Saturday, December 14, 2024

Classic Traveller: The Imperial Fringe Review

The Imperial Fringe was published in 1981 as an "introductory adventure" included with the Deluxe Traveller boxed set.  I acquired it on the "Classic Traveller" CD from Far Future Enterprises, which makes it a little hard to evaluate its value for money.

Calling The Imperial Fringe an adventure is somewhat misleading.  It is actually the sketch of an enormous, sector-spanning, 20-year campaign.  It is also, however, brilliant documentation on the designer's expectations about how a Traveller campaign might be run.  I wish I had read this like 10 years ago when I was first getting started with Mongoose Traveller.

The pitch, basically, is that a senior member of the Scout Service contracts the players to do a survey of the sector and provide up-to-date UPP codes, based on in-person observations, of each of the 440 planets in the sector, with a time limit of 20 in-game years (1040 weeks).  Reminder: a subsector map is 8x10 hexes and usually about 30-40 planets, and a sector is 16 such subsectors.

This sounds extraordinarily ambitious to someone coming from Mongoose 1e - our games have usually been confined to single subsectors and maybe two years of game-time.  Occasionally a plot point would take us a little bit off of the edge of the subsector but the assumption was that this was a temporary state of affairs and that we shouldn't expect additional subsectors of prep effort.

The players get paid a fixed sum per world surveyed on submitting survey reports at Scout Service offices.  This sets up a brilliant incentive to actually travel - you don't get paid for visiting the same planet a second time.  And this leans into something I've liked about Traveller, which is that "planet of the week" allows a lot of variety.  One week you can do Alien on a derelict, the next week you can do Blade Runner in the big city, the week after that you can do Mad Max stranded on a desert planet looking for water to run the reactor on, all with the same set of characters, without breaking continuity or suspension of disbelief, while continuing to build campaign capital.

I also really appreciate that this setup shows rather than tells you a lot about the Third Imperium.  It is so huge, and travel so slow, that they do the census basically every 20 years, and official records about the state of whole planets can fall completely out of date in that time.  And their solution to this problem is contracting the census out to a handful of retirees on a shoestring budget and a deadline measured in decades.  The implications about the state capacity of the Imperium mark it as a very different situation from ours.  Imperial subjects probably aren't filing individual tax returns with the central Imperial Revenue Service every year.  The empire can just lose track of millions of people for decades.  What does the response time of Imperial law enforcement look like?  Weeks, months?  If your ship gets "pulled over" by the Navy and they want to "run your plates", how out of date is that particular patrol cruiser's database of ship registrations?  Is there even a standard Imperial-issue identification document like a passport?  So it raises lots of fun questions.

Returning to gamier matters, The Imperial Fringe also makes explicit:

The assumption in the adventure is that one character has possession of a type S Scout/Courier and thus provides transportation for the group. The referee should suggest that one player attempt a scout career. If, after all character generation has been performed, no scout has a scout ship, one of them should be arbitrarily given a scout ship in order to further the adventure.

Obviously, I'm not thrilled at the suggestion to respect neither the oracular power of the chargen dice rolls nor the consequences of the risk/reward decisions of the players during chargen.  But it is interesting to see that even this early, the official Word of Miller was "give 'em a ship," at least for introductory campaigns.  And with a campaign of this scale, I have to wonder how many people started "introductory" campaigns and then ended up playing it for years of real-time.

Giving a known ship makes setting up appropriate rewards a lot more viable, plannable; if you know what their monthly ship costs are, and you know the rate at which they can survey, then you can set the pay structure up to keep them under light monetary tension, without it spiraling either down into overwhelming debt and desperation, nor up into huge piles of cash.  And this makes sense in the world; your patron also knows what it costs to run a Scout/Courier and wants to encourage you to actually get the job done, rather than either failing due to lack of funds or retiring due to excess of funds before finishing.

The combination of the known-small cargo hold of the Scout/Courier and the strong incentive to keep moving on to new systems to write fresh survey reports probably constitutes a workable solution to the Golden Pair problem (though not a very general solution).  It doesn't matter if there are two planets with strongly-complementary trade codes next door to each other; you barely have the means to exploit this opportunity on any single transit between them, and you have strong incentives to not do anything in a loop.

And while the initial setup procedure may not be maximally respectful of player agency, once the game has started they're just let loose upon the sector.  No further railroads here...

Until you start inserting other published CT adventures into suggested systems, per page 19; then you might run into some small-scale railroads.  I salute the hustle of using the introductory adventure to advertise the rest of the product line.  But still, even if you do go buy all of those adventures and drop them into the sector map, you still have a big sandbox with a couple more-detailed points of interest rather than an adventure path like The Traveller Adventure, which came out a year later in 1982.

