Thursday, May 30, 2024

Game Ideas from what has happened before

As I am running another session this weekend (assuming work does not get in the way!) I need to figure out what to do. Based on our recap from the last game here, we have two rumors, plus the trip back into town. And they have a map of a dungeon I handwrote a while back that they found (and did not keep a copy!) 

First, they will have to get back to Edge City, but I am thinking a longer-term quest with a goal in sight may be a good thing. Once back in Edge City, they do have a few errands to run: get the plants to Eleanor Codington's Apothecary shop so she can start on the medications, maybe check on the child thieves, not sure what else. And we have those twin Elves, Estalar and Aleesa. But perhaps Sam Vines, the commander of the City Watch, will want to have a few words as our adventurers have been in the sewers, and seem to be friends with known thieves. Though all may not be dire: the thieves do have a guild that has to abide by some city rules. 

Sam Vines. His wife does raise dragonnettes if I recall...

We also have those 2 rumors:
They pick up a couple of rumors: two towns over graves seem to be emptying out, though if a watch is there nothing happens. And the Iron Castle seems to be mounting some attacks

Commander Vines, knowing Hexis from some of his bodyguard duties and knowing Sorglug, an Orc that "knows" people and being a good judge of character, has recommended Hexis for a number of jobs. This comes from some notes I started but am having a hard time finding I was trying to keep up with all the NPCs and things, and as much as I love organizational skills, I have none myself apparently.

Hexis Contacts: 
Orc broker Sorgulg. Lives near the docks, frequents Old Flagg Inn, next to the docks (E1)
Landlord Mr. McQuarry, lives in same building 1st floor
A well-dressed Orc
While we are sort of centered on Edge City, there is no reason they can't go someplace else. 

Also, could not find exactly what I wanted, so AI drawing to the rescue for our lost Elf children. Which I need to come up with a good backstory, but as we have 1 full Elf and one half Elf/half Orc, there may be some interest in pursuing that. So a backstory is forthcoming! I may use the backstory the AI generated along with the images, or at least some variation of that.

One possible backstory from AI based on the prompt "please draw me a pair of young twin elves appearing about 8 years old, one male and one female, in a dilapidated fantasy building". Though I updated the names with the names I had randomly chosen.

Certainly! Here’s an imaginative depiction of the young twin elves in a dilapidated fantasy building:


In a forgotten corner of the mystical forest, where ancient trees whispered secrets and moss-covered stones held memories, stood the remnants of a once-grand elven dwelling. The twins, Estalar and Aleesa, explored its crumbling halls with wide-eyed wonder.

Aleesa, the older of the two by a mere minute, had wild chestnut curls that framed her freckled face. Her emerald eyes sparkled with curiosity as she tiptoed over fallen beams and broken tiles. She wore a tattered cloak, its hem brushing against the dusty floor.

Estalar, with tousled silver hair and eyes the color of storm clouds, followed close behind. His small hands clutched a wooden sword, ready to defend against imaginary foes. His patched trousers bore evidence of countless adventures, and his boots were scuffed from climbing ancient staircases.

Sunlight filtered through gaps in the roof, casting dappled patterns on the cracked mosaic floor. Vines crept through broken windows, their leaves brushing against the twins’ cheeks. Aleesa pointed to a faded mural—a scene of elves dancing under a moonlit sky—and whispered, “Do you think they lived happily here once?”

Estalar nodded solemnly. “Perhaps,” he said. “But now it’s our turn to weave stories within these walls.”

And so, with laughter echoing through the hollow chambers, Aleesa and Estalar explored their newfound sanctuary. They discovered hidden nooks where fairies might have rested, and they traced their fingers along faded runes etched into the stone. The scent of moss and old magic hung in the air, wrapping them in a cocoon of enchantment.

As the sun dipped below the horizon, Aleesa and Estalar sat side by side on a cracked windowsill. They watched fireflies dance in the overgrown courtyard, their tiny lanterns illuminating the past and the future. The twins vowed to restore the old elven home, to breathe life back into its weathered walls.

For in that dilapidated building, amidst broken dreams and forgotten spells, Aleesa and Estalar found their own magic—the kind that binds siblings, fuels imagination, and turns ruins into realms of possibility.


I hope you enjoy this whimsical scene! If you’d like any other illustrations or have more requests, feel free to ask. 😊

And then, something bad happened and they end up in Edge City, found under the bridge where the pickings are easy as lovers are usually too busy to notice a few small, quiet figures swiftly taking coin bags...Yes, now I've some ideas, and between that and the Iron City invasions of the north, think I am on the trail of a longer-term adventure.

 

Friday, May 24, 2024

Marquis FFudn - the first Draft

I have a couple more patents of nobility! Meaning I really need to see what sort of world I am a marquis of! I am also the Duke of Mora (and there is at least one other, the imposter!)


This is my "let's throw some stuff on the wall" for the Ffudn system. I'll do a more concise guide next, as I need to dig through T5 to see how many hexes I get as a Marquis. Then find someplace to set my estate. So, more mapping, including some world maps. 

Checking out Ffudn on the Wiki, we see the following:

Ffudn system has a population between 10 and 100 million sophonts. This world designated as an Amber Zone. Caution is advised since the world has an environment, laws, customs, life forms, or other conditions that are not well understood and might be a danger to a visitor. It is a member of Third Imperium in the Glisten Subsector of Spinward Marches Sector and in the Domain of Deneb. Ffudn, as a member world of the Third Imperium, holds the estate of an Imperial knight and the fiefdoms of a marquis and a viscount. All three are members of the Imperial Nobility charged with overseeing the world.

