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  • Unknown's avatar

    giorgis 12:23 am on August 30, 2019 Permalink | Reply
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    Solo StarWarsD6 pt16: Under the Glacier 

    System: Star Wars D6 by West End Games.
    Setting: Star Wars Era of the Rebellion.
    Character: Royxand Handscul โ€˜Royโ€™, Corporate scout
    Luca Delste, Smuggler
    Kuna Desyk, Hacker
    Solo Tools: MUNE, donjon, GameMaster’s Apprentice deck of cards
    Books: Star Wars The Roleplaying Game Second Edition (West End Games), Galaxy Guide 8: Scouts
    Homebrew Rules: D6Legends


    Looking back at my last two sessions I realize I made a big mistake. I was using my homebrew MythicD6 rules instead of the D6Legends, which means that the difficulty numbers were off.
    This had a direct effect to the game play, making Moderate rolls hard, and Difficult rolls almost impossible.
    That’s why the long-range combat with the Snowtroopers (Moderate to Difficult) took 16! turns and required Oracle interventions to end, that’s why Roy’s incapacitated status wouldn’t heal (Difficult), and that’s why Luca couldn’t get the Red Rancor powered up in time (Difficult).
    Nevertheless, what’s done is done, the story has been written. That’s what happens when you make changes to your system and get back to it after vacations. ๐Ÿ™‚


    Luca manages to get back on his feet. He looks around. The snowtroopers are nowhere to be seen. Clouds of smoke cover the scene. He tries to find his companions.

    Luca: Search: 0(-): Fail

    The explosion has spread them apart, and now he can’t seem to orient himself to their original direction. He hopes they are alright. Luca dares not shout to call them yet, just in case the Imperials are somewhere nearby. He looks around some more. Debris and flames are everywhere. His dear ship is gone. Not that it matters now. He must survive, as he has done in the past. He will get past this obstacle.

    Luca: Search: 2

    He doesn’t find Roy or Kuna, but he positions himself nicely in a clearing around the debris. He is easily visible there. Maybe they will find him.


    Q: Is Kuna With Roy?
    A: Yes, and he managed to protect him from the explosion. Intervention (See below).

    Kuna is lying prone on top of Roy. A piece of steel is protruding from his arm. He rolls away and moans.
    “You owe me one Roy.” This bar was heading for your head.

    Intervention: New entity.
    This makes for a perfect introduction of the locals. They noticed the fight and the flare two days ago, they certainly heard the Red Rancor exploding, and with the smoke lifting to the skies, they could locate them easily.

    Kuna seats Roy next to a large piece of what used to be the cargo hold of the Red Rancor, and then, and only then does he see they’re surrounded.

    Q: Are they human?
    A: No and, they’re alien (Roll on Galaxy Guide to Scouts, Alien generation tables).

    Mammal, Land Omnivore, Feudal Tech level, 13D Attribute dice. Enhanced vision (Infrared), Heat sensitivity.
    1.4 meters tall, Move 10/13
    DEX: 2D+1/4D+1
    KNW: 1D+2/3D+1
    MEC: 1D+2/3D+1
    PER: 1D+2/3D+1
    STR: 2D/4D
    TEC: 1D+2/3D+2

    They’re surrounded by short white skinned humanoids with nostrils – where the nose should be. They have lucid green eyes, and white fur running like a mane in the middle of their face, and thickening to the back of their heads. The fur seems to have several patterns in variations of grey.

    Q: Do they speak common?
    A: Yes, but not all of them.

    Most of them hold spears or some other sort of a polearm, and wear long cloaks with similar patterns.
    “Come, take you.” Says one of them, and quickly groups of five grab each of the companions from their limbs and start carrying them. Kuna tries to resist, but they’ve got him locked down. Roy can’t put up any resistance. Several others start stripping the debris for salvage.
    Where did they come from? Kuna wonders, but quickly the answer reveals itself. They enter some barely visible cracks in the glacier and follow a long path, he wouldn’t dare take. They navigate with ease in the glacier paths.

    Where do they arrive? GMA: Huge Cavern.

    They arrive at a huge cavern. The ceiling is lit by phosphorescent tiny fungi. They emit a thick illuminating gas.

    Q: Do the aliens from the Amal moon (Amalsi) heal them?
    A: No, but they will let them rest.


    Luca is separated from his friends. He is in a small cave. Paintings and markings made with some phosphorescent paint cover up the ceiling and walls. He tries to understand their theme, but his attention is draw to the alien standing in front of him in the center of the cave.
    It seems stronger, and more well built than the other short aliens that carried him there. It is wearing some sort of armour with decorations, and from its belt., hangs a scabbard that is about half its size.

    GMA: Who is he (Tags): Crown, Sword, Target
    So he/she is some chief, general, king, warrior.

    “You are enemies of your kind? We saw the white plated Imperial men try to kill you.” The creature speaks.
    Luca nods. Not knowing if the alien would understand the gesture. “My friendsโ€ฆ where are they?”
    “Friends? Friends are taken care of.” The alien replies. Luca can’t tell if it is talking about his friends or if it considers him a friend.
    “Who are you? how do you speak our language?” He asks.
    “Men like you have come time before. Amalsi suffered. Amalsi suffer now again!” The creature lets off a screeching sound in anger.
    “I am Vurrha of Zatoq clan. War chief of the Amalsi. Clans are summoned. When they are here. The trial of you will begin.”

    Q: Are they imprisoned until trial? (likely)
    A: Yes

    Luca, Roy and Kuna are imprisoned. They are well fed, given medicine and contained in small cold cells. Any attempts to talk with their Amalsi captors are met with silence.

    12 days pass.
    Q: Do the medicines increase healing rate-or add a die?
    A: They add a die.
    I roll on the natural healing table:
    Kuna: 10: Fully healed.
    Roy: 8: Improve to wounded.
    During this time Roy takes notes of his alien captors.
    Roy: Alien Species: 2 Successes.

    Roy notices a close communal structure. The Amalsi frost white skin gives them a natural camouflage, and they seem to be acclimated to the extreme cold, wearing clothes only as a sign of status rather than for protection from the elements. They seem to dislike the heat, and don’t utilize it or stay near fires unless absolutely necessary. They don’t seem to need the fire anyway, as they can see very well in the dark, and are not impacted by the cold. They are omnivores, eating insects, fungi and algae. The males seem to have a mane that the females are missing.

