Sunday, November 25, 2018

You're (Not) On Your Own, Well Not Anymore... Pregens for Twilight: 2000



... Shortly before sunup, Polish armored vehicles entered the division headquarters area. The division commander radioed in the clear to all units: 
"Good luck. You're on your own, now." 
The above, taken from the T2k v1.0 "Escape from Kalisz" Adventure Handout, is the canonical beginning of a Twilight 2000 campaign (and in fact the last sentence is the name of the only T2k fanzine I'm aware of). It's a grim start for some, introducing the "Poland sandbox" play-style that marks the first run of modules in the game, culminating in the classic finale Going Home.

One of the main barriers to starting a Twilight 2000 campaign in my mind is, in fact, this YOYO effect (ie. you're on your own)  - the unfamiliarity of the game system to most, both due to its venerable age and it's non-d20 roots (in the sense of the OGL d20, as T2k v2.2 does use a d20). It's also quite complex and detailed - some would say that's a large part of its charm but I think this is something that contributes to the steep learning curve for novice players and GMs.

These are not characteristics unique to Twilight 2000 by any means, rather they are common limitations of older style games from the time before the technology and craft of game design had matured to the modern sensibilities of today.

Pregenerated Characters


A strategy sometimes used by more modern RPGs (but also interestingly enough, commonplace in older original RPG modules designed for "tournament" play and some newer OSR offerings) is the use of pre-generated characters (aka "pregens") covering the basic archetypes.

This approach allows a ready supply to the PCs for a "Quick Start" or to illustrate the final product of character generation to make it easier for new players. Even if not used for those purposes, these "pregens" can help round out the roster of smaller groups with a small cohort of backup support characters in the event of an untimely character death and/or provide ready to use potential henchmen, followers, and hirelings.

Oddly, although both editions of the game had basic rules for generating NPCs of different ranking (Novice/Expert/Veteran/Elite) and some basic guidelines for combat opponents and supporting cast (including an excellent card-based "motivation" generator), I haven't yet found a supplement with properly statted pregens, which seems an oversight looking from a more modern perspective.

But not everyone likes pregens I hear you say - often on the basis they "lack character"...

During my time writing for Atlas Game's Ars Magica 5th edition (aka ArM5), many of us adopted an approach of creating a base character or creature (particularly for supplements containing a lot of minor NPC archetypes such as Covenants & Grogs, in my case more for the various jinn of The Cradle and the Crescent) and providing customisation notes that allowed individual players. By providing a few variations to the base worked out "template character", this provided not only an expanded roster but also inspiration and to some extent licence to "kit bash", "hack" or otherwise "mod" the stock pregen into something that a player could identify with as their own as "theirs".

I think this approach has promise, so it's something I tried to bear in mind and incorporate into the final design when I generated a handful of pregen T2k v2.2 characters a few years ago as a side project for my ArM5 blog, My Life as a Grog, but I'll dust them off, tweak them according to the active philosophy and post them here for more general use.

Looking through my notes I have the following archetypes to be posted:
(and this post can act as an index as I upload the specific base characters)


So remember, #YNOYO (You're Not On You're Own)...










Thursday, November 22, 2018

Draft Waterway Characteristics for Riverine Encounters


The following is my first attempt at a simple D6 based scale for potential encounters on a river. The scales give the "chances" of a particular occurrence, either a Hazard or an Encounter - the remaining "chances" are by default a result of No Encounter. 

So let's start with some definitions I think:
A waterway is any navigable body of water. Broad distinctions are useful to avoid ambiguity, and disambiguation will be of varying importance depending on the nuance of the equivalent word in other languages. 
A first distinction is necessary between maritime shipping routes and waterways used by inland water craft. Maritime shipping routes cross oceans and seas, and some lakes, where navigability is assumed, and no engineering is required, except to provide the draft for deep-sea shipping to approach seaports (channels), or to provide a short cut across an isthmus; this is the function of ship canals. Dredged channels in the sea are not usually described as waterways.
So when we're talking about "riverine" encounters, we're really talking about waterways except when we're referring to those smaller rivers with significant cascades and rapids that can only be traversed by small canoes and portage (hauling the canoe overland around the water hazard). These are a special case and might actually be better treated using encounters based on the surrounding terrain with hazards as set encounters or via a pointcrawl, but it's nearly always the exception that proves the rule.

In terms of Hazard (Danger), a stretch of waterway can either be:
  • Extreme - 4 in 6 chance of Hazard (only Desolate)
  • Treacherous - 3 in 6 chance of Hazard (cannot be Populated or Congested)
  • Hazardous - 2 in 6 chance of Hazard (cannot be Populated or Congested)
    • Choked - 2 in 6 chance of Hazard (only Congested)
  • Unimproved - 1 in 6 chance of Hazard
    • Ruined - 1 in 6 chance of Hazard 
  • Improved - 0 in 6 chance of Hazard (set-piece Hazards only, eg. canal)

From an Encounters perspective (Population), a stretch of waterway can be:
  • Floating City - 4 in 6 chance of Encounter (only Improved)
  • Congested - 3 in 6 chance of Encounter (cannot be Treacherous or Hazardous)
  • Populated - 2 in 6 chance of Encounter (cannot be Treacherous or Hazardous)
  • Remote - 1 in 6 chance of Encounter
    • Wild - 1 in 6 chance of Encounter (animals only)
  • Desolate - 0 in 6 chance of Encounter (set-piece Encounters only)

Optional: at night, the Population drops one level unless "Wild" or "Desolate" already. "Remote" instead changes to "Wild" to reflect the lack of human encounters during the darker hours.