I'll have to see where my fiefdom lies on this tiny little world. I played around with the fractal world generator and have a few images that I like. And apparently system maps are appreciated over on COTI so I will generate one of those once I see what the rest of the system looks like according to Heaven & Earth. And I am trying larger images. One I tried adding some clouds, though with a class 1 atmosphere (a trace atmosphere, but hey, even Mars gets some clouds sometimes!)



Looking at the TravellerMap details, Heaven & Earth also came up with 7 other planets! And it looks like some bases on various gas giant moons. No bases, so not the Imperial Navy, but perhaps mining, research, and some local navy to help with any potential pirates or other ne'er do wells. 

Looking at Ffudn, we have an ice-capped world that is Pre-high population, pre-industrial, a puzzle and an amber zone. Not sure about the puzzle as there is nothing in the wiki nor TravellerMap indicating why it is a puzzle. Perhaps that is the puzzle! A small, almost airless planet with a bit less than half a G. Being all of 0.2 AU from its red dwarf sun, a year is all of 46.67 days, and a standard day is 27.45 hours. 

Interestingly, the base temperature is a balmy 21 degrees Celsius. Though with that very thin atmosphere, and only about 45% liquid ocean, I am sure it gets really cold at night! And we have some native life! Mostly lichen and mosses with that atmosphere, and a variety of aquatic life forms that are quite massive between the lighter gravity and the buoyancy of the water.

Natural resources include the standard ores, radioactives and compunds. We process some agroproducts (that moss is a very high protein source and used in the FfoodBars™️ which is one of the main exports. Apparently, despite a very high law level, weapons are manufactured. 

The 900,000,000 people are spread out 54 large cities of 5 million+, the rest in smaller cities. Several of the cities resemble the Line being built in Saudi Arabia: essentially a horizontal skyscraper 165 stories tall, 500 meters thick and circling around so it looks like a metal donut. It is a torus, half underground. Using a torus volume calculator, a 500m tube with a 6km interior radius gives us 32,076,214,304 cubic meters, or about 475 dTons per person. There is a lot of green space. Ffudn is known for these torus cities. I picked a torus as a round structure is easier to keep structurally sound for the trace atmosphere. Plus, who doesn't like donuts?
the maths

Had the Bing AI try to draw some of the cities for me. I guess with high tech, the low local gravity and gravity technology, a standing torus would also work!


though Ffudn does not have a moon...


And the system map. There are a lot of colonies and research stations scattered throughout the system. Curious as it looks like at least one world is a lot nicer than Ffudn. Book 6/MegaTraveller generation can do that. I may alter the H&E results, we'll see.

And finally, some interesting details:
6.	Orbital Cities: Present
7.	Social Outlook: 
7a.	Progressiveness: Conservative, Stagnant
7b.	Aggressiveness: Passive, Peaceable
7c.	Extensiveness: Discordant, Friendly
8a.	Number of Customs: 4
8b-g.	Local Customs/Practicing Group: 
	Unusual mannerisms for.../All population. 
	Cloning allowed for.../Certain sex. 
	Live in special conditions/Certain sex. 
	Shaved heads/All population.
Not sure I want to shave my head!

Sunday, May 19, 2024

Traveller 5.10 Book 1 - Review Part 10: Armory and Appendices

 Book 1: Part 1Part 2Part 3Part 4Part 5Part 6Part 7Part 8, Part 9

Before digging into the last part of the Book 1 review, I found some nice world-building sites from a weekly newsletter I signed up for a while ago. World Building is of particular interest to me though I've yet to read any of the magazines. Though curious if a PDF, even if formatted as a magazine, can really be considered a magazine?

The Armory

The gun-bunny's favorite haunt! We start the Armory chapter with several very brief examples. A single line though will give you all the information you need to use that weapon: an abbreviation, then the long name which includes what it is, the range, TL, and type of damage it can do. Though not entirely sure R is range, as there is a submachine gun with range 0. Hopefully the chapter will explain things. There is a also a table of protective armor, ranging from a TL 9 vacc suit to a TL-16 advanced combat dress (for the low, low price of Cr320000!)
P-5 Pistol -5 R=2 Cr150 1.1 kg Bullet -1 
Re-4 Revolver -4 R=2 Cr100 1.2 kg Bullet -1 
C-5 Carbine -5 R=4 Cr400 3 kg Bullet -1

After the examples, there are some rules and suggestions for acquiring your weapons. Oddly enough, no mention of law levels, and the examples seem to find high-end weapons at a disposal site, still in the box. And give some rolls without referencing where those rolls are getting rolled again, but my guess is a table later or buried in that master list of tables. Really wish they would put the tables used as at least a reference before giving examples of the process. Still, don't think I'd play a game like this except on a very, extremely rare system:

“Aren’t these illegal? HPsiPj-11, Heavy Psionic Amplifier Projector-11. This makes my skin crawl. Ugh!”

“No, look, the manual is in Zhodani. How far is a gdasht? About a kilometer? These could reach us in orbit! No, that can’t be right. That’s a gdint. OK. Now I see. They can only reach to the horizon.”

Category = 1 Guns. Type = 2 Gun. G TL 6

Descriptor 2D = 6 Plasma P TL 6

Burden 2D = 7 (blank) TL 0

Stage 2D = 6 (blank) TL 0

PG 12

(referee looks further, and adds a portability code = MP).

“What’s in here? Plasma Gun Man Portable-12. These are still new in the crate. See if there are any BattleDress crates. How are we going to get this stuff back to the ship?”