    A dozen days have passed, and Roy’s wounds are so much better. Only his shoulder hurts a bit. Kuna has healed completely. Suddenly there is a big commotion. The guards enter their cells, and lead them to a huge room. It’s the first time since their capture that they get to see each other. The communicate with looks. They are worried about what may come next, but relieved that they are all alive and well so far.

    In one end of the room there are situated 5 seats, that look like thrones. Atop each, sits an Amalsi. From their decorations and clothes, they are likely importan figures. In the middle, sits Vurrha.
    Seated around the room, in an amphitheatric manner are at least 30 more Amalsi.
    The room is decorated with phosphorescent paintings in the ceiling, depicting abstract patterns.

    A ceremony begins that lasts about 15 minutes, then they start talking in their native language.
    The talk begins with the 30 Amalsi. Each of them speaks once, until in the end an older-looking Amalsi steps forward and makes, what seems to be a statement to the five.
    Each of the five enthroned Amalsi speak then. Vurrha speaks last.
    He speaks in common.
    “State your names.” Vurrha says sternly.
    They all give their names.
    “Now state your purpose.” He continues.
    Roy steps forward.
    Vurrha looks at him. “Speak, Royxand of the Handskul clan.”
    Roy doesn’t pause on the strange reference. Instead he begins. “We are scouts. – I am, and these are my crewmates. I was given a map to this destination, to find what lies here.” He pauses. “I won’t lie to you. We came for profit. We wanted to find something valuable like minerals precious metals. We had no idea you lived here. Then we met with the Empire who thought we were enemies and hurt us and destroyed our ship. What we really want now is a way to leave.”
    Luca and Kuna look at Roy. They would like to disagree, but the boy is right. They have been defeated. They should cut their losses and get the heck out of there.

    A ruckus is made by the audience as soon as Roy told their initial intentions. What worries Roy, is that at the same time, the blue paintings turned to orange.

    Q: Do they acknowledge that Roy is speaking the truth?
    A: No, but they may be convinced (Moderate).

    The Amalsi from the right throne says something to Vurrha. He turns to Roy.
    “And you want treasure no more? Tell why you and Empire different wants!”
    Roy tries hard to understand the bad grammar. Does the Empire want something else? He recalls that they had a snowtrooper tell them some information, but he was too wounded at the time to pay attention.
    “We expected minerals, metals or art. We are not equipped for anything else.” Roy says trying blindly.

    Roy: Persuasion: 2/3: Fail.

    Vurrha moans in distrust.

    I ask a few questions to the Oracle to see what the Amalsi want to do with the group.
    Q: Do they send them on a mission/work to repay their sentence?
    A: No
    Q: Do they let them free?
    A: No, and they will turn them over to the Imperials to appease them.

    A heated discussion begins in Amalsi language. 20 minutes later it ends. They all fall silent. Vurrha turns to Roy.
    “Decision. Royxand of Handskul clan, Luca of Delste clan, Kuna of Desyk clan. Traded to Empire for 10 Amalsi miners.”
    The trio looks at each other terrified. Before they have a chance to contend the decision, guards pick them up and guide them back to their cells.

    Q: Are they in a common cell now, together?
    A: No
    Q: Is there an opportunity to escape?
    A: Yes, but its not going to be easy.
    Q: Who is going to have the chance?
    A: Roy

    Some time has passed, and after some shouting and efforts to break the bars open, they understand the futility and sit silently in their cells. Then, Roy notices that the guard to his cell is leaning to the cell door, his keys dangling from this keyring on his belt. Maybe he can pick them before the guard realizes they are goneโ€ฆ

    Session Background: A mostly narrative session. Just when I had thought that the aliens would assist the team, they are sending them back to the Imperials! Will they manage to escape or will they try again to convince the Imperials that they are not rebels? Maybe the officers are not as stubborn as the stormtroopers.

     
  • Unknown's avatar

    giorgis 7:17 pm on August 25, 2019 Permalink | Reply
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    Solo StarWarsD6 pt15: Cold Assault 

    System: Star Wars D6 by West End Games.
    Setting: Star Wars Era of the Rebellion.
    Character: Royxand Handscul โ€˜Royโ€™, Corporate scout
    Luca Delste, Smuggler
    Kuna Desyk, Hacker
    Solo Tools: MUNE, donjon, GameMaster’s Apprentice deck of cards
    Books: Star Wars The Roleplaying Game Second Edition (West End Games), Galaxy Guide 8: Scouts
    Homebrew Rules: D6Legends


    Q: Does the team have medpaks with them? (likely)
    A: Yes
    Q: Do they find cover in the glacier? (likely)
    A: Yes

    Luca carries the wounded Roy to a crevice nearby. The opening slowly widens to a cave. Kuna escorts the snowtrooper along.
    “Look after him.” Kuna mentions the snowtrooper to Luca while he pulls a medpak fom his backpack and kneels over Roy.
    “Don’t even think about it.” Luca threatens the snowtrooper, aiming his blaster rifle at him.

    Kuna: First Aid (Technical) on Roy: 2/3 Failure
    Q: Do they have another medpac?
    A: Yes, but it’s their last. They will have to return to the ship to get more supplies.
    Kuna: First Aid on Roy: 1/4 Failure (increase difficulty by one for each attempt in the same day).

    Kuna turns to Luca. “Both wounds are pretty nasty. We’ll have to get him back to the medbay.”
    “Crap.” Luca swears. “It’s going to take us at least 6 hours to get back. At least let him rest a bit to recover his senses before we depart.”

    Incapacitated says unconscious for 10D minutes, I roll 40 minutes. That would mean at least 30 more minutes since some time has elapsed from the point he was wounded.

    In the meantime, Luca interrogates the snowtrooper.

