficult to pilot (-1 to PILOT)
  64. difficult to start
  65. distinctive nose art
  66. easy to maintain (+1 to ENG)
  67. easy to pilot (+1 to PILOT)
  68. emergency escape bubbles
  69. emissions make it easy to track
  70. energy weapons do double damage
  71. energy weapons do half damage
  72. engineer robot (can't leave ship)
  73. engine room is very hot. Costly to fix.
  74. engines have a distinctive whine
  75. engines hum pleasantly
  76. engines run hot (+100°F at drives)
  77. engines smoke in atmosphere
  78. entirely robotic crew
  79. exhaust gas fills Engineering
  80. experienced crew (crew has min. skill level 3)
  81. exposed live electrical wiring
  82. false registry papers found onboard
  83. faulty acceleration compensators
  84. faulty grav deck plating
  85. firefight damage to interior
  86. flickering internal ship lights
  87. flushing toilets activates hull breach alarm
  88. free HBO
  89. fuel efficient (-10% on fuel costs)
  90. fuel inefficient (+10% on fuel costs)
  91. fuel skimmers smell of fish
  92. gas leak causes hallucination
  93. good galley (+1 to STEWARD)
  94. grinding noises in Engineering
  95. has flood damage
  96. has gourmet food replicator
  97. has ground defense turrets
  98. has smuggling compartments
  99. hidden space contains (drugs, weapons, contraband, valuables)
  100. high performance fuel scoops
  101. high tech weapons locker
  102. highly automated (+1 to all crew rolls)
  103. highly custom (-1 to repairs)
  104. hull spotted with small arms fire
  105. illegal drugs are found on board
  106. illegal weapons system is found
  107. inertial dampener lag (-1,-2) to DEX
  108. inescapable brig
  109. infested with insects
  110. infested with vermin
  111. interior doors hum pleasantly
  112. interior doors work poorly
  113. interior lights blink on startup
  114. interior lights flicker during jump
  115. intermittent black globe cloak
  116. internal comm system on the fritz
  117. jerky turret: (-1,-2) to GUNNERY rolls
  118. jump drive causes mild jump sickness
  119. landing gear won't retract on 9+
  120. leaks (fluid) when docked
  121. lights flicker occasionally
  122. liquid crystal hull w/ many patterns
  123. looks like a piece of junk
  124. loose deck plating prohibits running
  125. lots of battle scars
  126. luxurious interiors
  127. luxury crew staterooms
  128. luxury passenger staterooms
  129. luxury ship's vehicle
  130. main airlock sticks on 9+ (2d6)
  131. main turret: (+1,+2) to GUNNERY rolls
  132. main turret: (-1,-2) to GUNNERY rolls
  133. mass produced (+1 to repairs)
  134. medical robot (can't leave ship)
  135. military grade sensor suite
  136. misjumps on 12+ (each jump)
  137. nav computer locks up on 12+
  138. needs frequent repair
  139. needs new part
  140. needs repair (-1 to all crew rolls)
  141. noisy air system
  142. non-standard airlock connectors
  143. novice crew (crew has max. skill level 1)
  144. on the run from creditors
  145. poor environmental controls
  146. poor galley (+1 to STEWARD)
  147. poorly maintained (-1 to ENG)
  148. potable water tastes bad
  149. previous owner wants ship back
  150. pristine - not a scratch on her
  151. random audible warnings (1/day)
  152. random fire suppression system
  153. random warning lights (1/day)
  154. recently replaced jump drive
  155. refit time is fast (-20% time)
  156. refit time is slow (+20% time)
  157. refuel time is fast (-20% time)
  158. refuel time is slow (+20% time)
  159. reliable (+1 to crew rolls)
  160. requires proprietary parts
  161. rich Corinthian leather
  162. robotic brain gunnery: (+1,+2) to GUNNERY
  163. robotic brain navigator:(+1,+2) to NAV
  164. robotic brain pilot: (+1,+2) to PILOT
  165. robotic cargo handling system
  166. runs illegal Watchdog software
  167. secondary airlock inoperable
  168. sensors work at double their range
  169. sensors work at half their range
  170. several hull patches of questionable integrity
  171. ship is an obvious lemon
  172. ship kept clean by schloobies
  173. ship's computer is very slow
  174. ship's transponder is +1 to modify
  175. sketchy history/repeatedly renamed
  176. sleeper (looks bad, runs great)
  177. smelly air handling system
  178. sonic showers cause comm static
  179. spacious crew staterooms
  180. spacious passenger staterooms
  181. steward robot (can't leave ship)
  182. strange noises in crew quarters
  183. sub-standard crew staterooms
  184. sub-standard passenger staterooms
  185. suffers from Sick Ship Syndrome
  186. superior control interface (+1 to bridge activities)
  187. surface rust on various ship parts
  188. suspicious: -1 to law encounters
  189. temp stays a constant (50, 60, 80, 90) deg. F
  190. terrible smell in (location)
  191. transponder has 1d4 switchable I.D.s
  192. transponder is twitchy
  193. trusted: +1 to law encounters
  194. turrets are hidden (pop-out)
  195. ugly color scheme
  196. uncomfortable bridge seats
  197. undetected gas causes sickness
  198. unpressurized cargo area
  199. unreliable (-1 to crew rolls)
  200. unsightly stains in fresher
  201. untested alien autodoc
  202. untraceable smell of burnt electronics
  203. untraceable ship's history
  204. used to be a military ship
  205. used to be a smuggling ship
  206. used to belong to a nearby noble
  207. valuables found in hidden space
  208. variable environment cargo space
  209. vents smelly steam on landing
  210. vibrates violently when going into/out of jump
  211. viewports fog up during flight
  212. water landing very difficult
  213. water supply tastes funny
  214. weak shields (-1)
  215. weapons drain power from (powered system)
  216. well loved (+1 to ENG)
Enjoy!