This suggestion to drop in modules throughout the sector does highlight one obvious weakness here, which is that there are a lot of worlds described with UPPs and no further details, and this is very much not a ready-to-use, "grab-and-go with no prep" kind of product.  Significant Assembly Required to make each world interesting, to keep the game from turning into a "we jump, we descend, we check the survey boxes, we take off, we jump..." routine.  Religious observance of the random encounter rules is probably wise, but not mentioned here; it might be easy for a new Traveller GM to miss.  Maybe at the time knowledge of their use was more assumed, from old-school D&D?

The other difficulty that I have with The Imperial Fringe is a less universal one - it probably doesn't handle open-table play particularly well.  You're going places well away from the main routes, so justifying characters appearing and disappearing out in the boonies strains disbelief a bit.  And the ship doesn't have enough stateroom capacity to justify a "you're carrying everyone but half the crew has food poisoning this week" approach.  A bigger ship with more space and enough crew for PCs to fade into and out of the background might be a way to do it though; basically a Star Trek-style "survey cruiser" sort of thing.  But then you start having to think about command structures and payroll...

So yeah, I wish I'd read this back when I had a stable set of players in college, rather than adults with lives doing master's degrees while working full time jobs and raising kids and taking long vacations.

Friday, October 4, 2024

Classic Traveller: Mayday!

Previously in this series reading the rules of the Classic Traveller boxed-set games: Snapshot, Azhanti High Lightning.

Summary:

Mayday! is an alternate starship combat system for Classic Traveller.  It hews very close to CT Book 2's starship combat system; some pieces seem identical to me.  Where things differ, they are mostly simplifications.  There are some simplifications in the damage model and hit tables and in the starship stats, but the biggest change is that movement, time, and space are managed with hex-grid and counters rather than minis on a tabletop with tape measures.  The way that vector movement is tracked with just counters on the grid, requiring no paper notes, is very clever.  I suspect it might not scale very well up to large numbers of ships, but this is a system that seems quite targeted at engagements between small numbers of small ships; the sort of fights and escapes that a Free Trader might find itself in.

One oddity among these mostly-simplifying changes is the addition of missile design rules, with a design space of about 4300 possible missiles.  I'm not really sure why this is here but it does look fun to fiddle with.

Like Snapshot, though, Mayday neglects human factors like morale and fatigue.  I don't know how many turns a typical Mayday combat lasts, but with 100-minute turns, fatigue and crew rest seem like they might be worth considering.  Almost no consideration is given to crew matters here; you should know what part of the ship your Traveller characters are in when damage is being allocated, and Gunnery can give a bonus to hit, but that's about it.  Certainly this system doesn't even begin to address the niche protection / social problem of starship combat in RPGs - the party seldom has more than one ship, which means a small set of decisions to make per round and huge stakes for everyone (all eggs in one basket, so to speak) but no real way for many characters to contribute.

But for such an early work, and for a lower-complexity system aimed at being a standalone boardgame and supplement to Book 2, I think that's pretty forgivable.  I think the movement rules alone are good enough to justify this book (maybe not at $20 on DriveThru, but as part of one of FFE's CDs, definitely).

Minis-and-tapemeasure was never going to fly with my groups, and Mongoose's maneuvering system was a bit too abstract and never really clicked for us.  But I think this hexgrid system looks much closer to the platonic happy medium.  I only found one or two rules that I would feel compelled to change or ignore outright (like running into planets); this looks good enough to me to give a serious run with very little modification.

Raw notes:

The whole rules pdf is only 20 pages, including front and back covers, hex sheet, and some counters

I like the subtle dot dot dot dash dash dash dot dot dot Morse-code "mayday" signal worked into the cover's design

Copyright 1978 - so this predates Snapshot, even.

"Book 2 of Traveller details the resolution of starship combat using miniature figures; Mwday utilizes many of the same concepts to present a board game with a hex map and die-cut counters. Thus, in addition to the scenarios provided in this game, many adventures in Traveller can also be played out using the system provided here."  So like Snapshot, pretty explicitly integrated with Traveller.

"The nature of the vector movement system requires three counters for each ship (one for each of the past, present, and future positions). which are then differentiated by color codes."  I do love me some vector movement systems, and this sounds like an interesting tracking scheme in the absence of a note-sheet per ship.

Even small craft and missiles have this three-counter past-present-future thing going on.  No wonder the game came with 120 counters!