Yeah, probably not my Traveller game (though that may explain why my games are drier than I like. Maybe I do need to loosen up a bit!)

We have 2 pages of weapon images, and really badly drawn people for some reason. Then 12 pages of 1-line weapons. Like a lot of the book (and my games!) it is pretty dry reading, and really just the starting point. Reminds me of the Merchant Prince trade rules: too dry and, well, bland. But I digress! But we have pages that look like this:

Spoiler: one of the books has the makers, and that includes the weapon makers. Which is when all these things actually make sense. I may have missed it, but it would have been quite beneficial to indicate please see the weapon makers for what all this actually means type of thing. I really feel that too much of this was assumed by the few people who were editing this after reading it over and over. For someone reading through it the first time, you have to read a few hundred pages to find the references needed to understand things. And that is, to me, just bad editing and design. 

And that is all the actual chapters. Next, though, we have a series of appendices

Appendix - Dice

We have an entire chapter dedicated to dice rolls. If anyone remembers the BBB (Big Black Book, draft 1 of Traveller 5) this was actually the first chapter! This appendix covers why we even need dice and tries to emphasize that results are random but understandable. It does cover some Traveller-specific dice rules, such as flux and positive or negative flux. And then gets very confusing (to me) that a positive DM is a negative mod, and a negative DM is a positive mod. Because T5 uses the roll-under mechanic, so a smaller target is easier. Going back to my struggles with inversion of control that I am trying to use at work, it is no wonder I am constantly confused! We then have several pages of the odds of various dice combinations, a table defining easy as 1D through beyond impossible at 8D, and more tables for randomly selecting characteristics, QREBS, special throws and even distribution (aka flip a coin). Lots of tables that honestly, though important in some ways, are not really useful I feel. For one, most gamers, after rolling dice for years, have a basic understanding of all this. And few people really care for that level. If they really wanted you to figure a percentage chance, just use percentile dice. 

More Appendices

Here we have more charts and oddball things: the Imperial calendar (I may still have that from the old JTAS magazine wrappers, as those always had a chart on them! Now THAT is the way to do game magazines!), randomly creating birthdates, then all the Master Mod Tables. Without a lot of info on how and where they are used: we have several Typical Mods tables (21!) and you have to read through the table to figure out what it *may* be a mod for! 

And this is the crux of the usability issue for me and T5: a LOT of complexity but also a LACK of coherence on how to apply that complexity. While it may all fit inside of Marc's head, I feel few people will take the time to even attempt to master this. While parts of the rules do make sense, the inability to link the appropriate tables to the appropriate use this table for mods makes for an awful lot of page turning. Perhaps it gets batter if you actually play it a bit, as I have read there is at least 1 member of COTI playing T5. But I will note there is also a dearth of threads on the T5 channel (well, I say that, but these statistics are pretty high; however, I think most are probably from the various Kickstarters T5 has gone through)
And a lack of any other material for T5 is also disappointing. 

Having said those negative things, though, there are some really good aspects I think buried in there. And I do use some of the mechanisms in some of my games but not the whole thing. 

Will I do a Book 2 chapter by chapter review? Probably. While I doubt my not-quite-stream-of-consciousness style posts are particularly erudite or eye opening, I know some people do enjoy them. And it helps me to write about things and sort of get organized (speaking of, I really need to get back to my library project. Yet another semi-abandoned project!)

And hey - the old JTAS end of message omega. I am easily amused!

𝛀𝛀

Wednesday, May 15, 2024

An Interlude Again

The last few weeks I've not been able to game much: either the others had schedule conflicts, or I did. I was out of town last weekend visiting my family in the DC area. One of my sisters was getting another degree, and as we're getting older, I figured I should visit them as life is not all about games! It was a good visit, though even after decades, we still have the same sibling rivalry and squabbles. In some ways we never grow up.

So not much of a posting this time around, though I'll share some of the mini painting I am working on (and some of it is not to my liking, but at least I am painting some!). Images - the easy filler!

I'll be finishing the Traveller 5.10 Book 1 overview in the next post or two, not much left of book 1. 




For some reason I seem to suddenly have several harpies from a couple different sources, so that is interesting! Including a Lego harpy!






Tuesday, May 07, 2024

Traveller 5.10 Book 1 - Part 9 Combat

Book 1: Part 1Part 2Part 3Part 4Part 5Part 6Part 7, Part 8

The crux of most RPGs: how to handle combat! Pages 200-234 cover this topic. I will be the first to admit, I've never been good at Traveller combat. When I first had Traveller, the combat matrix did not seem to work for me as it was an abstraction I was not used to. Years later, I now better understand the abstraction of all that and how it works. But when I got Striker, I made a homebrew between Classic and Traveller. As I always prefer armor as damage soaking, not affecting if you get hit or not (though that is what that abstraction does - I had just not realized it in high school)

Moving on to T5, we define the battle:

Characters attack, defend, move, and otherwise act to resolve the encounter in a series of combat Rounds. In each Round, every participant has the opportunity to move and to use a weapon (or to do some other activity: perhaps use a communicator, activate a device, or consult a sensor). After every participant has had an opportunity to act, the current Round ends and the next Round begins.

Seems simple. Though of course yet another only as necessary

ROARN Resolve Only As Really Necessary

Combat is a comprehensive system addressing a broad spectrum of details: those details should be resolved only when necessary. Some damaged equipment can simply be discarded. Non-Player Characters who will not participate in future actions can be ignored. It may be that the only answer needed is whether the shot hit the target; there is no need to burden everyone with more detail.