    I got to printing the 60 free cards from the GameMaster’s apprentice deck that at being given with the Alone game engine, and decided to spice up the game a bit by using them. Whenever I will be using them, I will note GMA for reference purposes. For the snowtrooper, I got the following:
    Vice: Fear
    Virtue: Compassion
    Reaction: 8 (Hate/Dislike)
    I interpret the results. This man shouldn’t have been a stormtrooper, he probably was conscripted or had no other choice. Maybe he wanted to be an officer but didn’t pass the tests. Hence his utmost failure in the preceding combat with our team. Since the reaction is 8, but he doesn’t have the upper hand, I decide that Fear will be his driving characteristic in the interaction.

    Luca puts his rifle to the face of the snowtrooper. “Why are you here? What does the Empire want in this forsaken place?”

    Luca: Intimidation (Opposed): 1/0 Success.

    “My name is Crevil Ghyron. Private of the 125th Snowtrooper Battalion.” The snowtrooper answers the preset declaration as a prisoner, his voice shaking.
    “Answer my question!” Luca repeats in anger, and pulls the snowtroopers helmet.
    Behind the mask is a scared boy, no more than 20, who also starts feeling the cold unhealthy atmosphere of the moon.

    Q: Does he know details?
    A: No, but he overheard rumors.

    “Please, please don’t hurt me. Are you rebels? I didn’t hurt any of the locals even if my superiors applaud this behaviour.” Stutters Crevil.
    “No one cares about what you did. What locals? Quit whimpering and speak up.” Luca presses on.
    “We have them mining. I don’t know details. Rumour has it that this is the claim of a major corporation. When their second scout ship never reached back, they figured the place is hostile and sold the coordinates and claim to the Empire.”

    What does the Empire want?
    GMA words give Hide, Aberrant, Fear.
    What kind of fear? GMA Icon tags give Tower (=Stationary obstacle), Skull (=Death), Target (=Object of search).
    Where? GMA gives Location Dangerous Ground.
    The results are pretty self-interpreting. There is something scary and deadly in a dangerous site on this moon, that the Empire wants for its own interest.

    “What are they mining for?” Luca questions.
    “It’s not what. It’s where. We are trying to reach something beneath the ice of the Amal moon. The locals seem very scared and don’t want to keep mining, so we’re here to coerce them.” Crevil responds.
    “Do you have an outpost? We didn’t spot anything from orbit.” Luca continues.
    “It’s all under the glacier. Near the locals settlement.” Says Crevil.
    “Any ships we should worry about? Reinforcements on their way?” Luca interrogates further.

    Q: Does he know? GMA
    A: No

    “I.. don’t know. Our scout ship may be orbiting the other side of the planet and our transport may have left for reinforcements. That information is need to know only.” Crevil says hoping they will believe him.
    Luca sighs, nods, and leaves him be for now.

    I have to ask a meta-gaming question. I will need to find a way to address those in the future.
    Q: Did the Imperials or the locals reach the flare/combat site first? GMA
    A: Imperials
    They will search to find tracks: (Moonlight, Combat, Difficult): 2/4 Fail.

    6 hours have elapsed from when they left. 10 hours to daybreak.

    Time passes and Roy regains consciousness and some mobility. The group slowly heads back towards the Red Rancor.

    I roll a bunch of skills for their trip back.
    Survival: 1(+)
    Search: 1(-)
    Climbing: 3
    Stamina: 2
    Hide: 1

    They get lost a bit in the glacier and it takes them longer than expected, having to make multiple stops for resting, and doubling back when the path doesn’t go further. Finally, they manage to get to the Red Rancor undetected.

    Q: Has the ship been detected yet? (unlikely) GMA
    A: No

    Luca puts Crevil in the brig as Kuna gets Roy set up in the med bay. He will rest until the next day when, another treatment will follow.
    Luca goes outside to see how well hidden is the Red Rancor.

    Q: Is it well hidden? GMA
    A: YES! Snow has covered their tracks and the Red Rancor’s top.

    Luca is content with their hideout. In addition to the small crater that the Red Rancor is located out of sight, fresh snow has provided natural camouflage. They should be safe for a while.

    I decided to use GMA random event generation, mainly to try it out. At first I couldnโ€™t find where to fit it, but a few Oracle questions down the road, it made sense and fit perfectly.
    So the random event draw was: Trap, Haven, with a significance of 6 (5-6 is average combat encounter significance). Location: Mountains obscured by clouds. Catalyst: Kidnapped!.

    The next evening Kuna tries to heal Roy using the medbay medicines and a few medpacs.

    Kuna: First Aid (+1D Medicines) 2/3. Fail.
    Again: 3/4. Fail.
    Again: 4/5. Fail.

    No matter Kunaโ€™s attempts, Roy doesnโ€™t seem to be getting better. The shoulder hit especially has caused a significant loss of blood, and doesnโ€™t seem to patch easily.

    Here I ask further questions from the Oracle. I did two mistakes which I will explain in the end of the post.
    Q: Is the Red Rancor detected? (Unlikely) GMA
    A: Yes.
    Q: Is it Locals or Imperials?
    A: Imperials.
    Q: From where? Space/Air/Land.
    A: Space.
    Q: Is it an imperial scout ship? (Likely)
    A: Yes.
    Q: Does the Red Rancor have a chance to detect the imperial ship?
    A: Yes, but they have passive sensors.
    Luca: Sensors (Passive): 1. Fail.

    So here everything falls into place. The Imperials recovered their downed troopers (most were incapacitated) and they learned about their skirmish with our team and how the must have captured Crevil. (Kidnapped, catalyst).
    They sent a message to their scout ship to perform a search, and it located the Red Rancor in the crater. (Mountains obscured by clouds, location).
    By morning, they have surrounded the ridge of the crater where our team safely resides. (Trap, Haven).

    Next morning, by first light a loud bang noise shakes the ship.
    Luca and Kuna run to the cockpit.
    They can see the ridge surrounded by Imperial snowtroopers. Two of them have mounted an E-Web repeating blaster and fire warning shots to the Red Rancorโ€™s nose. The comms blink and Luca picks it up.
    โ€œUnknown vessel. You are surrounded by the Imperial army. Release your prisoner and surrender. You have five minutes to comply. Any attempt to escape will be considered failure to comply.โ€

    Luca and Kuna look at each other. โ€œHow much time to power up the Red Rancor?โ€ Kuna asks.
    โ€œA bit too much. We were hiding-passive.โ€ Luca responds.