"Randomizer counters feature a large number from 1 to 6. The twelve counters serve as a substitute for dice when necessary."  Kinda curious how the math works on drawing twice from two copies of 1-6, versus rolling two independent d6s.

"Blank counters are provided without any markings or color. They are used primarily t o indicates the presence of protective sand clouds around ships."  Interesting.  I had been thinking of sandcasters as like micro-grapeshot fired directionally at incoming missiles, rather than clouding.  Do sand clouds make sense in a vacuum, without an atmosphere...  ?

"Four geomorphic (or perhaps astrornorphic) game map sheets are provided as the surface on which Mayday is played. Each map sheet (approximately 5% by 8% inches) represents a two-dimensional expanse of interplanetary space."  Cool, so you don't need a whole 6' x 10' or whatever table like you did for CT Book 2 combat.

"Each game-turn represents an elapsed time of approximately one hundred (100) minutes."  A lot can happen in an hour and a half.

It's been a while since I looked at CT Book 2, but the turn sequence here (Movement, laser fire, counter-laser / anti-missile fire by other player, ordinance launch and impact, computer programming) feels pretty familiar.

This vector movement procedure / implementation is delightfully simple.

"Any ship may land on a world by moving onto the wortd counter at
one hex speed. Entering a world counter a t a speed of greater than one hex results
in an impact which destroys the ship." lolol.  But since you accelerate from gravity for passing through a hex adjacent to a planet...  you'd basically have to stop / stall in an adjacent hex, right?  Is there another way to set this up?

"At the end of every movement phase, if two present position counters occupy the same hex, the vessels have intercepted each other. Missiles may detonate; ships may collide.
At the end of the movement phase, i f two future position counters occupy the same hex, Ithe two vessels will intercept each other in the next player-turn. The interception is unavoidable, and consideration should be given to the launching of lifeboats or other protective measures."  Oh come on, they're 1 light-second hexes, you aren't going to run into anything by accident.  Honestly even running into Earth-sided planets accidentally seems rather unlikely; Earth has a radius of like 6400 km, so a cross-sectional area of pi * r^2 = 129 million km^2, whereas a square light-second is like...  almost 10^11 km^2.  So your odds of hitting Earth while traversing a random line through a cubic light-second volume containing it are like...  1 in 1,000 ?

"When both the present position counters and the future position counters of ma ships share the same hexes, courses have been matched, and boarding operations are possible."  That is slick, though.

By page 5 we're through the turn sequence and movement, and now getting to firing sequences.

What is this missile design system.  4 options for guidance type, 4 options for propulsion type, 4 options for detonation type...  plus, presumably, options for payload and max acceleration rating?

"Homing: The missiles homes on a target specified at launch, constantly altering its future position at least one hex per turn in the direction of the present position of the target."  But...  if you aim where they are, how are you going to hit where they will be?

Interesting, sandcasting is primarily an anti-laser defense with a small benefit against missiles.

"Any ship which receives four or more hits in a single player-turn has been destroyed. A hit is considered a consultation of the damage table; laser hits count as 1 each, proximity missile hits count as 2 each..."  So there's no "hull damage" track or equivalent!  It's like Chainmail HD, where you needed 4 hits in the same turn to kill a Hero!

Optional simplified computers rule - program-shuffling not mandatory.

Computers only go up to rating 3?  I guess this really is focused on small starship engagements.  None of these big fancy navy ships with their big computers.

Similarly, only jump-1 and jump-2 computer programs at listed, nothing higher.

Interestingly, small craft do not take to-hit penalties for their lack of computers here; they do take -1 in CT Book 2.

By page 11, we've gotten through all phases of the combat turn, the list of programs, and are now into special rules like damage control and missile design.  Missiles have another stat which I did not anticipate - number of turns of thrust.

A note that High Guard's combat system can be adapted to use Mayday's movement system.  I don't think I've read CT High Guard's combat system; maybe that's next on the docket.  Mongoose's High Guard combat system was a bit...  abstract, if I recollect rightly?

Page 13 has the list of available ships for Mayday; it goes up to the 400-800 ton range (corsair, colonial cruiser).  So definitely not intended for the dreadnoughts.

Small craft also have limited turns of thrust!

One of the scenarios is a yacht race, to learn the movement system.  Clever!

Several of these scenarios have interesting things going on and are very much not just stand-up fights.  Smuggling has an iterated component within a single scenario.

The attack and damage tables on page 15 are better-documented than in eg Azhanti High Lightning

Overall I like this a lot.  I think the use of color to indicate past/present/future markers was a questionable decision vs having past/present/future text or something on the markets, but maybe there were manufacturing constraints.