So, ignore all the rules we are going to have? Well, moving on as for some people, combat is always necessary, and they want ALL the rules!

First, we need to define terms. The scaling uses range bands (and I've a string feeling you could do this on something like the space range bands below someone made (and no idea who but 99% sure I got it from COTI or the Mongoose forums years ago)

Space Range Table - if anyone knows who did it let me know!
We track distance via range bands, though once we got close enough, such as in a starship (so I can use all those deck plan posters!) we'd probably have to calculate the range band from the from distance. We are given the example of range band 3 (Range = 3, or R3) is about 150 meters. Apparently, we can see a book (a Size 3 item) at that distance. And I'll note later that there is a handy table that does these translations for us.

Combat takes place in rounds. A round is about 1 minute (or 12 rounds in TFT as those rounds are 5 seconds I believe). The obvious example of a fight taking 12 rounds has lasted about 12 minutes. Each round has 3 phases: movement, attack and damage. We note that for personal combat, ranges 0-5 are pretty much it, unless we have vehicles involved. You can move to an adjacent range at the beginning of a combat round or two if sprinting. And you need to rest 4 rounds before being able to sprint again (and as someone who used to run, I sprinted almost 3 miles in a 5K. And about threw up which is why I did not sprint the 3.1 miles of the 5K but walked/ran the remainder. The sprinting to me is really heavily dependent on the character and I would say goes below the resolution of T5 combat). Which perplexes me a bit as some of those ranges are pretty wide. But we'll go with the abstractions. Speed tells you how many range bands you can normally cover in a round, and people are 1, whereas vehicles can be speed 1, 2 or 3. And unless moving directly towards the target, cannot get closer than R3. Which I've no idea why - maybe they are trying to cut you off. Anyway...

The attack is where we are supposed to know our combat numbers. Our shooting number is DEX + weapon skill + Knowledge (and see - again this odd split of skills vs knowledge. I could have a character that has a few gun skills, so add in the skill 1 + the knowledge 2? Seems like it but again, also seems we should just take the skill, err, knowledge, err. and you know why I have a hard time w/Traveller combat! And tasks. Melee is similar: STR + weapon skill + knowledge. Impact number is our current speed - err, so if standing, then 0? And yes, unless you moved the current round. Okey dokey then. The apparent size (humans = 5), though beasts can crouch (-1) or lay prone (-2). As noted in the senses, if apparent size is less than 0 (hah, not less than or equal!) it normally cannot be seen. The attacks can take place in any order. Hmm - if I am running a game with 3 players, who goes first? And there is a note on the first attacker gets a +1 mod for defending, which says that every responding attack against the 1st attacker is easier. Which is confusing - we add the +1 to the attackers' mods? Hopefully we'll have an example! Though if the 1st attack hits, that target cannot attack this round. 

We have 3 types of attacks: melee (aka hand to hand), ranged, and impact (driving that speeder into your target will not end well for that target!). Melee is a 2D difficulty, impact is 2D, and ranged is the range, so that an R3 attack uses 3d6. 

Finally, after all the attacks (which are simultaneous, the only thing possibly affecting who can do what is that 1st successful attack. But how do you decide who goes 1st?) Ahh, here it is: everyone decides who they are going to attack but can change their minds as the actions play out. So not all at the same time, and yes, a minute is a pretty long time actually. 

An attack can also be something other than weapon usage. Call for backup, start up the vehicle, and so forth. Oddly placed in the same section is the rules on knocking someone out (automatic if hitting on the back of the head for 2d6 rounds), and the quick kill for those overpowering attacks. 

Damage is weapon-based, and we also have various types of damage, such as burn and penetration. Armor is a damage absorber, and soaks in the appropriate damage types. A revolver, for instance, does 1d6 penetration damage, and you could have some AR-10 armor that will absorb 10 points of damage. So a pistol is ineffective against that armor. And the old reflec type of armor I assume comes into play, as does insulation and other types of protection. Anything beyond the armor value gets through and causes damage. 

Damage to the player and NPCs is handled a bit differently: an NPC gets "out of action" if they take 10 or more points of damage (I think similar to Fate's mooks: basically, the goblins or low-level grunts and we're being a bit cinematic). Note that most types of attacks, if doing more than half the armor value and greater than the character's dexterity, they get knocked down. 

We cover the impact damage and rules in a few paragraphs, the melee attack in several more, and ranged. In melee you can use your DEX points as mods in the combat, giving you a better chance at hitting. But you only have those mods equal to your dex, so a dexterity 5 has all of 5 points they can use before they are no longer available in this combat. You may also fight for your endurance rounds. Which seems to imply if you have a pretty high endurance and dexterity, you could simply evade until your opponent is worn out. And if not using weapons, your strength is the damage done. 

The ranged attack covers distance (the number of dice to roll under), relative speeds (shooting from/to a moving vehicle), and the target's apparent size (size - range; a human at size 5 at range 3, 150m, is effectively a size 2. Similar in an odd way to the adjusted dexterity in TFT). I actually do like this mechanic as something far away is harder to hit as its relative size is smaller. And if we use just the range bands, and not have to count squares, it is actually not complicated.

We then have pages, and more pages, of charts and more specialized rules such as concealment, reloading, various types of ranged attacks (aimed, standard, and snap fire). And wow - there are 26 types of effects. I think there would have been more had the alphabet had more letters! A = corrode, B = bullet, J = Psi, and Z = tranq. And all the letters in between are used. Why the armor maker (covered later) can be pretty darn complex! And then you need to track all this! Though nicely done armor and weapon cards would have all this readily available, so it is not as bad as I am making out here.