Thursday, September 15, 2016

M is for My First Starship Deck Plan

Just for fun, I thought I'd post something showing my humble beginnings; my very first starship deck plan, complete with Ship's Papers, Crew Data, and some highly suspect financial records. This was done in late 1984 or early 1985, evidently before I new how to read or do math. For a "100 ton" trader it's awfully big (actually 274 tons, unless I took a sloped hull into account, which I know I didn't).

It seems in those days the Imperial Scout Service would loan any 34 year old man 9 million credits for a ship down payment and the good banks at Glisten would cover you for the remaining 37 million. Daddy must have had some strong connections. Good thing Captain Kenorist was such a talented trader. He was able to completely pay the ship off in only four weeks, and was 63 million credits in the black after only eight weeks. Trading around Glisten was quite lucrative, apparently.



Wednesday, September 14, 2016

L is for Lab

Lab Ship illustration by W.H. Keith
Creating Lab-based Scenarios for Traveller

“Look, I’m just a biochemist. Most of the time, I work in a little glass jar and lead a very uneventful life. I drive a Volvo, a beige one. But what I’m dealing with here is one of the most deadly substances the earth has ever known, so what say you cut me some friggin’ slack!?” - Stanley Goodspeed (The Rock)

Lab adventures tend to be among my favorites, and I love the 400 ton lab ship from classic Traveller. Rather than create a new deck plan for an already perfectly good ship, I’ve decided to offer suggestions for creating your own lab-based game scenarios.

Overview
  1. Decide what type of gameplay you want. Who are your adventurers?
  2. Pick a lab type and describe it
  3. Determine the overall plot and character goals
  4. Write up a plot scenario, create some NPCs and determine what end game conditions might be
  5. Add your PCs and stir well

Gameplay
Decide what type of game you want to play. Will this be a one night one-shot, a minor side quest, or the start of a new campaign? Do the players prefer combat heavy games or is exploration and heavy roleplay more their thing? Keep these in mind as you develop the scenario.