    Here I am at a loss as to how the group will react. Since theyโ€™re both NPCs and my main character is out of the scene, I ask the Oracle.
    Q: Does Luca agree to surrender?
    A: Yes, but he will try to Con their way out.

    โ€œGive them Crevil.โ€ He says to Kuna.
    A couple minutes later, a surprised snowtrooper is out of the brig, and leaving the landing ramp of the Red Rancor. As soon as it closes back, Luca opens the comm channel.

    โ€œHereโ€™s your trooper. Unharmed. -look this all has been a huuuge misunderstanding. Weโ€™re Karflo scouts from the second expedition. We just lost our way and just arrived. Our lead scout who was wounded in our fight can explain everything to you if you treat him.โ€ Luca exclaims through the comms.

    Luca: Con: 0(-)/3. Fail. No complication, but zero successes and a 1 on the wild die!

    โ€œTrying to take us for a fool rebel scum?โ€ The commanderโ€™s stern voice is heard through the comms, and a blast from the E-web is shot at the ship.

    โ€˜Crap.โ€™ Luca thinks as he starts powering up the Red Rancor.

    A couple issues here. I donโ€™t know how long it will take to power up an idle starship, so I do what a GM would do. Call it. I decide that once Luca succeeds in a Difficult Space Transports they can start powering up shields, weapons and using the engines.
    Second issue is the scaling rules. Iโ€™m using the Second Edition rulebook (Blue Vader) where the scaling rules are a limit to the roll of each separate die. This doesnโ€™t work with my homebrew success count rules, so I used the REUP rules where scaling is done by adding a number of dice based on the scale difference.
    Therefore the E-web (character scale) has a +6D to hit the Red Rancor (starfighter scale) and the Red Rancor has the same bonus to resist the E-web damage.

    Round 1:

    I roll for the E-web distance and I get a Medium range (30-200 meters: 120 meters).
    E-web: 6/3. Hit. 3/6: No damage.

    The first shot of the repeating blaster glances of the Red Rancor.

    Round 2:

    Luca: Space Transports: 2/4.
    E-web: 6/3. Hit. 2/4. No damage.

    Another shot of the E-web barely scratches the freighter surface armor as Luca begins the power up sequence.

    Round 3:

    Luca: Space Transports: 2/4.
    E-web: 4/3: Hit: 5/4: Lightly damage, lose 1D shields.

    The next shot of the blaster takes out the shield energy transmittance as Luca hasnโ€™t managed to get power to the shields yet.

    Round 4:

    Luca: Space Transports: 3/4.
    E-web: 3/3. Hit: 3/3. Controls ionized.

    Another shot from the blaster hits an ion fuse box, sending electricity over the cockpit. Controls are frozen.

    Round 5:

    Luca: Controls Ionized.
    E-web: 6/3. Hit: 0/3. No damage.

    Luca waits for the surge of electricity to die down before attempting to touch the controls again, as another shot glances of the freighter.

    Round 6:

    Luca: Space Transports: 3/4.
    E-web: 4/3. Hit. 8/4: Destroyed!!!
    A really lucky roll from the E-web 8D damage against the Red Rancorโ€™s scaled up 9D+2 defense!
    Now since a GM wouldnโ€™t TPK the team necessarily due to a bad dice roll, I will ask the Oracle if I am to give them a chance.
    Q: Do they have time to abandon ship?
    A: Yes

    With the next shot from the E-web red lights flash all over the cockpit. โ€œWhat?!โ€ Kuna asks worried.
    โ€œThe Core Influx Regulator is unstable! We must jump ship! Get Roy. Sheโ€™s about to explode!โ€

    I roll an easy Dexterity roll for each of them, and they pass, to get out in time.

    Luca and Kuna assist in getting Roy down the ramp.

    I donโ€™t want to give them an easy out, so:
    Q: Do they get out of the blast radius in time?
    A: No, and the ship exploded moments after they get off.
    Damage to each: 3D.
    Luca: 1/3. No damage.
    Kuna: 1/0(-). Wounded.
    Roy: 2/2. Stunned.

    The Red Rancor explodes as the Are hurled on the ice of the glacier in front of them. Smoke, flames and debris spread in every direction. Roy momentarily loses his consciousness from the blast wave, and Kuna gets a nasty cut to his forearm.

    Q: Do the snowtroopers perform a close up search?
    A: No, but they will do a search with binoculars to ensure there are no survivors.
    Q: Are the survivors possibly visible through the destruction? (Unlikely)
    A: Yes, but the smoke, snow, fire and debris make it difficult to find them.
    Snowtrooper: Search: 3/4. Fail.

    The snowtroopers perform a long-vision sweep of the area, but they canโ€™t find any survivors. A few minutes later, they depart, while our team is left to pick up their pieces.

    Session Background: Wow, just when I thought it couldnโ€™t go harder for my characters, this happens!!! Something evil is going on in this moon, and now they have no way to leave. Wounded, without a shelter. They will need help if they are to make it. Will they find it with the locals? Will they manage to get there?
    Mistakes I made: The question if the Red Rancor was detected has two flaws. First it instills meta-gaming. Itโ€™s unavoidable at times, but I donโ€™t like it. Second, it is at odds with the previous question if the ship was well hidden (even though I turned it to Unlikely). I should have at least made an in game mechanic sensors roll and turned the question to if the Red Rancor was possible to be detected, just like I did with the snowtroopers at the end of the session.
    New tools: GMA cards fit perfectly for my session. They are well suited for portents and adventure events seeds. I think itโ€™s better than totally random word generators found online, since I am not that much creative to explain abstract words. I made the mistake of asking Oracle questions to cards at one time and to MUNE at others. I decided that since I have dice available I will stick to MUNE for the Oracle.
    Character Points: So, I realized I forgot to award character points so far. The rulebook says that you should award CPs at the end of the adventure but no longer than 4-5 sessions when the adventure is a long one. Also it states not to give more than 15 CPs per giveaway.
    So even though itโ€™s not the best time, I will give 1 CP on each character per session that they participated.
    Roy: 14 CP, Luca: 11 CP, Kuna: 3 CP.
    I will try to be more organized in the future.