The mod tables are sort of backwards to how I think of them. If you are behind cover, you subtract 3 from your die rolls in attacking, making it harder for you to hit someone. Of course, they also have to subtract 3 from their rolls, so that protects you. And the mods have mods based on the type of attack. Backwards because T5 is a roll-under game mechanic. Sort of like getting my head wrapped around dependency inversion in software (don't ask!). 

When you are hit, as with Classic Traveller you apply the damage to your physical (Strength, Dexterity, Endurance) stats. You can pick, and when one is zero, apply to your next stat of choice. Some damage, such as cold, also can be applied to your intelligence and education stats.

Hits against things start taking down functions. Apparently randomly assigned though I'd allow aimed shots to take out specific things. Of course, we've not gotten to vehicles yet so this is even more abstract. 

One of the nice tables shows us the number of 1.5m squares per range band. And larger maps. I'd have to print this out when running combat on deck plans!

Converting range bands to concrete distances
I'd also have to make these combat cards for the players, so that they could play and not need a degree in Traveller combat. They would have a shooting/melee number per weapon, and I'd handle the impact as that is just the speed. A player may need several cards personalized to them with the weapon number and all the weapon stats. A very crunchy system!
We have a few pages of various combat charts, all very detailed and interesting. For people like me with little knowledge of guns, there is a chart indicating by weapon with the columns of off (safety engaged), single, burst, full and override (allowing the weapon to be used in battle even if damaged). Each weapon shows what it can and can't do, so that is helpful. And power weapons now have half, regular and double damage. Which is new and makes sense to me. 

Some tables dealing with artillery and ortillery, military explosions (damage is range-based: see, these ranges are actually a pretty useful technique I think), WMDs, nuclear weapons, and 2 whole pages of environmental effects. 

A page for various hit locations for various things (ships, vehicles, heavy weapons and so forth), along with a repeat of the diagnoses and repair tables (which I am not going to see if they match but they look the same from my memory at least!). 

4 pages of examples, which I am not going to read at the moment, then several pages for various combat cards: human, alien, vehicles. Which, if I am understanding things, we don't have a single shooting number. I'd do a smaller card per weapon for all your weapons, ranged and melee. Though we do have a flux table for hit locations if you want to have random hit locations. 

Lots more tables including weapons tables, penetration and damage charts and so on. And it is at this point I see the origins of GDW as a wargame company coming full circle back to the role playing: a lot of these tables look an awful lot like the complex tables in the 80's style wargames such as Squad Leader (which I had but could never play). And that is neither a good thing nor a bad thing. It just points out that the T5 system seems to be very heavily influenced by Marc's years of developing war games. And for a lot of people, yes, that can be fun to have such nuance in the mechanics. And I think with a few practice games and actual cards for the players. it actually would not be all that more difficult to actually play. At least in theory - in practice we'd have to see how it actually runs. But it will take a lot more pre-game preparation in my mind to get the appropriate cards and data in a format that the players can use at the table. A far cry from "roll 8+ to hit, mods for skill and weapon skill" and the single type of damage. 

Is it a playable combat? I think with a lot of prep work it would be. How it would play out if you used all the rules may be a slog at times, but again, with a LOT of preparation, primarily a combat card per weapon per player so that you have those all-important numbers, it may be. I think I will try making a few combat cards at some point just to see if I can, and maybe run a small 1:1 combat game for two fighters. Not any time soon though!

Saturday, May 04, 2024

Traveller 5.10 Book 1 - Part 8: The Senses

Book 1: Part 1Part 2Part 3Part 4Part 5Part 6Part 7Part 8

The Senses

Teere are 14 pages dedicated to the senses. The benchmark tables help put things into scale, so to speak. Like a lot of Traveller-isms, it is not a linear scale. Size 5 is an average-sized person, 4 is half-hiding, such as taking cover. This sort of distinction plays into the combat chapter, which is the next chapter.

We start with the commonly encountered senses: vision, hearing, smell, touch, awareness and perception. The last two start to veer into the paranormal world, or at least aliens with a different set of senses. We further define just what those senses detect: vision detects energy, in humans between certain bandwidths (the visible light spectrum), hearing vibrations, and so forth. Smell and taste depend on the environment: in the air, smell is what we use, but in water or another solution, taste. But they are grouped together as sensing volatiles. 

And another acronym: SOARN. Sense Only As Really Necessary. Meaning don't get bogged down, which seems somewhat ironic considering the size of this ruleset! Regardless, there may be cases where this detailed analysis could come in handy. And of course, a handy sense options table. Which I feel we need a Traveller Degree to read and interpret some of these rules (note to self: a Traveller PhD Thesis is just waiting to happen! It sort of exists for electronic gameselectronic games apparently). Though we do get an entire page per chart to hopefully explain how it works.

