Showing posts with label Vistula. Show all posts
Showing posts with label Vistula. Show all posts

Saturday, February 9, 2019

The Lower Vistula: Plock to Torun (Twilight: 2000 Further Riverine Adventures)

This is one of a possible series of posts detailing a gazetteer of a section of the "Lower Vistula", the stretch of the river *beyond* Warsaw to its mouth at the gulf near Gdansk. I've detailed the second section stretching from beyond Plock to before Torun because it's simpler than the first 100km or so from Praga in Warsaw and I found it interesting as a test of concept.

It's also the section directly north of the "Escape from Kalisz" map - reachable by a group using my "Amphibious Start" suggestion or for the remnants of the US 5th Division's 3-11 Battalion aka "the Ghosts of Kutno" (See below). Initial Soviet presence is low, making it a viable area to explore for a starting party although an inevitable showdown with the 96th Cavalry Division based in Torun is foreshadowed...

A typical stretch of the Lower Vistula

Section 2: Plock to Torun


Distance: 100 km
Channel depth: 4m or deeper
River width: up to 2 km between Plock and Włocławek, otherwise 1 km
Towns and landmarks: Gostynin, Gostynin-Włocławek Landscape Park, Włocławek Reservoir, Dobrzyn nad Wisla, Włocławek, Kowal, Lipno, Bobrowniki, Chiechocenek, Radziejow, Sluzewo, Chelmza.


Hexmap Detail of 2nd Lower Vistula Section - Plock to Torun
(derived from Jed McClure's Polish Sandbox Hexmaps)

Description: the upper part of this section of the river consists of the large 2km wide and 58km long Wloclawek Reservoir (Polish: Jezioro Wloclawskie) in the east behind the dam and serviceable lock at Wloclawec bordered on the south by the relative refuge of the Gostynin-Włocławek Landscape Park (see below). Ice build up and ice floes in the reservoir section can be a significant problem in the Winter months, although the last few years since the outbreak of war have not presented major difficulties yet.

The further stretch of river below the barrage until Torun conforms to the usual meandering and sandbank prone nature of the majority of the Vistula, but is mostly navigable by larger river ships than the upper reaches beyond Warsaw. Both the reservoir and the landscape park provide the villagers on the southern bank with relative safety from the troops moving through the area, as their large areas make it difficult for troops to harass the civilians who use their river-borne craft or the forested terrain to retreat to.

The wide reservoir between Plock and Wloclawek is relatively peaceful and picturesque, with a notable absence of regular troops or marauders other than the occasional lost river pirate boat from the remnants of the Korsarz of Warsaw (see PotV, pages 33-34). By contrast, the active forces further downstream are the patrols and convoys of the Soviet 96th Cavalry Division stretched along the road south of the river between the ruins of Wloclawec and their base in Torun (shared with the Soviet 22nd Cavalry Army HQ) and to the east along the railroad as far as Lipno. Forces south of the river will initially be on the lookout for remnants of the US 5th Infantry Division, but their interest will have fallen off as Winter approaches.

As Winter approaches, the small troop of 300 men from the Soviet 89th Cavalry Division based in Sompolno and the south stop following orders from Torun and begin to move eastwards to ultimately winter in the small town of Kowal. The nearby Soviet 43rd Cavalry Division remains with their attention to the north, based in and around their cantonment near the city of Grudziadz, controlling the two bridges over the Vistula in a face-off with the 2nd Polish Free Legion.

Encounter Tables


See later post for revised Encounter Tables...

Gostynin


This small town of about 200 inhabitants lies at the south of the landscape park on the road from Plock to Kutno and was bypassed by the recent fighting between elements of the US 5th Infantry Division and 1st Brigade and the Soviet 89th Cavalry Division. The wary villagers hunt through the woods nearby and have secreted several small caches of ammunition, supplies and food in preparation for the Winter and a retreat into the landscape park if harassed. If treated with civility they may assist American troops by showing them the paths and camping areas of the park.