     
  • Unknown's avatar

    giorgis 11:07 pm on August 22, 2019 Permalink | Reply
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    Solo StarWarsD6 pt14: Frozen Moon 

    System: Star Wars D6 by West End Games.
    Setting: Star Wars Era of the Rebellion.
    Character: Royxand Handscul โ€˜Royโ€™, Corporate scout
    Luca Delste, Smuggler
    Kuna Desyk, Hacker
    Solo Tools: MUNE, donjon
    Books: Star Wars The Roleplaying Game Second Edition (West End Games), Galaxy Guide 8: Scouts, Pirates and Privateers, OpenD6 Space Ships
    Homebrew Rules: D6Legends


    In this session, I’m using a homebrew rules system to streamline the difficulty rolls. I explain everything in detail in my blog here.

    Q: During the hyperspace trip, did Kuna attempt to hack the Red Rancorโ€™s transponder code?
    A: Yes, but without access to a starport, he can only fake an existing code. The ship will now register as The Clear Sky.
    I decided against rolling for success here, since Kuna has plenty of time to hack the code.

    During the trip, a heated discussion erupts between the trio.

    โ€œ1700 credits it is, right? Kuna?โ€ Luca brings a full pouch to the mess table. โ€œSince you fixed our transponder code, Iโ€™ll take that as a payment for transporting you off the ticking time bomb that is Prine, and consider us even.โ€

    Q: Does Kuna agree (unlikely)
    A: No

    โ€œNot so fast-โ€œ. He replies. โ€œI wanted to stick around Prine. Had no idea you were taking me with, until we got attacked by those Thugs. Since I saved your boy along the way, I want in.โ€
    โ€œIn?โ€ Roy asks.
    โ€œThose coordinates seem to hold something of value. I want a share, a third of what you find.โ€ Kuna makes his proposal.

    Q: Does he offer to join?
    A: No

    Luca thinks about it for a moment. โ€œIf you want a third, you will have to tag along with us, and forget about the 17 hundred. Youโ€™re either in the team or not.โ€

    Bargain, Opposed, Luca/Kuna: 1/0.

    โ€œAlright.โ€ Kuna says reluctantly. โ€œI agree.โ€


    A few days later, the Red Rancor emerges from hyperspace to their destination.
    Roy and Luca man the cockpit, and Roy runs a sensors scan of the system.

    Roy: Sensors: Scan: 5 Successes

    I used the Planet Generation tables from the Galaxy Guide to Scouts, complemented by a couple system generation tables from the OpenD6 Space Ships. Itโ€™s the first time Iโ€™ve used those, so afterwards I discarded a couple results (concerning planet function, etc) that would enable meta-gaming and asked The Oracle instead.

    According to my solo rules, I will be asking the Oracle up to 5 questions to find more about the star system.

    Sensors show a yellow-white sun in the system orbited by one huge gas giant planet.
    The gas giant is orbited by 2 large moons.
    6 comets are detected orbiting the system.

    Q: Do the sensors pick up anything else in the system (e.g spaceships, stations).
    A: No
    Q: Are there energy emissions from the moons?
    A: No
    Q: Are there any life form clusters?
    A: Yes and, itโ€™s a very big cluster located in Moon #1.
    Q: Is there a suitable landing area in Moon #1? (Likely)
    A: Yes

    โ€œIโ€™m picking up a gathering of life forms on one of the moons. Itโ€™s very cold there and the atmosphere is barely breathable for humans. We will need accessories. I found us a suitable landing spot.โ€
    โ€œPoint me there.โ€ Luca says as he takes over the flight controls.
    Soon the Red Rancor bursts through the purplish atmosphere of the moon.

    Q: Is it day?
    A: No, and the night has just begun

    The Red Rancor lands without lights, to minimize detection, in a small crater on the frozen moon, near the destination.

    Q: Are there masks for all?
    A: Yes, and the Red Rancor is also equipped personal cold weather clothing.

    Intervention:Entity Negative.
    Who: Luca
    Portent: Handmade Tonsillitis

    Roy gathers his scout gear. He is glad that Karflo has provided him adequately to confront almost any survival situation. His scout armor is well suited for the cold hostile environment, and the breathing apparatus will be more than enough for the thick gassy atmosphere.
    โ€œDo you guys have cold weather gear? Breath masks?โ€ He turns to his team.
    Luca smiles with a grin and brings out two thick fur suits from a closet. He reaches down to a drawer beneath his seat and pulls out a couple breath masks. โ€œCourtesy of the previous owner. Did some patching myself.โ€

    Armed and equipped, the trio steps out into the cold.
    Within minutes Luca starts coughing. They look at him. โ€œThe air.โ€ He says with difficulty. โ€œIt stinks and burns.โ€
    Roy points at his mask. โ€œThere must be a problem with your mask.โ€

    Luca: Strength: 3 Successes

    โ€œI can keep up, boy. No stinking gas can stop me.โ€ Luca says angrily.
    Roy disagrees. โ€œWe should repair it, and then head out to scout. We donโ€™t know for how long weโ€™ll be outside and we canโ€™t have you drop down poisoned.โ€

    Persuasion opposed check. Roy (+1 bonus due to being right) vs Luca: 2/1

    โ€Alright boy.โ€ Luca sighs. โ€œCanโ€™t have you dragging my sorry ass back to the ship.โ€

    They return to the Red Rancor and Kuna uses his toolset to fix the malfunctioning mask.

    Kuna: Technical: 2 Successes

    He manages to get it working, but he had to disable one of the two filters. Itโ€™s going to be operational, unless Luca is under heavy strain.
    โ€œNext time, ask me to do the patching.โ€ He says and he winks with his real eye as he throws the mask for Luca to catch.

    I decide that since there were only 2 successes, the mask is going to give Luca a -1 to Stamina rolls.
    1D = 3 hours have elapsed.

    They head back out in the glacier.
    Itโ€™s still dark outside, and the white glacier only makes walking more difficult. They move slowly towards the sensorโ€™s designated point.