Determine the type of lab and describe it
I’ve added an extensive list of lab types, and some ideas, mostly movies, to draw inspiration from. Think about what type of lab it is and who works there.
  • Is the lab well-funded, or barely getting by?
  • What resources/equipment is available?
  • Is it a large, high-tech facility or in someone's garage?
  • Is the work being done at the lab legal/illegal, ethical/unethical, controversial/uncontroversial?
  • Who supports the research? Who, if anyone, is opposed to it?
  • Who mostly occupies the lab? What will their reactions toward PCs be?
  • What is unique about the lab, if anything? Does it require zero-G rooms, clean rooms, massive computer processing, special environmental conditions, or live human subjects? Or is it just research done at a computer?
  • Where is the lab and why? (Lab ship in space, above ground/underground/under water, urban or rural setting, on an asteroid?)
  • With whom does the lab collaborate and why?
  • What successes and failures has the lab had? Are there any prototypes of their work?
Types of Labs (with sources of possible inspiration)
  • Aging/Immortality/Anagathics (Cocoon, Highlander, etc.)
  • Ancients Research (studying artifacts left behind by the Ancients, artifact testing, attempts at reverse engineering)
  • Animal Research (12 Monkeys, Planet of the Apes reboot, Jurassic Park, Island of Dr. Moreau, PETA)
  • Astrophysics/Astronomy (black holes, jump space, anti-matter, dark energy, etc.)
  • Biology (Dr. Frankenstein, uplifting animals, Deep Blue Sea, Planet of the Apes reboot, Island of Dr. Moreau, Altered States)
  • Botany (xenobotany, Minority Report)
  • Chemistry – generic, but could be tied to almost any other type of lab
  • Cloning (6th Day, Alien Resurrection, The Island)
  • Communication research (FTL radio, Contact, deciphering alien languages, etc.)
  • Computer Technology (development of new computers, AI, different storage media, The Matrix, A.I., the Paranoia RPG computer, Terminator films, Demon Seed)
  • Cryogenics Technology (low berths, Frozen Watch, Idiocracy, The Eternity Brigade, etc)
  • Cybernetics (Six Million Dollar Man, Robocop, Terminator films, anything cyberpunk)
  • Defensive Systems (force fields, ship shields, ship armor, personal body armor, etc.)
  • Digitization of Mass (Tron)
  • Disease Research/Contagion Containment (Center for Disease Control, Salk Institute, I am Legend, World War Z)
  • Energy Research (fusion, fission, zuchai crystals, dilithium cyrstals, etc.)
  • Food Technology (hydroponics, synth meat, Silent Running, Soylent Green, Norman Borlaug)
  • Forensics/Crime (CSI, NCIS, Minority Report, material and chemical analysis equipment)
  • Genetics (Jurassic Park, The Fly II, GATTACA, metahuman research, mutations)
  • Geology (core samples, trays or other containers of mineral samples, jugs of liquid samples, analysis printouts, etc)
  • Holography/Holodeck Research (ST:TNG and Voyager)
  • Medical (almost anything, any labs using live humans for testing or research, Coma)
  • Miniaturization/Supersizing (Innerspace, Fantastic Voyage, Antman, Dr. Shrinker, The Amazing Colossus, WIlly Wonka's chocolate camera, giant insect movies)
  • Neuroscience (mind control, brain-taping, Total Recall, The Puppet Masters, Portal/Aperture Science, Brainstorm, intelligence enhancement, Charley, Lawnmower Man, Altered States)
  • Other/Misc. (invisibility as seen in Hollow Man, the Genesis device from Star Trek)
  • Pharmacology (development of new medicines, illegal drug manufacturing, Breaking Bad, Limitless)
  • Physics (Hadron Collider, theoretical physics, fusion/fission, jump technology, gravitics, etc.)
  • Psionics - specify which abilities being studied (Scanners, Firestarter, Jumper, Chronicle, parapsychology)
  • Psychology (brainwashing techniques, Manchurian Candidate, Nikita, Eternal Sunshine of the Spotless Mind)
  • Radiation (x-rays, Gamma rays, Watchmen)
  • Robotics (Blade Runner, Westworld, Ex Machina, Short Circuit, Chappie, I Robot, ST:TNG's Dr. Soong, Terminator films, Robocop, etc.)
  • Sleep/Dreams (Dreamscape, The Cell, Brainstorm, Inception)
  • Sociology (psychohistory)
  • Surveillance & Sensor Technology (densitometers, NAS-neural activity sensors, Enemy of the State, Blue Thunder, 1984, Minority Report)
  • Teleportation (Star Trek, The Fly, Portal/Aperture Science, Stargate, etc.)
  • Time Travel (Primer, The Time Machine, A Sound of Thunder, 12 Monkeys, Looper)
  • Weapons Research (traditional and non-traditional, xenoweapons, bioweapons, chemical weapons, psycho-warfare, non-lethal weapons, etc.)
  • Xenobiology (alien autopsy, District 9, Independence Day, Alien Resurrection)
Note: some of these may represent technologies beyond TL15. If so, the experiments should generally fail or have limited success, otherwise the technology would become the new standard. Other type of research may not be appropriate for the "feel" of a typical Traveller game, but that should be at the referees’ discretion.