Gostynin-Włocławek Landscape Park


Like other landscape parks, this area has relatively abundant wildlife including deer, wolves and particularly beavers around the multiple small lakes scattered through the area, allowing for reasonable fishing (and grenade fishing). Like the Kampinos Landscape Park to the east, the woods have overgrown and are now starting to reach up to the nearby towns and ruins. A small network of canals runs through the park, flowing into the narrow Zuzanka Canal that runs parallel to the Vistula for several kilometres, passing through Włocławek and opening into the main river at Port Letni. Encounter checks here result in animals more often (replace one of the Group results with Animal instead), making the park an excellent location for supplementary hunting for food.

Wloclawek Reservoir


The largest man-made body of water in Poland, stretching over 40km and almost 2km wide, this artificial lake hosts a small northern branch of the Czolno Lud, the waterborne civilian community of the Vistula. The majority of the two dozen boats are sail powered, although small alcohol powered motor launches form a part of many family flotillas. Moored about 10km downstream of Plock in the centre of the stream is an artificial island consisting of six tow barges with wooden houses and moorings that the river folk use as both a trade hub and neutral zone for discussions. The central barge mounts a modified 82mm Vasilek mortar that has sufficient range to enable shore bombardment as a deterrent against shorebound enemies.

Dobryzn nad Wisla


This small village of several families (less than 20 people) has retreated from the main town to makeshift dwellings and small fields within the ruins of the medieval Dobryzn Order castle on a cliff overlooking the reservoir just west of the old boating club. The families operate two small sailboats for fishing and trade their excess grain and distilled fuel with their relatives in the northern ranging boats of the Czolno Lud (see above and PotV, p 34-35) and the riverside settlement of Nowy Wloclawec on the outskirts of the ruins of Włocławek further downstream.

Kutno


See Escape from Kalisz, p94 - the scene of the fighting that annihilated the US 3-11 Battalion, the town is mostly ruined, with a handful of embittered and insular survivors returning from the woods to the south where they had fled. It marks the central point of Poland and is not only a major road junction near the was to be future Autostrada A1, but also the junction for the main railway lines (Poznan-Warsaw, Lodz-Torun, and another line leading northeast to Plock) and major passenger and freight rail stations. The agroindustrial park to the east surrounding the military garrison even has it's own rail sidings in reasonable repair.

Krosniewice


See Escape from Kalisz, p93 - a half-dozen US 5th Division survivors (of the 1st Brigade's 3-11 Battalion) are being sheltered in the town by the villagers, who are sympathetic to the Americans and share no love for the Soviet 6th Cavalry Division's 2nd Battalion that passed through mopping up the US remnants.

Alternate Start: The Ghosts of Kutno 
Following the fighting in Kutno, the Soviet 96th CD wiped out most of the US 5th Infantry Division's 3-11 Battalion, leaving a few scattered survivors in the area ie. Hexes 6913, 7013 & 7014 (Krosniewice and woods to the south respectively) and Hex 7113 (woods south of Kutno itself). Although likely starting without horses or heavy vehicles (either destroyed in the fighting or potentially captured and cached without fuel by the Soviets), this scenario provides a potential "alternate start" to the default EfK start (Hexes 6818 or 6618). Finding and then recovering the 3-11 battalion's last surviving vehicles (usual starting options or even a worn M2A2 Bradley needing significant repairs) may make an interesting kick-off, allowing the group to strike north off-road to an initial refuge in the landscape park by nightfall or else drive directly east about 130km along the secondary roads and reach Warsaw in a day - if they can scrounge enough parts and fuel from the less than friendly villagers... 

The Ruins of Włocławek


The Bridge over the Vistula at Wloclawec

This old Pomeranian city has lain abandoned and in ruins since the early days of the war, little more than a mass of rubble stretching along the southern bank of the Vistula. The truss road bridge across to the northern suburb of Suszyce, the 620m long Edward Smigly-Rydz Bridge, remains intact and provides reasonable clearance for most river-going vessels.

For encounters in the Wloclawec ruins, use the "Moving Through the Ruins" rules from Ruins of Warsaw, pages 9-10, with any Troops representing cavalrymen of the Soviet 96th, and any Marauders being deserters from the same unit. Civilians will be scroungers from the riverside settlement of Nowy Włocławek (see below).