    Since itโ€™s a long trek, I decide to roll Royโ€™s skills on the following to see how they fared:
    Climbing: 1 success
    Survival: 3 successes
    Hide: 1 success
    Search: 0 success

    With the following resolution mechanics:
    0 – Automatic failure
    1 – Ask the Oracle at disadvantage
    2 – Ask the Oracle
    3 – Ask the Oracle at advantage
    4 – Automatic success

    Q: Do they manage to reach their destination? (unlikely)
    A: No, but they are almost there
    Q: Do they beat the cold weather elements?
    A: Yes, but it has slowed them down.
    Q: Are they detected by others?
    A: Yes
    Also, since they automatically failed their search roll, we have an encounter.
    Q: Are they human?
    A: Yes

    Since they are human, there must be a reason for them to be in the far reaches. Possible scenarios.
    Rebel outpost.
    Imperial secret base.
    Forgotten colony.
    Karflo lost outpost.
    Portent: Protective selfishness.

    I roll the Imperials. I have some ideas of what the Empire is doing out there and how Karflo and Viltro May be connected but I will be keeping them for the Oracle for now, to restrict meta-gaming.

    Ambush by Snowtroopers. I will be giving the snowtroopers an advantage of 2 (camouflage, darkness). They roll 1 success for a total of 3.
    Roy: 0
    Luca: 1
    Kuna: 0
    They all fail to detect the snowtroopers and they surprise them.

    From now on I will be enhancing the wild die as a narrative mechanic.
    A total success result with a wild die of 6 will be a Yes, And and noted with a (+)
    A total success result with a wild die of 1 will be a Yes, But and noted with a (-)
    A total failure result with a wild die of 6 will be a No, But and noted with a (+)
    A total failure result with a wild die of 1 will be a No, And and noted with a (-)

    1D = 5 Snowtroopers

    As the trio tiredly walks through the glacier, pushing on, they listen only to the sound of their footsteps, the snow creaking beneath their weights. Thick purple gas covers pockets of ground here and there. These are the places were the atmosphere is most toxic for humans.

    Suddenly, as they turn behind an opening in the glacier, they meet with the wrong end of three blaster rifles. Engaged in their difficult trek, the group is caught unaware.
    Imperial snowtroopers wearing cold assault gear are aiming at them. Two more are covering from afar.

    “HALT!” The squad leader shouts. “Who goes there! Identify yourself!”

    I roll the distances of the snowtroopers to the group.
    First three snowtroopers: 60 meters
    Last two snowtroopers: 240 meters

    Luca reaches for his blaster rifle and the shooting immediately begins.

    Note: The combat lasted a whole 16 rounds. I won’t be detailing the combat mechanics of each shot. Only important events and narrative to keep it in a readable state.

    Round 1:

    The snowtroopers surprised the group, so they act first.
    They have a -1D to Dexterity (& Blaster) due to their armor.
    I decide that their assisted targeting negates the darkness penalties.
    I ask if there is moonlight (from the 2nd Moon) to see if the group will have partial darkness penalties.
    Q: Is there moonlight?
    A: Yes
    Partial darkness penalty to the group, increases difficulty by 1.

    The Snowtroopers and the team exchange fire, but they all miss.

    Round 2:

    Roll for Initiative. The team rolls a 15 while the stormtroopers a 1 and a complication!
    In initiative I am adding the totals, and not counting successes. I am undecided yet as to what mechanic to use, and I want the extra detail, to avoid concurrent events.

    The trio shoot at the snowtroopers but they miss. The imperials have some miscommunication and are confused. The squad leader order his two teammates forward, but only one follows. The other stays back and keeps shooting. Due to the great distance, no shot finds its target.

    Round 3:
    The two snowtroopers close the gap and are really close to the team. The blaster rifles are much more accurate now. During the shots fired, Roy is grazed by a blast. He feels a bit dizzy, but gets back to combat quickly.

    Round 4:
    The shooting continues. Luca barely stuns the squad leader. In a careful shot, the snowtrooper closest to the team hits Roy on the chest. The blast goes through and Roy is wounded. He feels the heat and pain of the wound, and worries if his adventuring days are over just as they were beginning.

    Round 5:

    3 complications this round. Luca has a successful shot to the squad leader, but he suffers a complication. I decide that its a suddenly empty blaster clip, whereas it should have lasted much longer.
    The third snowtrooper (the one who was confused and didn’t follow) missed his shot and suffered a complication. I ask the oracle (wanted to be fair) if his missed shot hit his teammate who went forward, and got a Yes.
    The fifth snowtrooper suffered a complication to his missed shot as well. I decided that his power pack overloaded and his blaster rifle short-circuited. He will have to switch to his sidearm.
    With their men down, I ask the oracle:
    Q: Do the snowtroopers send a distress signal?
    A: No

    Luca hits the squad leader flat in the chest. As he makes the shot, he notices that his clip is empty. ‘Strange’ he thought he was certain he had a full clip.
    Roy tries to avoid getting shot, jumping to the ground and rolling.
    Kuna follows through with a shot to the squad leader, his blast, bringing him down. One less snowtrooper to worry about.
    The snowtrooper who didn’t move forward misses Roy, and by mistake, he hits his teammate who is in front. The friendly fire in the back downs the snowtrooper instantly. The other two stormtroopers covering their rear, miss their shots, one of them suffers a major short-circuit, disabling his blaster rifle.

    Round 6:

    To avoid combat dragging forever I will be asking ‘If anything unexpected happens’ every 5 rounds.
    Q: Does anything unexpected happen?
    A: No
    Q: Do the snowtroopers send a distress signal?
    A: No , but they may soon (turns to likely)
    During this combat Roy was hit, and I decided to use 2 CPs to save him. It was a good call, because he still got incapacitated.

    In the heated exchange of fire, Roy sees a blaster shot coming straight towards him. In an inhuman feat, he manages to turn his body in the last minute and instead of receiving it to the face, he is hit on the shoulder. The wound is great though, and the pain leaves him down. Unable to move any further.
    The shooting continues while the last snowtrooper tries to get in range for his blaster pistol.

    Round 7:

    Q: Do the snowtroopers send a distress signal? (Likely)
    A: Yes, and itโ€™s an ion flare.
    I roll 30 minutes time for anyone (?) to arrive.

    The shooting continues with a lot of missed shots. Roy writhes in pain on the ground. The snowtrooper closest to the team draws an ion flare and shoots it upwards to the darkness, illuminating the region, and signaling everyone nearby.