There may be some cross-over in lab types. A lab doing cloning research may involve animal subjects. Try picking two and see how they mix.

Determine the Plot
Think of a plot based on your gaming preferences. If you are stuck coming up with a plot consider using something like S. John Ross' The Big List of RPG Plots or Georges Polti's 36 Dramatic Situations. I personally like The Big List because it is specifically geared toward RPGs.

Use your imagination to fill in the gaps. Try to anticipate what a player’s reaction might be to your set up and then assume they are not going to react that way and come up with something else. Feel free to change or ignore previous decisions you've made.

Scenario Example
I’ve decided to write a scenario based on random selection from the above information. I’ve come up with: bioweapons lab using live animal subjects, legal, but unethical research, location: asteroid, underground; Plot: Better Late Than Never (from The Big List of RPG Plots)

Ideal conditions (determined after the scenario was developed): PCs have their own ship, TL 10+ world, low traffic system (remote or low population)
NPCs:Kepp Maddix, clerk at Progressive Integrated, who hires the PCs
Kern Hilson, a scientist at the lab facility
Linn Hebron, owner of Progressive Integrated
Additional NPCs as may be needed: various scientists, company employees, and the bad guys.

The Set-Up
The PCs are contacted by Kepp Maddix, a relatively low-level procurement clerk at Progressive Integrated (PI), to do a supply run to one of their remote research facilities. The supplies are nothing out of the ordinary; a few new computers, a couple office chairs, some medical supplies, about four dtons in total. The job will pay slightly more than normal because of the remoteness of the site and because the regular delivery service cancelled at the last minute. Delivery of the medical supplies may be time-sensitive, so the PCs may have some room to negotiate their fee. The delivery site is an asteroid field in-system, about one day away. If needed, the referee can determine the asteroids distance from the main world based on the capabilities of their ship and the Typical Travel Times table from Book 2. If the PCs do not have their own ship, they may be hired to pilot the company's small cargo ship (100 ton, 2-G). If the PCs research the company before accepting the job, they will find it is a smallish, fairly generic research company reaching into a variety of markets, mostly humanitarian (genetic crop enhancement, vaccines, disease research). Maddix will not be able to disclose, or does not know the nature of the research being performed at the facility.

The PCs accept the job, pick up the cargo, and fly out to the asteroid. As they approach the asteroid they see a starship leaving the area. They announce their arrival to the base, but no one responds. They land and soon discover the facility has been recently attacked.

The facility appears to have been ransacked, as if someone was looking for something. The facility’s 23 employees and scientists may be killed, rendered unconscious, and/or locked up, depending upon the referee’s desires, but some of the scientists should be alive. If the PCs think to contact Maddix, he will put them in touch with the head of the company, Linn Hebron. If not, then a scientist will immediately contact Hebron to make her aware that sensitive research and contagious viral samples have been stolen. Regardless of who makes contact, Hebron will offer the PCs a reward for return the stolen goods, since they have the only ship in the area. The reward will be substantially more if the PCs can keep the incident quiet. Kern Hilson, one of the scientists, will offer to accompany the PCs to reclaim the goods. If the PC group is undersized, some additional scientist may offer to come along as well, and some may even have small weapons.

Referee’s Information:
The Lab
The lab is located on a small, remote asteroid. There is a small landing pad and single above ground building. The facility is mostly underground. The lab is doing viral research, which includes animal testing. The lab does not have a security force, but rather uses secrecy and its remote location as protection. There are no other spacecraft at the facility, but it does have a good communication system which will allow instantaneous contact with the planet.