The impressive upstream dam and barrage across the Vistula with its still serviceable lock were completed in 1970. During the initial exchanges when the city was devastated, the hydroelectric plant was targeted specifically and lies with the road broken and the river cascading through the resulting rubble. There is a troop of 15 cavalrymen from the Soviet 96th Cavalry Division guarding the southern end of the bridge, assessing it for whether it can be readily repaired by the division's engineers currently stationed in Torun.

Unlocking the Lock 
Currently the lock is set to the lower level, making passage downstream from Plock impossible without restoring it to working order. The northernmost 26.7 mW hydroelectric turbine may be salvageable with the correct parts (Rare, likely only available in Krakow or similar) and several days of repair requiring multiple skills (FOR Construction, Electronics and Mechanics checks, 2 days spent on each). The lock itself just needs minor mechanical repairs (Mechanic: DIFF, 2 periods) and to be hooked up to at least a 100 kW generator or the turbine to restore it to operational status, allowing large vessels to pass through. 
The Włocławek Dam, Barrage & Hydroelectric Plant
(original image adjusted to sepia tone)

Nowy Włocławek is the riverine settlement of survivors near the former suburb of Rybnica that has been established by the survivors of the main city and some of the local militia. Nestled in the ruins of the industrial park to the east of the main city, the survivors have reclaimed fields amidst the rubble in relative safety, surrounded by a dense belt of twisted metal and concrete that acts as a barricade. Scrounging parties from the settlement venture into the western ruins frequently, even as far as the ANWIL industrial park.

The formerly exclusive southern suburb of Michelin & Mielcin nestled in the woods is now one of the main staging areas of the rear echelon of Soviet 96th Cavalry Division (1400 men) including a small corps of engineers, stretched out in various convoys along the Torun to Wloclawek road to the west of the ruins. A small detachment of former airmen drafted as infantry when their planes were downed due to fuel shortage is refurbishing the nearby Krusyn-Wloclawek airfield and its Aeroclub facilities with a view to adding the recon capabilities of the half-dozen pre-War microlights cached in the hangars there (see Airlords of the Ozarks, pages 24-27 for details on these aircraft).

The pre-War ANWIL industrial park to the northwest has been similarly bombed and shelled into uninhabited ruins, although the rail lines leading from Torun that pass through to the south remain serviceable for the most part and are beginning to see usage by the mostly horse-drawn rail convoys of the 96th.

Kowal


Initially unoccupied in Autumn, by Winter this becomes the camp for the remnant Soviet 89th Cavalry Division that has withdrawn from the area they occupied around Konin, Kolo, Turek and their HQ at Sompolno after the defeat of the US 5th Infantry Division on 20th July. The Americans passed through this town briefly on their offensive but caused little hardship compared to Colonel Mikhaylov's 300 Soviet cavalry and their mounts demanding daily food - the villagers are resigned to waiting out the winter and hope to see the cavalry troop continue their journey eastwards in the spring.



Lipno


Straddling the railway line from Torun to Warsaw, this town of several hundred inhabitants helps provide food for the 96th Cavalry Division based in Torun. The locals have successfully converted the local Miejski Park to fertile fields and have managed to produce excess food to trade. A small detachment of a dozen cavalry troopers from the 96th with a rail-mounted BRDM-4 guard the railway station from which they ship grain to the divisional HQ a day's journey to the northwest, the rail carts pulled by an old BRDM-1 scout car also converted with rail wheels.


Bobrowniki


This small village on the northern bank with ruins of a Teutonic castle near the shore now lies abandoned. Two disused power lines cross from 100m tall pylons on either side of the river, the first set several hundred metres to the south of the village.  Although not electrified, some of the lines from the northeastern pylon have broken at the southern end and drape across the foreshore and into the river creating a potential obstacle for propellor craft.

Who Watches the Watchers? 
The Soviet 96th Cavalry Division has established an observation post near the top of the Bobrowniki tower, allowing the three observers with telescopic equipment stationed here to see almost 30km away to the horizon on a clear day with appropriate equipment - this effectively covers Hexes 6810, 6811 and 6910 ie the whole stretch of river from Wloclawec to Torun and it's suburbs and as far as the town of Lipno and the connecting railroad to the northeast and north. Specific details may be difficulty to make out but troop movements are easy enough to discern. The team have an advanced radio patched into an array at the top of the pylon that reaches to the HQ at Torun and the staging area in the wooded suburb of Michelin to the south of Wloclawec. The observation platform is unarmoured and reached by a single ladder, but does have a PK machinegun mounted on the corner furthest from the river to cover approaches to the post.