Vision, for example, breaks things out, and with that we need to have the vision ranges are well to see if we can see or notice something.
We also find humans have a constant of 16 for the constant. A lot of this really reminds of of calculus, and not in a good way! Higher numbers = better vision, lower = worse. So, let's see if we can figure out how to see something. The formula is nD < Constant + Benchmark + Mod + Mod. Our constant is for a regular human, so 16. First, nD (number of dice) = the range. We'll go with VL, very long or range 5. Next, the benchmark is the item size - range. If this is less than or equal to zero, you cannot see it. For instance, at a vision range of 5 (Very Long, 1km), anything the same size or smaller than the average human we cannot see. I think we can adjust the vision range with things like a sniper scope or binoculars, but not there yet! But let us see about a grav tank which is size 6, so our benchmark is 1. So far, we have 5d6 < 16 + 1. There is mention of a master mod table, which I've either missed or not gotten to yet. Sadly, no reference to where this table is (be nice to say p. xxx) but alas, we find it in the Appendix. Let us just say there are a LOT of mod tables. Some of which really look more like random generator tables. Though interestingly, I see a QREBS table for the various Megacorporations which is interesting: Tukera has a -1 for quality but a +2 on reliability. But sadly, nothing that sticks out in those 21 tables specifically for vision. However - the example given in the text indicates that something moving very fast is +2. And in chart 08, typical mods, VFast is +2. Let us also say our grav tank is moving very fast, so the final task to see this is:
5d6 < 16 + 1 + 2 => 5d6 < 18

Which, now that they have moved the dice tables from chapter 1 in the original 5.0 version to an appendix, we can see that 5d6 < 18 has a 10% chance of rolling 18 exactly, and (if I am reading it correctly) a 60% chance of seeing it. Going to an online dice tool online dice tool, I get the same results. Always good to get a 2nd opinion! Plus helps to make sure I am reading the table correctly. The explanations for the various columns and what they mean seem (at least to me) more obtuse than they should be. Again - the books would have really benefited from a professional editor (and yes, I think Marc is an editor but as I have pointed out previously, you really cannot proofread [or code review!] your own work well!)

I will note that the example given in the book has the range of 6 and the loader, also a size 6, at zero for the benchmark, but allows the task to be done. So, there is a difference between the text and the example. Could be only less than zero but the text says zero or less. The T5 errata discussion is pretty long on COTI but will see if I can find if anyone else has noticed. And they did, and the search function there has been greatly improved!

We have several more pages, 2 pages per sense, going into the details of each sense. Like the QREBS and pretty much a lot of the rules, this is something you won't use all the time, just as in a lot of RPGs you don't roll for everything you do, just the things can have some sort of impact on the game. 

Next post - personal combat!

Notes from another blog   

I was reading through a few other blogs and this one came up from bastionland.com with a matrix for game rules. I'd have to say Traveller 5 is all deep/niche pretty much!


Wednesday, May 01, 2024

Edge City, Part 2

 Part 1 here. A continuation of the world building for Edge City.