Viral research options (depending upon your faith in humanity):
  • The research is being done to produce vaccines against future outbreaks (humanitarian reasons). The scientists and company are the good guys.
  • The research being done is apparently for humanitarian reasons, but the owner of the company has other plans for it. The scientists are dupes at the mercy of corporate greed.
  • The scientists are intentionally trying to create a weaponized virus. The scientists and the company are the bad guys.
  • Some or all of the scientists are doing the research against their will (under threat to their families or some such), in which case the facility has a small security force to keep them in line. The scientists are the good guys and the company is the really bad guys.
Note: the PCs don’t necessarily need to know this to have a successful adventure, but it might come out in game play and affect how the NPCs react.

The ship departing from the asteroid at the time of the PC's arrival contains the stolen research and virus samples. The bad guys’ ship has the same acceleration as the PCs ship. The idea is that the PCs are basically right behind the bad guys the whole time, whether the bad guys know it or not.

The referee has some options depending upon his gaming style and what the players gaming preference is:
  • The PCs catch up to the bad guys in space. Ship combat ensues. If the PCs destroy the bad guy ship, the PCs will be (quietly) rewarded for stopping a potential major incident. If not, the bad guys get away and the company's in-house security will take over. There is no punishment for the PCs if they fail.*
  • The PCs catch up to the bad guys in space and attempt to retrieve the stolen goods. Ship combat and/or shipboard combat ensues. If the PCs successfully retrieve the stolen goods they will receive a significant reward (or stabbed in the back by the company, depending upon your gaming style)
  • The bad guys jump to another system, which can start an entire adventure of tracking down the bad guys.
  • The bad guys make it to the planet (or starport) ahead of the PCs, but just barely. There can be a possible shoot-out on the landing pad, or maybe the bad guys escape.
  • At any time the PCs can attempt to call the local police forces or nearby ships for help. This may prevent the escape of the bad guys, but the PCs would not get their reward.
*If you want to have consequences for failure, the bad guys can discover they are being pursued in space, and initiate combat.

Bad guy options (coordinate with viral research option above):
  • The bad guys are terrorists, ideologically motivated, out to take good science and use it for bad.
  • The bad guys are financially motivated, looking to sell the virus to the highest bidder.
  • The bad guys are a group of radicals who understand the dangers of the research, for good or bad, and want to keep it out of the wrong hands.
End Game
The scenario end game and conditions of success are up to the referee and players.

Note: The "Better Late Than Never" plot kind of takes the adventure portion of this scenario out of the lab, but I just decided to roll with it. An alternative scenario might involve the PCs being at the lab just before the bad guys attack, or they might arrive during the attack.

Wednesday, May 18, 2016

Benign Starport Encounters

A little something to add some flavor to your next stop at the starport. Inspired by Chris Buono's Benign Wilderness Encounters and Benign Urban Encounters for fantasy settings, here's my list for the Traveller Universe.