Radziejow


Now a small town of fewer than 100 civilians on the crossroads of the road from Sompolno to Torun and Wloclawec to Inowroclaw, the town's old hospital acts as the town centre and is still partly functioning through the use of a small generator, although the village is very low on necessary medical supplies due to "donations" to the passing military forces. The nearby Głuszyńskie Lake normally provides excellent fishing, although grenade fishing by the Soviet 89th Cavalry Division on their way south from Torun to the Kalisz area has depleted the local stocks much to the annoyance of the locals.


Ciechocenek


Mostly known through the ages for its curative salt springs, this town of about a hundred villagers now assists with food supply for the nearby Soviet cavalry forces in Torun, its parks converted into fields to supply the troops via horse-drawn rail convoys. In the easternmost Sosnowy Park, a field hospital for the cavalry division has been set up, flanked by the town's old hospitals with only a few MPs stationed as security.

Sluzewo


This hamlet of only 3 families about a day's return travel on foot from Torun lies just a short distance southwest of the Aleksandrów Kujawski Railway station and the rail cart convoys of the 96th Cavalry Division. Outside the town limits, stretching for about 20km towards Torun is the old artillery training ground, seeded with many unexploded shells (see page 10 of Ruins of Warsaw for suggested rules for unexploded ordnance) and old wrecked hulls once used for targeting practice.

The locals know the dangerous area very well and have several caches hidden amidst the dangerous area. One of the men can lead those willing to pay a price along the hidden path through the fields to the cellars beneath the old Torun Fortress.

Chelmza


The Soviet 43rd Cavalry Division has it's rear echelon in this small town on the shore of Lake Chełmżyńskie. With less than two hundred villagers, the town produces enough food to be self-sufficient, although the quartering of the rear echelon troops has put a strain on their stores. Rail carts drawn by horses connect the supply dumps with the force at Grudziadz to the north.


Note: details of the Soviet-occupied city of Torun will be presented in a separate section.



Monday, January 28, 2019

I've Been Working on (Maps of) the Railroad (Initial Thoughts on Train travel in Twilight: 2000)

Aside from the river travel options in "Pirates of the Vistula", the possibility of overland rail travel by converted steam engine as presented in "Going Home" has always interested me and makes for a unique closing chapter to the default starting campaign for T2k v1.0. I have various thoughts on this option, but first I'd like to begin with looking at the initial Kalisz area and piece together some of the thoughts that strike me when I look at the disconnected maps presented in the various supplements.

Note: the maps contain some *SPOILERS* for the module...

Thursday, January 10, 2019

Twilight: 2000 Poland Module Hexmaps


I've always found the original maps in the classic T2k v1.0 Polish Campaign modules a bit lacking in detail, but Google Map or Wikimapia versions can be too detailed (and somewhat anachronistic). The multicoloured maps in the fifth and final module, Going Home, are great, but it's Jed McClure's Hexmap versions that really caught my attention - by placing a 20km hex grid over the originals, the utility of the Germany and Poland maps is greatly increased.

However, dealing with the original Hexmap file is cumbersome, so I've cropped sections of Jed's hexmap to correlate with the black & white maps from the various modules and the Challenge #25 article, "The Baltic Coast: A Looter's Guide for Twilight: 2000" in order:


Escape from Kalisz Hexmap

The Black Madonna Hexmap

Free City of Krakow Hexmap

Pirates of the Vistula Hexmap

Ruins of Warsaw Hexmap

Going Home (East) Hexmap

Going Home (West) Hexmap

Note
: there's no module that really covers the section of the lower Vistula from Warsaw to its mouth to the east of Gdansk in the same level of detail as Pirates of the Vistula, although some of the towns and locations are admittedly covered in Going Home.

The Baltic Coast: a Looter's Guide for Twilight: 2000
(Challenge #25 article)


Resources

Jed's original files (and the accompanying complied index, excellent work) can be found here:



In addition, Jed's page ("An Old School Polish Sandbox") includes some play aids for the introductory Escape from Kalisz adventure and some more detailed topographical maps covering the same area as the two large maps in Going Home.