Do lasers have a max range?  Ah, they take a penalty to the hit roll per hex of range, limiting their max effective range.

Friday, September 27, 2024

Classic Traveller: Azhanti High Lightning's Combat System

Background:

I've taken an interest recently in the "boxed set" Classic Traveller games from the late 70s and early 80s.  Previously, I looked into Snapshot, a board game about starship boarding actions using a fine-grained action-point economy.  A comment on boardgamegeek suggested that Azhanti High Lightning had a more refined boarding combat game along similar lines, so this week I sat down and read the rules.

Summary of findings:

This seems like a much more reasonable system than Snapshot.  I like that you never need to handle more than six action points at a time.  There are some rules here that are novel and weird (like having to commit your characters to courses of action for the turn and then sticking to those courses through five 6-AP "phases") but mostly I like they direction they're going here.  Compared to Snapshot, a morale system has been added, damage to structures has been clarified, ammunition tracking has been made optional, some of the extraneous counters like target markers and explosion markers are gone, and overall things do seem improved.

There are still a couple of rules I would change.  Stacking up four combatants in a 1.5m square seems at the very least clunky from a book-keeping perspective, and the explosion damage rules and scatter probabilities are a bit wonky.  In terms of play aids, the weapons table is terribly opaque and requires reference to a couple different places in the rules text to make sense of; I'd definitely be penciling in some notes on which columns mean what there.

I think this exists in a bit of a weird place as a boxed-set game.  On the one hand, it is mechanically less integrated with Traveller than Snapshot was, because the stats on the chits are derived from Traveller stats rather than being literal Traveller stats.  The damage model has also diverged from attribute damage to accumulating "wounds", and the action points don't depend on your Dex and End.  So this might make it a bit uncomfortable to use as an alternate combat system for Traveller.  But it also has some features that might make it uncomfortable as a stand-alone boardgame; the biggest thing that springs to my mind are some ambiguous rules like morale checks for taking "unexpected" fire, which seems like the sort of thing you might want a referee for.

There's a note about integrating with Book 4: Mercenary, and I think this game makes a lot of sense in that light.  This is a slightly higher-abstraction game than Snapshot (or Traveller's default combat system, outside of grids-vs-range-bands) with a lot of support for heavy weapons (like automatic grenade launchers) and heavy armor (three armor types: cloth, combat, and battle dress.  No fine distinctions between cloth, jack, and reflec here...).  This seems like a really good fit for supporting Mercenary play, where you have a slightly higher number of combatants than a party of four PCs and a similarly-sized opposition force (hence wanting less detail per combatant in their stats and ammunition counting and such) and they're armed with military-grade hardware.  I also like that this personal combat fire sequence is nearly-identical to Striker's (released one year later), so there's some consistency and carry-over; if you have spent the time learning AHL's fire sequence for your small-unit mercenary actions, and then you accumulate more troops and more hardware through your successes, it slightly lightens the lift to migrate up to Striker.

Maybe the most unfortunate thing about this is the name - "Azhanti High Lightning" sounds like the name of an adventure, or a book detailing a class of ship (which, to be fair, half of this book is), or maybe a ship combat system for High Guard.  Infantry combat system would have been far from my first guess.

Raw notes:

Published 1980, so just one year after Snapshot.

Only one set of playtesters credited.  Uh oh.

Same 15-second rounds as Snapshot

1.5 meter squares.  Weren't Snapshot's 1-meter?

As with Snapshot, only about 25 pages of rules, then some scenarios.  The second part of this book, originally published as Supplement 5, deals with the eponymous ship class in great detail (the name and date laid down of every ship of the class build in the Third Imperium, for example).  Also, of course, deckplans.  Lots of deckplans.  I'm going to focus on the system rules here and maybe examine the deckplans and other supporting material some other time.

"No square may contain more than four active characters at a time".  Good lord that sounds tough to keep track of.  And on tiny 1/2 inch squares!  With facing!

Turns are cut up into five action phases.  Each phase, each character gets 6AP.  So this still provides a large number of AP per unit of in-game time (30 AP per 15 seconds - double that of Snapshot) but cut up into single-digit installments so you aren't doing double-digit arithmetic constantly.

They've abandoned the inverted high-optionality initiative system for simultaneous action within a series of steps within each phase within each round.