Benign Starport Encounters
  1. (Highport only) Through a viewport the PCs can see SPA security practicing zero-G maneuvers.
  2. (Highport only) Through a viewport the PCs can see vacc-suited workers operating on a communications array.
  3. (Highport only) Visitors are treated to an amazing planetary sunrise from a large viewport.
  4. A beat up looking vagrant begging for food or spare credits. (He's actually an undercover Imperial agent watching the area for a dangerous criminal.)
  5. A beggar in an old Scout jumpsuit asks for a handout.
  6. A black market trinket dealer scoops up his wares at the approach of a SPA security officer.
  7. A clinic is offering free inoculations for travellers prior to exiting the starport.
  8. A concerned looking team in hazmat gear run past the PCs.
  9. A crewman's duffel bag sits unattended in the corner.
  10. A criminal in handcuffs is marched past.
  11. A customs inspector argues with a cargo handler over mislabeled cargo.
  12. A customs inspector reviews a ship's cargo manifest with the ship's captain.
  13. A dealer in alien artifacts is looking to sell his goods.
  14. A dilapidated cleaning robot tries to vacuum around the PCs, bumping them aggressively.
  15. A disaster preparedness team is going through emergency drills.
  16. A Droyne stops the party and tries to communicate, but none in the party speak Droyne.
  17. A family stares at overhead monitors, trying to figure from which bay their ship departs.
  18. A food merchant hawks his overpriced "authentic" foodstuffs from another system.
  19. A food merchant is giving out free samples, trying to drum up more business.
  20. A well-dressed megacorp employee is interviewing parties willing to do a job "off the books".
  21. A group of Vargr adventurers is looking for passage to the next star system.
  22. A group of asteroid miners are looking for investors.
  23. A group of grungy engineers are shooting dice for cash.
  24. A merchant, stuck with several tons of fruit and desperate to sell it before it goes bad.
  25. A group of intoxicated marines stagger past.
  26. A group of marines are joking about their last mission.
  27. A group of performers entertain passengers of a delayed flight.
  28. A group of refugees looking for passage out of the system. They've been stranded at the starport for weeks and are running out of items to trade.
  29. A group of religious pilgrims stand at a window watching a ship loading cargo.
  30. A group of academics talk excitedly regarding cosmic events in the local star cluster.
  31. A Vargr Corsair has just docked and a group of rowdy Vargr mercenaries pour out, possibly looking for trouble.
  32. A troupe of zero-G acrobats are performing and promoting a performance later in the week.
  33. A heavily cyber enhanced mercenary is looking for passage to a nearby war-torn system to sell his skills.
  34. A hustler is offering half price Mid Passage tickets.They are high quality counterfeits.
  35. A large, muscular dockworker sits quietly reading from a datapad.
  36. A local dissident hands the PCs a flier with information against the local government.
  37. A local health agency is screening all incoming visitors for communicable diseases. The screening process is quick and painless.
  38. A local tries to sell the PCs some locally made clothing.
  39. A mad 'prophet' stands on a crate preaching against sins of the flesh.
  40. A maintenance crew is working on a sub-floor communications line.
  41. A maintenance man is upgrading security cameras. You overhear him report the system will be down for the next 30 minutes.
  42. A maintenance panel falls from above, nearly hitting one of the PCs.
  43. A medical ground vehicle drives by with its sirens and lights on.
  44. A merchant captain argues with a broker regarding several crates of rotten vegetables.
  45. A used robot merchant approaches the PCs with his sales pitch.
  46. A middle-aged woman looks furtively around, then enters the TAS VIP lounge.
  47. A nearby child begins screaming about monsters.
  48. A noblewoman and her entourage pass by. A bodyguard pushes one of the PCs out of the way.
  49. A pair of novice travellers are photographing everything, including the PCs.
  50. A purse snatcher and his pursuer rush past the PCs and disappear into the crowd.
  51. A small, nerdy boy is trying to explain to an overconfident smuggler that a parsec is a unit of distance, not time.
  52. A security team is performing a "floater sweep", attempting to remove all transients and beggars from the starport.
  53. A ship's engineer tries to negotiate with a vendor for a better price on ship parts.
  54. A shuttle arrives to take a group of employees back to the staff housing area.
  55. A skip tracer team discusses their next repossession.
  56. A small freighter departs its berth in an obvious hurry, while security guards fire upon it.
  57. A small rodent is seen heading in the direction of the food court.
  58. A small, but vocal portion of the local population are fanatically anti-Imperium.
  59. A starship crew is selling random cargo to raise enough cash for fuel.
  60. A stranded traveller is seeking working passage so he can get back home.
  61. A team of Crash, Fire, and Rescue (CFR) paramedics rush to the infirmary with a patient on a gurney.
  62. A traveller is insisting that items in his luggage will be damaged if scanned.
  63. A very long line leads to the public restrooms.
  64. A very drunk and dirty war veteran will tell you his life story for a drink. Or leave you alone for a drink, if you prefer.
  65. A Virushi medic offers salutations in Galanglic to the PCs as it lumbers by.
  66. A young couple at a booth are asking for donations for a local charity.
  67. All travellers must undergo a weapons/contraband check to get into the next area.