To create a more uneventful journey, substitute D8 or D10, but leave the scaled "chances" the same.









Friday, November 16, 2018

A Brief Rest from Rants...


So I've missed my usual schedule due to busy work and moving house.

There's a few posts half drafted that I'll setup for weekly soon enough - these will continue to push through to Google+ and maybe or maybe not Facebook if I can resolve my concerns, otherwise MeWe looks promising as long as the politics doesn't interfere with artistic expression and civility.


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... 



Thursday, October 25, 2018

GURPS Riverworld - A Classic, But is it Any Good?

At last! I has it, my precious...
So I managed to track this classic down on eBay.

It's out of print, published 1990. Not even available in PDF.

Looks like it would have some interesting river adventure ideas, right?

Unfortunately not really...

See it's a *Riverworld* supplement.

Not a river (world) supplement as such.

So I'm a bit disappointed to be honest.

...

<gasp>

...

Yes I actually typed that.

Look it's actually really interesting and inspiring, even though I've only starting picking through selected sections of it looking for nuggets for the Indicara section of the AtG project that started all this...

That's not to say there aren't elements in this particular chapter that could be cannibalised for a generic river campaign, but I was hoping for some more procedurally generated elements for travel along the river that are related to the river itself. On reflection, there's actually not a lot of variation to the River or the actual Valley climate and geography except for near the Polar Sea and perhaps the occasional "narrows" sections. The picture low demonstrates a typical stretch of the River:

The Rivervalley (excerpt GURPS: Riverworld)


Most of the variety present along the river is actually cultural (created by the random mixture of predominant and then a secondary historical society sample), not topographical as such, and what I was really looking for was ideas for river travel eg hazards, encounters, varying conditions, unique locations etc. By it's nature, the whole river is navigable, which seems great for a riverborne campaign, but in many ways the river is quite, well... bland. There's vary little geographical variation to the cliff-flanked Valley itself and the River is broad and wide with a mostly gentle current.

The River, despite the capitalisation, doesn't really have a character of it's own.

And that's perhaps what I was looking for, hence my disappointment probably.

One of the characters in the first book, To Your Scattered Bodies Go, refers to the ability to be randomly teleported up and down the length of the River upon death as "the Suicide Express" and the train metaphor is perhaps apt - the River is indeed somewhat of a "railroad" in the way it geographically limits the riparine societies in a definitel linear fashion.

By contrast, the River Reik, from the Warhammer Fantasy setting, seems more alive with it's own character and distinct culture (including river gypsies, trade, canals and riverwardens). In the Riverworld setting however, despite the profusion of riparian societies and nations, there's really no distinct itinerant "riverborne" culture, which seems an oversight to me. 

Saving Grace?


Now Chapter 3: "Airships and Riverboats" does have a lot of great ideas and information to use for a riverine campaign or a steampunk styled campaign with airships, but many of the ideas are still locked into the "conceit" of the setting, that is by the overarching meta-plot and unique aspects of the Riverworld planet's geography.

Aspects of the canoe and riverboat descriptions are helpful, and I the airship rules are very detailed thankfully, which may be the unexpected saving grace for me given the effort I went to tracking down the print product in reasonable condition.

I admit I do love a good airship...





Sunday, October 21, 2018

Twilight: 2000 Campaign Start Options

A while back I was very interested in GDW's Twilight 2000, going to the extent of creating a handful of test characters and considering the default Polish "in media res" starter campaign. However, although it provided resources for a "sandbox" style of play, I didn't really like the introductory adventure "Escape from Kalisz" and found it very confusing to follow, so after some rereading the text I created a number of resources as Referee play aids and to get my head around things.

I quickly worked out that the Soviet forces to the northwest Kalisz-Sieradz road, together with the destroyed bridges of the Warta River, form an impassible boundary to the north forcing the players southwards – the scenario even suggests to the GM that this is pointed out to the players explicitly. So I'd actually recommend moving out of the area as quickly as possible, bypassing the whole starter adventure as much as possible...


Escape from Kalisz Starting Positions


The players are forced to flee *southwards*.

So, assuming a HumVee with a full tank of ethanol can travel 60km overland in one time period but suffers half movement in woods, there are two potential starting positions on the below detail map (on gridline equivalent to 10km) that combine significant distance with a reasonable change of concealment form pursuit:

Escape from Kalisz booklet excerpt
(in media res player starting positions)


  • 1st position, D6 is just 5km inside the northwestern edge of the woods between Kepno and Zloczew, near the point where the tree line bends sharply north (marked on the map with a blue star), about 1 period (4 hours) travel southeast of Kalisz
  • 2nd position, D3 is a potentially more concealed location (marked with a green star), deep in the woods between Ostrow and Ostrzeszow, within striking distance of the road convoys travelling along the road to and from the Soviet-occupied city of Opole.

For simplicity, the starting time is 0800 hours, 19th July 2000 and their vehicle’s fuel tanks are assumed to now be empty, their engines are set to ethanol and requiring conversion to use methanol (unless the vehicle is a multi-fuel variant).

Unless the party has thought to purchase and carry additional fuel, they must spend the next three days lying low and distilling more alcohol before moving again. Although exact locations of the Soviet forces will not be known, the fleeing US elements will be well aware that the victorious forces will begin searching for them quickly.

It is *strongly* recommended that the party possess additional fuel reserves.


*Spoilers below!*