In general I love systems where you write down orders secretly before all players reveal them simultaneously (including spellcasting commitments in TSR D&D), and this sort of has one of those.  This is an odd one though, because the commitments you make are 1) quite vague, just one of three general courses of action (move, covering fire, aimed fire), and 2) binding across all five phases of a turn.  My first inclination is to think that that sounds like a long time to be stuck with one plan, but maybe the plans are loose enough that it's OK?  I really don't know if 15 seconds an unreasonably long time to re-evaluate your plan of actions - how long is an OODA loop cycle in actual combat?  And the good news is that if you pick move, you can still take snap-shots - but you'll shoot last.  Maybe being stuck in aim/covering fire mode is the worse end of the deal, since then you can't move (I think?  There is some ambiguity here around what exactly each course of action prohibits you from doing).

Climbing ladders is really slow.

Elevators have RNG for how long they take to arrive.  Love it.

I'm confused about this note about covering fire on exposed characters on page 9.

This is possibly the simplest set of range band DMs I have ever seen in Traveller (8+ to hit at effective range, 10+ at long range 12+ at extreme range).  I like this.

Reloading is gone but you have to commit to ammunition types at the beginning of the game.

Cover gives a penalty to hit but a bonus to damage as "only the vital areas of the target...  are exposed."  Battletech "You were behind a hill so the odds of a headshot went from 1 in 36 to 1 in 6" vibes.

Three levels of wound - light, serious, and instant death.  Light wounds do give penalties to actions, while serious wounds put you out of action.

This wounding system reminded me of Striker so I dug up Striker and had a look:

Looking at Striker's fire combat procedure, this is very similar, with slightly different DMs for eg cover and concealment, but also significant use of some shared terminology like Danger Space.  Same range bands and DMs, and the example of the RAM grenade launcher with flechette rounds is even the same.

And Striker's personnel injury rules are also very similar (including an identical example), though the bits about exposed vs in cover are organized a bit differently.

What year was Striker?  1981.  OK, that tracks.  So they borrowed some of the infantry fire procedure from Azhanti High Lightning for it.

End Striker digression.

Returning to Azhanti High Lightning, they do clarify this idea of being in cover but exposed; the difference between crouching behind something, unable to fire or be fired upon, and putting your arms and head up over it to fire but also be fired upon at a penalty to hit (but a damage bonus if hit).

Stray shots against certain backstop objects can cause them to explode.  Love it.  "The explosion of red-coded equipment is equivalent to the strike of a fusion gun".  Oh boy!

Grenades with a 3.75m radius seem...  a little on the low side?  And even if you're in a 1.5m square adjacent to an exploding grenade, you still only get hurt on 10+, so your odds if you aren't in the same square as the grenade are pretty good.

These grenade scatter diagrams are a bit wonky.  They definitely thought about the probability distribution on different directions, but I'm surprised they weighted it in favor of overshooting rather than undershooting.  Grenades also scatter 2d6 1.5m squares, which is...  a long way, and a weird distribution of distances.

Melee seems pretty straightforward and a little higher-abstraction; no parrying, your melee rating is just subtracted from the other guy's attack on you.

This morale system is...  interesting.  Needing to make a morale roll to stick your head up into covering fire makes a lot of sense.  Needing to make a morale roll to move into melee is not unreasonable.  Needing to make a morale check for taking "unexpected" fire seems like it might be contentious to adjudicate in a board game, rather than in an RPG with a referee.  Having all of your dudes have to make morale checks before any of them move is interesting but seems like it kinda doesn't capture the collective nature of morale as a phenomenon.  Having morale check results interact with the rank system, where your high-rank dudes have to roll first and then their results influence the results of the rolls of their subordinates, is probably a decent fit for military actions but tougher to fit to PC crews operating on informal lines.  But I guess I haven't gotten to the bit on integrating with Traveller campaigns, who knows what they'll say about the interaction between PCs and morale.

I suppose I should be happy to see a morale system included at all after Snapshot, really.  Progress!

That brings us to the end of the core rules of the game on page 17, and to the beginning of special rules for unusual situations, like energy weapons, fighting oozes and robots, vacc suits and explosive decompression (incidentally, it's surprising to me that they say that the interiors of starships are usually pressurized - I thought there was a note in Classic Traveller's combat system about pre-emptive venting before combat to prevent fires?).  Rules for structural damage are much more developed than in Snapshot, though they have their quirks.  If you set the timer right on your satchel charge, you can guarantee that it can't be disarmed because there won't be enough time.  Grenades might be better at damaging hardware than at injuring combatants.  I went down a rabbit-hole trying to figure out grenades' penetration values and ended up discovering that the weapons table is quite inscrutable; documentation on what the columns mean is solely embedded in the text for the fire combat rules, nowhere near the table itself.