Bringing out Spectacular Settlements, we know Edge City is the capital. Which means I need to find that work sheet at some point and fill that out. As with the campaign builder, there are steps to be taken. 
  1. Basic Information
    1. Origin. A combination of two choices: resurrected ruins as it is built on the remains of an ancient capital, but also a natural progression of a trading post. That started in the ruins. 
    2. Age. Closest for the current incarnation of Edge City is mature, between 100-300 years old. 
    3. Size. Going with large, that the structures able to support around 100,000 people. No idea how many people live in Ank-Morpork in the books, but Edge City has about 100K people. +2 to the number of districts.
    4. Environment is coastal. Straddling the F'urth River and docks to the East Ocean, Edge City does not lack for boating capacity!
    5. Outside the city (and here is where I do roll) there are large groups of farms. The agriculture to support Edge City as well as supply agricultural goods to the many traders in the city. And oddly my 2nd roll was 00 on d100! Which says nothing else is outside. However, there are some fiefdoms and things, though we can go with most of these are agriculturally based. 
    6. Stewardship is managed. The fundamental elements are all accounted for, and the Patrician is doing an admirable job. +1 to general condition, +3 to population wealth, +4 to law enforcement.
    7. General condition. With the +1 we get impressive, the capital is well taken care of, and cleanliness is a priority. Why the sewers are in such good condition as our adventurers have found! +1 to district conditions.
    8. Fortification. I honestly cannot recall the walls in the Discworld series, but the map has them as pretty substantial, so I'll go with just fortified.  +3 to disposition roll.
    9. Market Square. The non-district market square is ample with room for an ample number of vendor stalls. Though Cut-Me-Own-Throat Dibbler tends to wander with his car throughout the city.
    10. Merchant overflow is not allowed outside of city walls. Guards will enforce this.
    11. Underground passages. I've already established we have tunnels, forgotten crypts, even natural caves. Some areas may even have entire mini-cities if you go down far enough. 
  2. Government and High Society
    1. Leadership is an oligarchy, ruled by the Patrician. 
    2. Leadership unity is close-knit or even in accord. Few tend to naysay the Patrician as his few edicts and rules tend to promote city interests. And he can be scary at times. 
    3. Governing priority. Going with the books general ideas, and industry and innovation are the priorities. Edge City is a forward-looking city! Requires an industrial district when I roll those up.
    4. Priority approach is peaceable. Deals and negotiations determine how things are done. Though a bit of blackmail may be considered dealing. 
    5. Priority success the roll did not work for me, so picking the next up as successful, where several of the goals have been achieved. 
  3. Lifestyle and Residence: "how those in power live their lives (and where they spend their money) says a lot about them and their values and may influence their immediate surrounding area."
    1. The leader lives in a respectable manner: unassuming but appropriate to his position. +0 to residence roll.
    2. Residence: a large estate in Edge City. In the Discworld series, the government and residence of the Patriarch is next to the Unseen University, the wizard's college. I actually rolled that so it fits in with the narrative.
    3. Intent - why does he live that lifestyle? There is an unknown alternative, which is also fitting to the books as he really does seem to have the best interests of the city in mind, but there is no telling. If I recall, he was also an assassin before somehow becoming the patriarch. 
  4. Connections. No capital is an island.
    1. We have 3 connections. Note there may be several more, but these are the significant connections. For instance, we have the lizard man islands, the Rainy City, and the island of the Amazons with a few days or weeks of travel. But they are not significant in terms of affecting the politics of Edge City. 
      1. Connection 1: An ally that is trusted. Rolling a d6 for directions, not that I have this on a hex map, but anyway, rolling a 4 is due south. And on 1 map I have, that is the region of the Puddlejumpers. Which I am going with is mostly a swampy land (as I did get the swamp terrain set and have a few frog people minis). No idea what I had in mind 40+ years ago when I came up with that. I'll have to have an expansion for this southern kingdom that is aligned with Edge City.
      2. Connection 2: Enemy, hated. This is to the south-west of Edge City, which is the Empty Flats, right above the Bog. Again, I've no memory of what I was putting there, though it is adjacent to the F'urth River as well as the Puddlejumpers. Perhaps the Puddlejumpers can acta as an intermediary. But we'll go with the Empty Flats often has adversarial relations with Edge City, and being near the Ocean Trade Route (which was only added in my mind the last couple of years), raids the caravans a good bit. 
      3. Connection 3 - enemy but friendly. There are civil understandings. Rolled another 4 and decided a re-roll for 3 so to the south-east. Which is in the East Sea. I've not stuck anything out there on these maps (as the various islands are "thataway" so far). We'll add a large island nation somewhere out there. Needing a name and using the random name generator, we get le Havre Turquoise, or the Turqoise Haven. Which, hey, I've some cool art that fits! And he may do another Kickstarter. 
  5. Intrigue and Espionage. Well, I rolled twice as I did not like the initial "none" but got it twice. Now, in the books, there are spies all over the place from all the usual suspects. But guess we can go with that, though obviously I can overrule the rolls, I am personally not good at being sneaky (many will tell you I can overshare at times!)
    1. Infiltration depth is ignored as we have no spies
    2. Counter-intelligence we have a moderate roll, giving us a few operatives in the city finding and dealing with spies. 
    3. Counter-intelligence watchfulness is vigilant: pursuit of ongoing and thorough.
  6. Notable Visitors - now this is for the moment, so we'll assume this is at the start of two games I started in Edge City. We have 3 notable visitors while our parties are in the city.
    1. An explorer who is doing a favor for a friend or loved one. 
    2. A banker looking for fun.
    3. A ruler who had a vision that caused them to come to Edge City. 
  7. Military. Edge City does have some military, but unless there is a threat, it is disbanded.
    1. Recruitment type is mercenary: bought and paid for. Which sort of makes sense for a mercantile city as everything can be bought.
    2. When they do hire, they hire at a grand scale. No bet like a sure bet. 
    3. The mercenaries they do hire tend to be unconventional. Probably a mix of several different races as befits both the way the Fantasy Trip & OSE both handle races as pretty common, as well as the way Discworld is set up.
    4. Military facilities are simple structure set up inside the city walls. barracks and officers' quarters, along with training grounds. Which are used for foot-the-ball games when not filled with mercenaries.
  8. Nobility. I could roll on the table but going to DM fiat and make it by wealth and possessions. Though there is some by blood as well, and by deeds. We have 17 primary nobles in Edge City, each with their own mini-fiefdom, or at least a large, well-kept lawn. 
    1. Relationship with the Patriarch is tolerated. He is still the head of the assassin's guild, though not everyone knows that. But people who go against him are often not found later, depending on how they are against him. Others end up with duties, such as managing the treasury, which at first seem to be a promotion or a good thing until they actually find out all the details involved. Few of the nobility want to actually do something.
    2. Relationship with the people is generally friendly. A nod or tip of the hat is common between the classes. 
    3. The basis of that relationship is a shared opinion of the Patriarch: While they agree on the positive aspects, they tend to disagree on the negative aspects. Perhaps because the Patriarch really seems to favor the everyman. 
  9. Community
    1. Culture - cuisine is how the residents find meaning. They love to eat and drink. 
    2. Pursuit of culture - there is almost a rabid fanaticism in the pursuit of food and drink. Festivals are common in celebrating various foods, and food is a major import as well as export. 
    3. Population density is dense (quite unlike Windemere Crossing). Few vacant buildings and the market can be very packed at times. Which is great for the pickpocket. 
    4. Demographics are 50% human, 25% Dwarf, 15% Elf, and 10% Goblinoid races. And a mix of a few other things. 
    5. The wealth is average for the general population. Most have enough to live a modest life. 
    6. There is a lot of visitor traffic, sometimes in droves. Congestion can be greatly impacted.  +2 to night activity
    7. The general feeling most people get are Edge City residents are a perhaps a bit stand-offish, but friendly once you get to know them. 
    8. There is a lively amount of night activity. There are always people on the streets, and many shops are open late and early hours. 
    9. There is an extensive city watch, lead by Captain Vimes. Whose wife raises baby dragons if I recall the books that feature him. She is actually of nobility. Pratchert uses that to show the difference often between the well-to-do and the average person. His books are social satire, so he usually has a point he is trying to make. 
    10. Crime: this is where it gets a bit tricky. In the books, crime is almost regulated: not too much but a bit is "allowed" if I am remembering. As such crime is still common in Edge City, meaning everyone knows or has heard of someone getting victim of crime. And oddly enough, I rolled a nat 20 for the organized crime table, so it is a well-known organization in the capital. Which is sort of like Ankh-Morpork. 
    11. Districts. There are 4 main districts in Edge City. Being a mercantile city with docks, going to auto-assign a couple.
      1. The docks exist mostly on the East Sea side of town, thought ere are several docks along the F'urth River that bisects the city. The western docks are river boats primarily, whereas the eastern docks are ocean-capable vessels, a mix of shore-hugging craft to deep-sea ships capable of reaching whatever the next continent over is. The condition is decent, not as great as the rest of the city. There are a lot of transients and sometimes questionable traders, and sailors of course can be rough when at sea for far too long. The docks are open, with no restrictions to this district. While warehouses will be locked and have guards, depending on the warehouse, there is nothing preventing anyone from wandering through. Crime is far more rampant in this district than elsewhere in Edge City. Few people live in the docks, though there are some great ale houses. It has the following locations as well:
        1. Rare trade goods shop
        2. Smithy
        3. Hired help - scribes and clerks
        4. barber
        5. shipwright
        6. Weaver
        7. Services including a house of leisure, an inn and a tavern. Several of each actually.
      2. The market district is not only for the sale of goods, but also houses several large warehouses as well as the small, family-owned businesses. It is adjacent to the wester docks. This district is also not up to par with the rest of the general city conditions but considered decent: child thief gangs can roam about under the careful management of their managers, and the open nightlife sometimes becomes overly raucous. As with the docks, there are no barriers to entry into the loud marketplace. Crime is about average as per the rest of the city, excluding the docks. A lot of the merchants live above their shops, so this district has a fair number of residents also living here. Locations included are:
        1. Baker
        2. butcher
        3. general store
        4. smithy
        5. tailor
        6. Rare libations and Fare
        7. Hired help - arcane academics (from the Unseen University, it's what upper classmen do to get a bit of coin so they can go drinking!)
        8. Bank and Coin Exchange
        9. Barber
      3. The merchant district house several merchant guilds, more warehouses, and a wide swath of businesses. This is an impressive district, with some stately buildings, and a cadre of lamplighters and street cleaners who keep the place well-lit and clean. Most lamplighters tend to be Goblins. While there are no gates to prevent people from entering or leaving, there are more guards in this location. Often hired by the larger merchant guilds, to prevent the riffraff from bothering the merchant lords. Despite the guards, crime is again about on par with the rest of the capital. Despite the elegance, there are few houses here as the merchant district is primarily for business. Locations include:
        1. Bank and Exchange
        2. Tailor
        3. Artist
        4. Cobbler
        5. Magic Shop - Curiosities
        6. Magic Shop - Jewelry
        7. Club (service)
        8. Tavern(s)
        9. Rare Libations and Fare
      4. The large administration district, next to the magic university, also has the personal residences of several of the city officials, including the Patriarch. This is also an impressive district, with large lawns, ornate buildings and often more city watch patrols. Very little crime happens in this district. Part of that is fear of the Patriarch and his guild, part of that are the guards, and the rest is a recognition that some places just should be safer. This district houses a number of people, ranging from city officials to a lot of the help in a smaller section of the administration district. Most of the help, however, lives in a different part of the city in various residential districts. Locations include:
        1. Courthouse
        2. Chancery
        3. Town Hall
        4. Treasury
        5. Hired Help - scribes and clerks.
        6. Barber
        7. Alchemist
        8. Bathhouse
        9. Tailor