    Round 8:

    Another complication! I decide that the โ€˜confusedโ€™ snowtrooper (the bozo who failed to follow commands and shot his friend) doesnโ€™t store the flare gun properly and it ignited the rest of the ion flares on him. Short-circuiting everything and causing diminishing stun damage per round.

    As no one seems to hit anything, the snowtrooper who signaled with the flare, fails to secure his flare gun in the belt properly. All the ion flares ignite at once, stunning him and short-circuiting his gear in a flashy display of electricity.

    Round 9-14

    Q: Do the snowtroopers retreat?
    A: No, and they press on.

    The long distance accounts for further missed exchanged shots. At the end, the snowtrooper with the blaster pistol gets in firing distance.

    Q: Does anything unexpected happen?
    A: No

    Round 15:

    The stunned snowtrooper regains consciousness.
    Q: Does he retreat?
    A: No, but he remains confused, trying to realize whatโ€™s going on.
    Luca receives a shot and I used 3CPs to counter it, so he just got stunned.

    The stunned snowtrooper slowly comes together. But he just sits there, not doing anything. Confused.
    The snowtrooper with the blaster rifle

    Round 16:

    Q: Does anything unexpected happen?
    A: Yes, and will roll twice on TWENE

    1. Decrease major element
    2. Decrease simple element
      I decide that the elements are the snowtroopers and the glacier.

    The continuous noise of battle causes an echo which leads to a massive collapse of a part of the glacier, engulfing the snowtrooper to the rear.
    Kuna manages to hit the snowtrooper with the blaster pistol, incapacitating him.

    Q: Does the last (bozo) snowtrooper make a run for it or surrender?
    A: He makes a run, but is cut off by the collapsed glacier.

    Luca heads over to Roy who canโ€™t move at all, to see his condition and how to help him.
    In the meantime Kuna captures the last snowtrooper, who unarmed and unaided has no chance but to surrender.

    Session background: A big fight in this one. Now, in retrospect:
    What I liked: The quick resolution of the homebrew success mechanics. Definitely keeping this one.
    What I disliked: The long stale fight rounds. Sure, there were chaotic complications and unexpected events, but I need to find a better way to run combat than โ€œI shoot, you shoot.โ€
    What I wonโ€™t be doing the same: The successes to oracle mechanic (fail, disadvantage, Oracle, advantage, success). Itโ€™s redundant. Iโ€™m rolling more dice and asking more questions, when I could just interpret the results of the number of successes.
    What I will be doing the same: The narrative wild die mechanic. The combat didnโ€™t help much, but this feature looks promising and I intend to build up on it.
    What was the most difficult?: Meta-gaming. I got hold of a lot of information during planet generation that was GM knowledge only. Lesson learned, next time I will be rolling on tables as the information becomes apparent. Also the story of the Imperial Secret base. I needed some information to work with and send the snowtroopers, but until the story is revealed, nothing is set in stone, and I am willing to change such GM info. Who knows where The Oracle will take me?
    As a side note I want to state that the character sheets of Roy and Luca are uploaded to the links in the beginning of the post.

     
  • Unknown's avatar

    giorgis 5:28 pm on August 8, 2019 Permalink
    Tags:   

    Putting a Face to the Name 

    When I was first introduced to the world of roleplaying games, it was through Dragon Quest by TSR.

    I would spend a lot of time just looking at the gorgeous artwork of the books.

    The red dragon pictured inside, was so vivid that I can still recall it, and itโ€™s how I imagine red dragons up to this day.

    I find that visualization is an important aspect in roleplaying, and anything that helps in visualization, is a great aide to the game in general.

    Alas, my drawing skills are nowhere close to good (maybe someday I will practice them along with other things I would like to learn to do better but never had the time). So I have to resort to software tools to help me- and here are the tools I stumbled upon to create faces for the protagonists of my Star Wars D6 sandbox solo play.

    First I used the face generator in http://thispersondoesnotexist.com until I found a result I liked (lots of rerolls, mind you).

    Then I used a sketch filter (my personal choice- Heisenberg from Prism app) to give a cartoonish look.

    So here is Roy

    ..and here is Luca

     
  • Unknown's avatar

    giorgis 10:22 pm on August 3, 2019 Permalink | Reply
    Tags: , , , ,   

    Solo StarWarsD6 pt13: Crack It 

    System: Star Wars D6 by West End Games.
    Setting: Star Wars Era of the Rebellion.
    Character: Royxand Handscul โ€˜Royโ€™, Corporate scout
    Luca Delste, Smuggler
    Kuna Desyk, Hacker
    Solo Tools: MUNE, donjon
    Books: Star Wars The Roleplaying Game Second Edition (West End Games), Galaxy Guide 8: Scouts, Pirates and Privateers
    Homebrew Rules: D6Legends

    In this session, I’m using a homebrew rules system to streamline the difficulty rolls. I explain everything in detail in my blog here.
    Also I have uploaded all my previous and the current posts in my blog Solo, Pen, Paper and Dice, and will do so with future posts as well.

    Roy and Kuna head to the bleeding man. His blast vest has been torn through by the blaster shot. He can barely keep his head straight. Roy grabs him.
    “Who are you? How do you know about the data cores?” He asks, as he kicks his blaster pistol away.

    Q: Does he have information?
    A: Yes
    Q: Does He answer?
    A: Yes, and he will tell them everything

    Intervention: New Entity
    I decided that the intervention will occur, right after, the goon will spill his guts, telling them everything.

    “We were hired. By Viltro. You can find everything in my datapad.” He coughs some blood, as he tells Roy what he wants to hear.

    Roy wanted to stick around and ask more, but footsteps are heard down the hall. They are not alone anymore.
    “We should leave.” Kuna pulls Roy’s arm. “Or we may have to explain him” he says pointing at the severely wounded man.
    “And leave him here like this?” Roy asks.
    “His friends will take care of him.” Kuna explains. “Come, we don’t have time to waste.”

    Roy: Search: 3/VE: 2 Successes

    Roy grabs the datapad from the wounded man. He looks around in frustration, and follows Kuna, who is fleeing away.