After "Special Rules", we get "Advanced Rules", which are actually just ammunition/reloading and zero-g combat.  So ammunition tracking is still here, it's just optional.  Zero-g combat looks broadly similar to Snapshot's.  I do like that you can injure yourself by running into things while moving in zero-g.  I find it a bit odd that you can't make melee attacks while using a hand-hold?  I feel like "hand-hold in one hand, cutlass in the other" isn't deeply unreasonable?

Finally, on page 23, "Integrating with Traveller", which has a couple of interesting bits in it.  There's a note about changing the ground scale to meters "if using this system for outdoor battles".  The "melee value" on the counters is derived from the Brawling skill and no mention of Blades is made.  There are some bits about higher-range and higher-rate-of-fire weapons like VRF gauss guns, which I don't remember being in CT Book 1.  And then finally at the end, "Morale and leadership bonuses...  are generated as specified in Traveller Book 4, Mercenary."  Which might also be where the gauss guns came in, and provides a good reason to want a combat system aimed primarily at handling high-powered weapons against combat armor and battle dress.


Friday, September 6, 2024

Classic Traveller: Snapshot

The recent transfer of Traveller to Mongoose caused me to finally get off my butt and get a CD order to Far Future Enterprises in for pdfs of a whole bunch of Classic Traveller materials.  Mongoose's FAQ said that FFE would continue selling CDs but hey, the future is a big place and things can change.

I was particularly curious to get a look at some of the "alternate combat system" CT boardgames like Mayday and Snapshot.  I have heard that Warhammer 40k has some roots in early Traveller material (Games Workshop had the license to publish Traveller in the UK in the early 80s; I don't think it's a coincidence that the Imperium of Man looks a bit like the Third Imperium with the madness dial turned up to 11), and when I heard that Snapshot is a game of close-combat boarding actions using action points, well, I couldn't help but think of Space Hulk and was very curious to see if there were any resemblance.  I think there's some GW Traveller material on the Apocrypha 2 disk that I look forward to taking a look at (and even some Judge's Guild Traveller material!)

Anyway, Snapshot.

It's a surprisingly-short rulebook, only 43 pages in pdf including cover material and reference tables.  Two pages of introduction to the premise and die-rolling conventions, five pages of basic rules covering the action economy, facing, and movement, four pages of rules dealing basically with resolving attacks (to-hit and damage, including several sources of circumstantial to-hit modifiers like firing in zero-G), and two and a smidge pages of "special rules" for things like encumbrance, autofire, and darkness.  After that we move basically into scenario setup (including character generation).  So the core of the game is really only about 10 (dense) pages.

This density leads to some brevity, and there are definitely some points that I'm not clear on.  How much damage does it take to breach a wall?  (aha, it's in the section at the end on reading the starship maps)  Are explosion markers purely informational or do they have effects?  What about casualty markers?

The "cover" action is implemented in a very interesting way, where you place a "target" marker to indicate the line of sight that you are covering, and then you can take attacks on enemies crossing your line of sight to the target marker.  But there are some curious edge-cases here too - you can fire on any number of enemies crossing the line (up to your available ammunition), but you can only fire on each enemy once, even if they're eg advancing up the line of fire directly towards you?

Generally I think the action points here are maybe a little too fine-grained.  An average character has 14 action points per turn (the sum of their Dex and End scores)!  That's a lot.  Many actions take fairly large numbers of points - aimed-firing an automatic weapon costs 12, opening a hatch is five, and reloading is a variable amount depending on your ability scores.  It all seems rather fiddly against Space Hulk's single-digit numbers.  On reflection, since Space Hulk came out about a decade later, it makes sense that even if it were descended, we should expect it to be more polished.

On the other hand, with 15-second rounds, 14 action points per round means that an action point is about one second for an average person.  Which is an interesting concrete point of reference.

The initiative / action order system is also a bit curious.  The character with the fewest action points goes first, but any character with a higher action-point total can pre-empt them and take their turn before any character with a lower action-point total.  I think this is roughly morally-equivalent to Domains at War's strategic initiative, where characters with high initiative act first but can delay down to an initiative count equal to -1 * their initiative score.  But framing it as pre-emption rather than delay is an interesting choice; the order starts out inverted.

This action-point-economy and initiative system seem like the main changes over stock Classic Traveller combat (well, that and putting it on squares instead of loose range bands).  Damage is largely the same as in CT (damage to ability scores) and there are big tables of weapon-vs-armor and weapon by range band to-hit DMs.  It's possible that there are subtle differences here from CT's tables but I am unlikely to find them or to appreciate their full effects.