  68. An information kiosk lists advice on the local customs.
  69. An information kiosk provides information regarding employment opportunities.
  70. An information kiosk reminds travellers of the local law level, restrictions, and contraband items.
  71. An old mercenary is looking for one last ticket with hopes of going out in a blaze of glory.
  72. An older gentleman approaches the PCs and asks them to watch his luggage… just for a few moments.
  73. An overturned catering vehicle slows traffic to a halt. There are frozen peas everywhere.
  74. An SPA administrator is overheard talking to the port casino owner about revenue reports.
  75. An SPA agent is confiscating a distraught woman's small pet to be quarantined.
  76. An SPA crew performs a safety inspection on a starship.
  77. An SPA official argues the finer points of trade tariffs with a merchant.
  78. An SPA security guard has detained a traveller who appears to be of Zhodani decent.
  79. An SPA security guard on patrol walks by, eyeing the PCs suspiciously.
  80. An SPA traffic controller is seen in a corner booth of a bar, shaking visibly.
  81. An unemployed engineer checks the job board for available crew positions.
  82. An unexpected security checkpoint ahead will reveal any hidden weapons the PCs may be carrying.
  83. An Xboat crew enjoys a last hot meal before departure.
  84. Environmentalists are protesting against a recent fuel spill.
  85. It is rumored that many of the planetary customs officers are corrupt and can get anything over the XT line for the right price.
  86. Judging by the smell, the air recyclers in the section need major repair.
  87. Large crates sit guarded in an open alcove with "Evidence" tape stretched across them.
  88. Lights flicker in this section of the starport.
  89. Local law enforcement is trying to extradite a criminal who escaped capture and made it into the starport.
  90. Nervous adventurers looking to unload a cache of alien artifacts and unknown weapons from the an illegal archaeological dig.
  91. News terminals report a minor crash at a different spaceport occurred earlier today. There were a few fatalities.
  92. One of the PCs finds a 50 credit note.
  93. One of the PCs is approached by a drug dealer.
  94. One of the PCs is approached by a prostitute.
  95. One of the starport shops is being picketed by employees demanding better pay.
  96. Overhead speakers call for all SPA department heads to convene in meeting room 7-C.
  97. Overhead speakers call for Crash, Fire, and Rescue (CFR) paramedics to respond to a cargo handling accident.
  98. Restroom graffiti has interesting things to say about the SPA Director's parentage.
  99. Several large, horned herbivores have escaped from a makeshift corral in one of the docking bays.
  100. Slidewalks in this area are out of order.
  101. Some unattended children pester the PCs.
  102. SPA security follows the PCs for about 15 minutes.
  103. The Alliance of Starport Mechanical Engineering Trades (ASMET) union is on strike, slowing down starship repairs.
  104. The PCs notice an SPA records department employee leave his datapad at a restaurant table.
  105. The PCs see a small merchant ship being fitted with a new turret.
  106. The PCs see an advertisement for a local safari company.
  107. The restrooms in this portion of the starport are closed for cleaning.
  108. The SPA is auctioning off last year's collection of unclaimed lost and found items.
  109. The SPA liaison officer is in a heated discussion with a local politician.
  110. The Starport Director is leading a tour for the SPA Inspector General.
  111. The starport has recently passed a new tax levy on luxury craft.
  112. The starport infirmary is dealing with some sort of viral outbreak, but determined no quarantine is required.
  113. The starport is currently hosting its monthly farmer's market of local goods.
  114. The sweet smell of reconstituted synthetic foodstuffs fills the air.
  115. This area is marked with what appears to be small arms fire damage.
  116. This section of the starport seems oddly deserted.
  117. This starport apparently has no restrictions against carrying firearms openly.
  118. Two figures can be seen whispering in the shadows of an otherwise empty passenger lounge.
  119. Two retired Scouts sit swapping tales of adventure.
  120. Two SPA security guards are posted at an unmarked door.
  121. Some sleazebag asks you if you want to buy some deathsticks.
  122. A weary Aslan diplomat it trying unsuccessfully to catch some sleep in an uncomfortable plastic chair.
  123. A small, domed robot bleeps feebly as it looks for its lost owner.
  124. Two aging celebrity athletes relive their glory days as professional grav-ball players. An occasional passerby will do a double take, then ask them for autographs.
  125. A loudmouth buffoon has been annoying several travellers. He makes a dumb joke about being an Ine Givar terrorist and is promptly escorted away by SPA security.
  126. A pasty-white and disheveled passenger can't stop coughing. You feel a little of his spittle on your cheek as he passes.
  127. An entrepreneurial cab driver is passing out business cards and offering safe and discreet rides to the best clubs in Startown.
  128. An attractive woman waves excitedly at one of the PCs, but in reality is waving to someone behind him.
  129. The floor in this area of the starport is disgustingly sticky, like the floor of a dollar cinema.
  130. A self-important businessman is negotiating a multi-million credit deal on his communicator, loud enough so that everyone knows it.
  131. Either that's the latest style in this region, or a lot of people here are wearing their pajamas.
  132. A young woman is seen trying to steal food from a vending machine.