Sunday, December 9, 2018

Europe's Navigable Waterways



So I came across this resource that I think is helpful for using rivers as a central element in RPGs - it's the UNECE interactive map of Europe's Navigable Waterways (click here for the PDF download but note it's at least a 2MB file when compressed to JPEG).

It's very, very detailed, and although the legend/key (in English, French, and Russian) doesn't appear in the above image, it's readily accessible in the bottom right of the PDF version.

Looked at from an overall perspective, the map shows the waterways by several characteristics:

  • Type (free-flowing river, canalised river, canal)
  • Class (regional vs international significance)

In addition, major local features are detailed such as:

  • Locks & Weirs (common)
  • Ship lifts (rare)
  • Dams (those without locks)
  • Bridge maximum heights and minimum draught
  • Local restrictions (shallows)

Taken together with the basic geographical elevations outlining the relevant uplands and mountain ranges, this map suggests some interesting potential play options for a campaign (whether set in Europe in the "modern" period eg T2k v2.2 or in a "European" style fantasy world with steam level technology eg WFRP, or perhaps even the default 16th century time period suggested for LotFP).

Riverine play, whether adventures or in fact as a central element of a campaign, isn't featured as a major option in most campaigns - WFRP 1e Death on the Reik being perhaps the notable exception that proves the rule, and to a lesser extent the difficult to source GURPS Riverworld.

This map, although in many ways just a technical representation, to me opens up the possibilities of transcontinental riverborne and canal centred campaigns.

Sunday, November 4, 2018

Vistula Encounter Tables Analysis - the Character of a River


Apart from the random tables in Death on the Reik, the only usable riverine random encounter tables I've come across so far are those from the T2k adventure Pirates of the Vistula. Let's then have a look at the "General" Encounter tables for each of the 4 main sections of the stretch of the Vistula covered by the module to see what can we extrapolate:

Pirates of the Vistula General Encounter Tables 

Note: there are more specific tables for minor stretches of the river in the module, usually associated with the riverine towns or particular geographical areas, but I'm not going to analyse that here. Likewise, I'm not looking at the "Shore" section of the tables as the module notes these are intended for use in the hinterland sections when the party is exploring ashore, not for the riparian sections.     

Looking at these section River General Encounter tables, based on the distribution of a 2D6 roll, there are a few common features and associated probabilities:

  • 2 is always a Hazard 2.78%
  • 5-7 is always No Encounter 41.67%
  • 9-12 are always Hazards 27.78%

This accounts for ~73% of the "encounters", although effectively ~40% (~5/12 or ~4/10) are actually no encounter. Hazards as a group, however, are encountered at least 30% (4/12 or 3/10) of the time, which seems quite high on first thought, although I guess the Vistula could be considered "remote" and "unimproved" - if anything it could be considered "hazardous" (worse than "unimproved") due to the numerous ruined structures and other post-apocalyptic debris (more on different waterways in a later post, however). 

Two outcomes show some minor variability, but I'm unsure if this was intentional or not.

  • 3 is usually Hazard except for Section 2 (No Encounter) 5.56%
  • is No Encounter except Section 4 (Mud shoal) 8.33%

Both of these outcomes are relatively rare on a 2D6 distribution.

Only one of the outcomes has any real variability across the tables, resulting in "No Encounter" for the first and third sections of the river, alternating for the other 2 sections.

  • 8 is variable across sections (No encounter, Mud shoal or Boat) 13.89% 

It's this particular outcome that influences the tables given the high frequency on a 2D6 roll. This is effectively the "discretionary" outcome of the table, used to increase the probability of one of the three outcomes by about 10%, either as No Encounter, Hazard or Encounter.

Three Examples 

From herein the maths is not exact and I'm rounding to 5% (1 in 20) intentionally here for ease.

Let's assume for a first example that the 8 result outcome is an Encounter for the set of calculations below. So the base table without the variability then roughly leaves the base chance of outcome as:

  • No Encounter     ~50%
  • Hazard                ~35%
  • Encounter           ~15%  

Using these estimates, a party travelling down the Vistula will note that hazards are about twice as common as actual encounters with humans. As per the module, checks are done for the morning and the evening when travelling (unlike DotR, there is no default option for night travel or a separate table), which results in the following combinations for each day:

  • A Hazard 36%
  • Uneventful 25%
  • An Encounter 16%
  • 2 Hazards 12%
  • An Encounter & a Hazard 10%
  • 2 Encounters 2%

This means there's about a ~60% chance (6 in 10) each day of at least one Hazard, a 28% chance (3 in 10) of at least one Encounter, and a 25% chance (1 in 4) of an Uneventful journey each day.