Moving on to character generation, there's a one-page simplified chargen system which deals purely with combat skills (randomly-rolled on one of two chosen tables, naturally) and physical ability scores.  It's actually rather neat to see generation of broadly-Traveller-compatible characters boiled down this far.  There are also very cursory rules for stats for animals who have gotten loose in the hold or who are the pets of crewmen.

Four scenarios are presented in some details over a couple pages, plus short sketches for a few more.  I don't envy the player who has to go up against pirates in combat armor with some deckhands with shotguns and pistols.

There were a couple of omissions here that surprised me.  Sneaking is an action you can take that inflicts a to-hit DM on fire against you, but there doesn't appear to be any hidden information here (besides "are these guys in combat armor pirates we should fight or actually customs agents like they say?") even though I could certainly see some interesting gameplay arising from information asymmetries between eg a crew with a guy watching cameras from the cockpit and a bunch of boarders who don't know the layout.  There's also no psychology; no morale, no panic, no hesitation.  It's an interesting contrast with the finely-detailed timekeeping; the characters may fumble to pick up a weapon off of the floor or whiff a shot, but they never hesitate to turn a corner into gunfire.  It's also particularly strange with the animals rules; they're played much the same as humans with different stats and have no instinctive behavior like fleeing / recoiling from gunfire.

(Fun fact: Alien came out the same year as Snapshot.  Coincidence?)

So, conclusions.  Would I use these rules as written?  Probably not; dealing with two-digit AP totals per round sounds like a tough sell.  It's an interesting idea though, and I'm told that Azhanti High Lightning is also a CT boarding combat game and improves on Snapshot, so maybe I'll read that next.  Also, is Space Hulk a knock-off of Snapshot?  No - if it is descended, it has definitely sanded down many rough edges and added significant innovations (like the hidden information of blips, board segments used to define flamer area of effect, and weapons and actions rosters cut down to the essentials).


Friday, July 26, 2024

Why Are Kobolds So Slow?

My players had a bad run-in with some kobolds tonight.  The party threw some flaming oil into a room where the kobolds were, killing two and prompting a failed morale roll.  The kobolds retreated out of the room and set up an ambush down the hall.  The players spent some time hemming and hawing before over-extending and rushing down the hall, causing the fighter to get surrounded and dropped by kobold spearmen.  It looked like the situation might spiral out of control but the party won initiative, allowing them to get the critical sleep off.

I hadn't realize just how slow kobolds are until I was retreating down the hall with them.  They're as slow as a man in plate but they only have AC 12!  It's kind of remarkable.

Goblins are also quite slow, at 60' speed.

One explanation, the in-world explanation, is that they're short and have stubby little legs.  But halflings get 90' speed in the monster entry (and 120' as PCs)...

I'm thinking maybe there's a game-reason.  Kobolds and goblins are the weakest and first humanoid monsters most players meet.  They're the ones players are most likely to over-extend into.  Their lack of speed limits their ability to pursue and punish player over-extensions - they might get the fighter and the cleric, but the MU and the thief might actually be able to outrun them if things go bad.

Orcs, on the other hand, have 120' speed - a big step up.  This might be a bigger deal than the full 1 HD in making them more threatening to low-level parties than goblins.  When you start meeting orcs, the training wheels are off and they can give a good chase even if you're lightly-encumbered.

It's kind of an interesting alternate lens on differentiating weak humanoids from my previous approach - maybe the significant mechanical differences are already there, and I've just overlooked them.

Saturday, July 20, 2024

Swords Against Scheduling

I've been running my in-person game pretty open-table style.  Once a week I send out a four-question survey to my player pool asking "if we gamed on (mon|tues|wednes|thurs)day, would you make it?  Yes / no / maybe".  If we get three players for a given night, then we game.  I've been very surprised at the degree of flakiness; so far in ~six weeks we've had two sessions dip from 3 expected players down to 2.  I don't think I've ever seen a session-failure-rate due to flakiness anything like this before.  This post is speculating about explanations.

Many (most?) of my players are young men, early-career, between one and three years out of school with this as their first job.  It's been a bad job market in this field for the last year or two.  One of the more common excuses for flaking is that more work suddenly popped up and they're working late, in the hope that if they work hard now they won't get laid off next year.  In fairness, when I was their age, I dropped D&D entirely as a hobby for a couple years to focus on work.  So I respect the impulse to work hard early-career and solidify their positions, but the way in which they don't keep their commitments does bother me.

Amusingly, the players of chaotic characters have been flaking at a higher rate than the lawful guys.