from De Architecturart



Info overload, I know! I did ask Copilot to summarize and got the following. Though it only allows me 2000 characters. I'll also add a  summary and worksheet to the next Edge City Post. And perhaps I need to look at some existing settings books to see if there is a good way to present this info. There are some sample capital cities in the book, so I will have to read those to see how things get presented. 

Certainly! Let’s summarize the key aspects of Edge City based on the information you’ve provided:

  1. Origin and Age:

    • Edge City has a dual origin: it was built on the remains of an ancient capital (resurrected ruins) and also developed naturally from a trading post.
    • The current incarnation of Edge City is mature, estimated to be between 100 and 300 years old.
  2. Size and Population:

    • The city is large, with structures capable of supporting around 100,000 people.
    • Interestingly, this population size is similar to Ank-Morpork from the Discworld books.
  3. Environment:

    • Edge City is coastal, straddling the F’urth River and having docks that connect to the East Ocean. Boating capacity is abundant.
  4. Agriculture and Surroundings:

    • Outside the city, there are large groups of farms. These support Edge City’s needs and supply agricultural goods to traders within the city.
    • Although your roll indicated that nothing else exists outside the city, there are some fiefdoms, mostly agriculturally based.
  5. Stewardship and Governance:

    • Stewardship is well managed, with all fundamental elements accounted for.
    • The Patrician is doing an admirable job, contributing to general conditions, population wealth, and law enforcement.
  6. General Condition and Fortification:

    • The capital’s general condition is impressive, with cleanliness being a priority.
    • The sewers are in good condition, as discovered by adventurers.
    • Fortifications are substantial, although the exact details from the Discworld series are not recalled.
  7. Market Square:

    • The non-district market square is ample, providing space for numerous vendor stalls.

Edge City seems to embody the characteristics of an edge city, which typically features significant office space, retail areas, and a population that grows during the day due to employment opportunities12. It’s fascinating to see how this settlement has evolved over time! 🌆📜

I’ve summarized the key points about Edge City based on the information you provided. If you have any additional details or need further clarification, feel free to ask! 😊


Leaving that generated link in there, though Edge City was named as it is on the edge of the continent, and I am not always imaginative when naming things!