In a second example, let's assume the 8 result is a "No Encounter" ie. a less populated region.

So the base table without the variability then roughly leaves the base chance of outcome as:

  • No Encounter     ~60%
  • Hazard                ~35%
  • Encounter             ~5%  

With these estimates, a party travelling down the Vistula will note that hazards are much more common than actual encounters with humans. As per the module, checks are done for the morning and the evening when travelling (unlike DotR, there is no default option for night travel or a separate table), which results in the following combinations for each day:

  • A Hazard 42%
  • Uneventful 36%
  • An Encounter 10%
  • 2 Hazards 12%
  • An Encounter & a Hazard 4%
  • 2 Encounters 0%

This means there's about a ~60% chance (6 in 10) each day of at least one Hazard, a 14% chance (1 in 10) of at least one Encounter, and a 36% chance (4 in 10) of an Uneventful journey each day.

In a third example, let's assume the 8 result is a "Hazard" ie. a treacherous stretch.

So the base table without the variability then roughly leaves the base chance of outcome as:

  • No Encounter     ~50%
  • Hazard                ~45%
  • Encounter             ~5%  

In this example party travelling down the Vistula will note that hazards are even more common than actual encounters with humans. As per the module, checks are done for the morning and the evening when travelling (unlike DotR, there is no default option for night travel or a separate table), which results in the following combinations for each day:

  • A Hazard 46%
  • Uneventful 25%
  • An Encounter 4%
  • 2 Hazards 20%
  • An Encounter & a Hazard 6%
  • 2 Encounters 0%

This means there's about a ~70% chance (7 in 10) each day of at least one Hazard, a 10% chance (1 in 10) of at least one Encounter, and a 25% chance (2 in 10) of an Uneventful journey each day.

An Alternate Distribution Method


Let's look at using an alternative "d4+d8 roll" distribution on the same table to generate a flatter distribution for the first example above (a result of 8 is an Encounter and reflects a 12.5% probability):

  • No Encounter     ~40%
  • Hazard                ~40%
  • Encounter           ~20%  

This is calculated using the "Anydice" website and its probabilities mapped from above.

This seems a lot neater somehow and is similar enough to the standard method - again Hazards are about twice as common as encounters with humans but equal to No Encounter and this results in the following distribution of probabilities:

  • A single Hazard 32%
  • 2 Hazards 16%
  • An Encounter & a Hazard 16%
  • An Encounter 16%
  • Uneventful 16%
  • 2 Encounters 4%

This second distribution then results in a 64% chance each day of at least one Hazard (4 in 6),  a 36% chance of at least one Encounter (2 in 6) and a 16% chance (1 in 6) of an uneventful journey for that day. The overlap of a Hazard and an Encounter is also neatly 16% (1 in 6). Even with the adjusted probabilities, a cruise down the Vistula is going to be quite eventful and full of hazards.

The other two examples result in an Encounter chance 10% and either No Encounter or Hazard of either 40% or 50% depending on what the result of the "8 outcome" is chosen to be. I won't work these out in full here, but they similarly give options for either a more desolate or treacherous stretch of river respectively.

Note: Interestingly, the 2 in 6 chance correlates with the chance of a random encounter (hazard or creature) in an OSR style game such as Labyrinth Lord for rivers (2 in d6), although the original rules suggest checking against this chance 2-3 times per day. This actually generates a much higher 46% chance (3 in 6) or 31% chance (2 in 6) of "No Encounter" each day (based on 2 and 3 rolls respectively). The split between Hazards and creature encounters isn't specified in older games, although traditionally early encounter tables were exclusively creature based.

Comparisons with the Reik


Using either distribution, these three examples provide significant variation from the base layout of the table but by extrapolation from the module as written, regardless of which stretch of the river is being travelled, a cruise down the Vistula is still going to require a lot of random obstacles dodging or debris clearing, with only infrequent stretches of an uninterrupted waterway and some occasional human encounters (river-borne or on the shore).