Another hypothesis is a generational change in culture, perhaps arising out of differences in the pandemic experience between those who were in college at the time and those who were working at the time.

A third possibility is that maybe new campaigns / player-groups are always sort of like this and it's just been so long since I played with anyone but family or the Old College Stalwarts that I'd forgotten about it.  It may just take time to distill a core of reliable players, to winnow the chaff from the wheat.  The July 4th holiday certainly didn't help with building campaign momentum.

Finally, I must consider the possibility that this is all my fault.  Maybe my game just isn't that interesting or that fun.  Maybe by making it open-table, with no real penalty for no-showing and no social pressure applied by other players for people to show up, I've brought this on myself.  Or the opposite, that maybe I've taken too strong a hand in recruiting players and scheduling sessions, and really maximal respect for player agency would require them to self-organize in the West Marches style, at which point players would be applying social pressure to each other to honor their commitments.  If I do want to maintain my current role in recruiting and scheduling, I could probably also "solve" the problem of session-failure by either expanding my player-base (eg going from 8 total players on the roster to 12) or by lowering the bar and running sessions for two players, which also gets more viable as they level and get access to henchmen (as happened last week; only two showed but they were game to give it a go anyhow, and one of them had hit second level the previous session, so I allowed him to hire a 1st-level MU and they made good progress with three bodies in-world).

Friday, June 28, 2024

Notes from Three Sessions of OSE

I've gotten a weekly-ish game off the ground at the office after work lately.  We'll see if it survives the 4th of July disruption. I've done a lot of theorizing since the last time I actually ran a game and figured it might be fun to keep a kind of scorecard around how well those theories are working in practice.

Wandering monsters as lurking threat - this has worked great.  I don't think they've met a wandering monster head-on yet; instead they hear doors opening and closing and motion in the distance and they haul ass to get away from it or hunker down and hope it wanders somewhere else.  There is one group of enemies who they have heard and seen tracks of but never met face-to-face, which have developed a fearsome reputation which may or may not be accurate.  The monster you don't see is much scarier than the monster you do see.

15-room dungeons - mixed success.  I've built two levels in this style with a third in progress.  Their exploration of the dungeon has been very slow; in three sessions I think they've seen seven rooms, so about half of the first level.  Consequently I have been somewhat lazy with prepping further material.  I do think 15 rooms is a good size to play with a theme without it overstaying its welcome, at least on the DM side; I can come up with 15 interesting ideas riffing on a theme, but 30 would be pushing it.  Whether it overstays its welcome on the player side remains to be seen I think.  I do think the 160ft by 160ft level/tile size that I proposed in that post is too small; the first level, which I built to that size, feels a bit cramped to me.  The second level is a bit larger, maybe 200x200 and feels more right, at least to my sense of how a dungeon level should feel.

How 1st level play is supposed to work - Seems accurate so far.  I started them off with 3d6x100 XP each, which made 2nd level clerics and thieves possible from the start but in practice nobody rolled one.  The cleric and thief just leveled at the end of this last session.  They have been playing very cautiously; in three sessions they have evaded three? random encounters, successfully retreated from two combats (one via closing a door in front of enemies without fingers, the other by blocking a passage with oil - they are learning), and only fought and won two combats (one via sleep and the other via strength of arms, at the cost of the life of one fighter).  The great bulk of the treasure they have recovered so far was from a special/puzzle room where one possible outcome was treasure and another was giant spiders.  So I think our limited impression agrees with the idea that first level is "won" on unguarded treasure.  It's been interesting to see how at first level, characters can be broadly divided into "MUs (with sleep)" and "everyone else, who are bags of HP, AC, and mundane equipment".

Resting in the dungeon - too soon to tell. I've provided securable areas to do this in, and have informed the players that resting in the dungeon will require rations and clean water if they want to go overnight and recover spells, but they haven't done it yet.  I'm still not totally sure how wandering monster rolls will work with this, but I do have one or two things on the table for the second level that may pose a threat to bunkering characters.

No henchmen - This is working well I think; players are assuming their own risks and playing more cautiously than the hireling meatgrinder games we had with ACKS.  I'm almost loathe to introduce henchmen now, but I think by the time PCs start hitting 3rd level, having 2nd level replacements on deck rather than having to go back to 1st will make a lot of sense.

Infravision and mapping - Too soon to tell.  I haven't allowed demihuman classes yet, since they weren't in the OSE quickstart rules.  We almost had an elf the other day; the fighter and the MU both couldn't make that day but we had a new player who rolled Int and Str both around 14.