Tuesday, May 17, 2016

Traveller Referee Emulator - Part 1 - so much information in one place

This is my Traveller Referee Emulator spreadsheet, which I use to facilitate my gaming, and because hiding behind a card stock referee's screen is sooo 1983. Inspired by Dragon Magazine #80's "Dungeon Master's Familiar" program, it has been an ongoing work in progress for over six years. That issue of Dragon was inspirational in other ways, as anyone who remembers the cover might tell you, but I digress.

The spreadsheet is a combination of official rules, house rules, multitudes of random generators, and other various role playing lists and gaming aids. It has been a lot of work, but a labor of love. I wish I had the time to clean it up and make it more organized. Still, it has been an ever expanding workhorse. Let's take a closer look:

The NPC Generator
I like to be able to flesh out my NPCs quickly, so this and a little imagination can go a long way. This random generator is different from others I've seen in a few ways:
  • The UPP is strictly 2d6, with no additions for service or subtractions for aging. I figure they probably cancel themselves out anyway. Skills are limited to three service skills, one weapon skill, and one homeworld skill (someday). Simple? Yes. Lazy? Most certainly. Effective? Absolutely. If the NPC starts to become a major NPC, add more skills if necessary.
  • The UPP includes Willpower, Appearance, and Charisma. Good for sizing up your random encounters and determining if your hireling will follow your orders when the heat is on.
  • It points out high and low stats: 2,3, and 4 in red, 10,11, and 12 in green. This makes it easier to quickly see what the NPCs strengths and weaknesses are.
  • It provides at a glance a suggestion of who the NPC might be relative to the PCs. The NPC is either an ally, contact, enemy, informer, rival, or patron.
  • Likeness - a list of celebrities and other famous people. This is one I stole from "The Traveller" comic strip in White Dwarf magazine and it goes a lot farther in making an NPC come to life than I would have thought. Likeness can be just the physical appearance, or more usefully, mannerisms they, or in the case of actors, their characters have. The blue button next to the name links to a Google Image search for that person. In cases where the dice conflict with other information in the description, I usually let the dice win. Sorry, Dalene, you only look kind of like Thandie Newton. You're still only a 6.
  • Life Event - one if not THE major event in the character's life. The NPC sees the event as sad, funny, weird, inspiring, or intriguing.
  • Alternate Jobs/Services/Classes - sometimes you just don't need a standard Traveller character. This gives a basic idea of the NPC's job and their skill at it.
System Details
The spreadsheet contains sector data for the Spinward Marches, The Foreven Sector, and a few sectors of my own, or can generate individual random systems on the fly. Nothing too spectacular here, just easy access to information. It does include these features:
  •  It can be linked to the NPC's homeworld, so you can get even a better understanding of where the NPC came from.
  • Basic system information including color coded stars and planetary bodies. It's not much, but it provides a little extra flavor when entering a system. In this case you can quickly describe the system as having two red suns. I'm pretty sure the stellar classifications are canon. The number of planets is randomized, so definitely not canon.
  • Main world gravity - which is something I'm always forgetting to incorporate into gameplay. Again, just a little extra flavor, but randomized.
In The News
Something is always going on outside the PC's little world, and this little gem tells you what's happening and at what scale. Maybe it's nothing, maybe it's a red herring, or maybe it's the players' next great adventure.

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Update 09/25/2016
Click here for Traveller Referee Emulator - Part 2
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