All this is without the set-piece encounters at narrows, townships and bridges (intact or ruined).

Compared to the stretch of the River Reik presented in Death on the Reik, with a calculated 30-40% encounter rate per check during the day (refer to the "River Life of the Empire" booklet), the Vistula is therefore much, much less busy but with a lot more potential hazards (the Reik has only a <10% calculated Hazard rate). This makes sense as the Reik is densely populated, highly patrolled and significantly improved and maintained without many natural hazards, whereas the post-WW3 version of the Vistula portrayed in the module is only sparsely settled, virtually unpatrolled (except for the Korsarz near Warsaw) and not only littered with ruined structures (bridges and docks) but seems intrinsically treacherous by nature (mud shoals, sandbars and rocks). 

The two rivers have vastly different characters in terms of population, control and improvements and this is therefore appropriately reflected by their random encounter tables. They are not quite at the extremes but provide a good contrast at different ends of the spectrums of character.

I think this helps explain what makes each river feel different in terms of "personality".

Concluding Thoughts


So what then makes up a river's character?

Let's see if we can pick out some common themes from the analysis above. A river can be...

  1. Navigable vs Unavigable
  2. Populated vs Remote
  3. Patrolled vs Unpatrolled
  4. Improved vs Unimproved
  5. Tame vs Hazardous

These dimensions should allow me to model a few key characteristics of rivers (as waterways ie navigable) that will help construct different riverine encounter tables going forward. 

For example, the upstream Utdoo section of the river winding through the Amedio in UK6 is:

  1. Unavigable
  2. Remote
  3. Unpatrolled
  4. Unimproved
  5. Tame

However, the Black River from Corvis to Merywyn in the Iron Kingdoms is likely:

  1. Navigable
  2. Neither Populated nor Remote
  3. Patrolled
  4. Unimproved
  5. Neither Tame nor Hazardous

It's a start in any case and something I'll pick up on in a later post...

Sunday, October 28, 2018

Crossranting: The Vistula, but with a Floating Tank (Twilight: 2000: Later Days)

But think with a tank parked on a barge at the bow...
We're a tiger out for a swim. Four mortars down in the belly of the barge, 3 MG positions on each side with a RPG in case of heavy trouble, and the T-72 weighing down the front end. The OT-64 parked toy-like beside it. On the tug we've got another 2 heavy machineguns and 2 mediums on the deck. Finally, the AT-4 anti-tank missile launcher on the roof of the bridge.  - Captain Katriona Paterson

Every now and again you stumble across something unexpectedly interesting on the web while looking for something else entirely and recently for me this was the output of Chris Csakany on his Twilight 2000: Later Days defunct blog (July 2011- March 2013).

Although I'd previously mapped out the first stretch of the Vistula from the module on a previous blog and summarised some of the encounter types, it's been difficult to find any other reasonable material for inspiration to create more generic riverine encounter tables with.

That is until now. 

There's a stretch of 8 game posts from #038 to #45 (Nov 2011 to March 2012) written by Chris (with help from his group of players) that covers the whole trip detailed in the Pirates of the Vistula module:

Addit: there are several additional posts beginning with "New Orders" covering the second trip the lower Vistula beyond Warsaw to Torun, setting up the rail journey to the port of Bremerhaven detailed in Going Home

It's written in character and flows quite well, but there's enough material to both develop an understanding of the play of the campaign they ran (they mounted a T-72 battle tank on the bow of the tug to somewhat hilarious and certainly deadly effect) but also for me to get some more generic ideas from for my riverine encounter ideas.

I'll mine it for some more ideas over the next few weeks, but looking over the original module there's a lot of encounters and hazards that could be readily adapted for a more "generic" riverine adventure and I like the way the tables are set out in "stretches" and divided into "river" vs "Shore". I might even be able to mock up a random generator table or two...

The rest of the posts are quite interesting as well, covering the 5th Division remnant group as they work their way from the default start at Kalisz through to the T2k v1 American mainland adventures. The group even use the suggested strategy to flee immediately due south as an escape route that I mention in my T2k Campaign Start option post...