    Q: Do they meet up with the new entity? (footsteps)
    A: No, but only because they were quick to flee
    Q: Do they reach the landing bay safely? (likely)
    A: Yes
    Q: Has the Red Rancor returned? (likely)
    A: No, but it’s landing soon
    Q: Does anything happen while they wait?
    A: No

    Droids, and landing crew have started filling up space barges with Ratau mineral fuel, as per Deng Carrick’s requests. The first space barge has already launched, and as second is being loaded.
    In the landing bay next to the barge, miners are on queue to board a transport shuttle that will take them to the Gauntlet of Ulan.
    “What is happening here?” Kuna asks.
    “All these are going to the pirates.” Roy replies.
    “Slavery?” Kuna says.
    “No, they are to choose if they want to join the pirate crew.” Roy says.
    “That pirate is smart. He has found desperate hardy souls, and a nice haul. He is getting richer and stronger.” Kuna says, watching the whole process carefully.
    Roy nods. “Let’s just hope he will keep his wordโ€ฆwhere is Lucaโ€ฆ?”

    As if his question was heard through the void of space, the old Ghtroc 720 freighter appears in the distance. After a few careful landing maneuvers, the Red Rancor is in the bay, and Luca disembarks. He calls for the both of them to come closer.

    “Glad to see you both. Now, we need restocking.” He says as he boards the freighter. “Then we’re out of here.”
    Roy and Kuna follow as Luca closes the door behind them.
    “We were attacked. Viltro thugs were after us. They know about the data cores.” Roy hits Luca with the information in three quick sentences.
    “We should have seen this coming. We have been delayed a lot.” Luca sighs. “They must have taken apart your old ship and found the missing partโ€ฆ and after our escape, they have my info and the Red Rancor’s transponder codes.”
    “They had this on them” Roy pulls out the datapad.
    “Give it to me.” Kuna reaches out. “I’ll have it’s secrets split open in no time.”
    Roy hands over the datapad and Kuna quickly connects his own datapad to it and begins hacking it.

    Kuna: Computer Programming/Repair: 1/E: Failure (One Success, 2 are needed, it’s going to take a while longer).

    “The Tooka is out of the bag, Roy. Now that they know about the data cores, we need to double our efforts and get there before they get to us. We need to extract the nav data. If only restocking didn’t take so long.” says Luca.

    Q: Does restocking go as expected?
    A: Yes, and it finishes faster
    In the meantime, Kuna continues on cracking the datapad.
    Kuna: Computer Programming/Repair: 2/VE: Success.

    “I’ve got it!” Kuna says, and he connects the datapad to the Red Rancor’s screens so that they can all see.
    There is a dossier, with a photo of Roy, looking like it was taken from security cameras in Anan. There isn’t much information on him, just that he is an employee of Karflo, and that he has a 2000 credit bounty on his head.
    Another dossier has a photo of Luca, from his piloting license, as known associate of Roy, and the Red Rancor transponder information.
    Accompanying these dossiers, is a message. “Apprehend the asset alive. He is in possession of data cores. Return the cores intact for a reward of 5000 credits.”

    The trio stands in silence for a few moments. Roy feels overwhelmed. He knew that he had started a life of adventure, but he didn’t expect a bounty on his head! He doesn’t want to get caught, and even more he doesn’t want to spend time in prison.
    Luca breaks the silence. ” Seems like after our last stunt, Anan belt is out of limits for a while boy.” He turns to Kuna. “Can you find the sender of the message?”

    Kuna: Computer Programming/Repair: 3/D: Failure.

    Kuna writes some code on his datapad. He shakes his head. “It’s been piggybacked a lot. It originated from Prine station, but I can’t decipher any more info.”
    “So Viltro has an agent here who hired those goons.-” Luca says, but he is interrupted by the comms.
    “Red Rancor. Restocking is complete.”
    “Let’s get out of here.” Says Roy who mans the copilot seat.

    From the cockpit window, Roy sees that the second space barge has launched, and a third one is being loaded. The shuttles that carried the miners away return, with only a fraction of the initial number of passengers. A lot of miners chose the pirate life rather than continue to serve under Eilana Dene.

    Q: Does everything go as expected?
    A: Yes

    The Red Rancor submits TransVere, and is granted approval for takeoff. Soon they are back in space.
    The only traffic blinking on the sensors are the shuttles returning from the Gauntlet of Ulan.
    The eight pirate ships are maintaining their blockade formation around Prine station.

    Q: Does Deng Carrick honour the deal? (likely)
    A: Yes

    The comms flash. “Red Rancor, you held up your part of the deal, it’s time to hold up mine. You are free to go.” The voice of the pirate captain is heard through the comms.

    “We shall stay in realspace until Kuna hacks the data.” Luca says from the pilot seat. “No more system hopping until we have a finite destination.”

    “Better get to it then.” Kuna says and goes to the mess hall, Roy following him.
    He unpacks a large datapad from his backpack and sets it up on the table.
    He looks at Roy with his cybernetic eye. “The cores please.” He sais with a tone.
    Roy nods and brings the data cores back from the nav console where they had hidden them.
    Kuna links them to his datapad, and starts hacking.

    Kuna: Computer Programming/Repair: 4/D: Success.

    One hour later, the Red Rancor has traveled a large distance away from Prine and the pirate armada. Kuna heads to the cockpit with the data cores in his hands. “They’re unprotected. You may plug them in.” He says to Luca and Roy.

    Roy jumps up with excitement and plugs the data cores to the Red Rancor’s nav computer.

    Roy: Space Transports Repair: 2/VE: Success.

    The green light in the nav computer indicates that the connection was successful and the data are not corrupt. Luca smiles and plots the course through hyperspace.

    Luca: Astrogation: 4/M: Success
    Base trip duration: 3h 5d.

    Session Background: I really enjoyed using my homebrew SWD6/Legends mix. The flow and the resolution of actions was quick, and I could quickly tell how much of an action was complete. My player was almost derailed once more from his tasks, but he managed to stay on track.
    Now it’s only a question if those unresolved challenges will catch up to them, since our team keeps running away.

     
  • Unknown's avatar

    giorgis 12:56 pm on August 2, 2019 Permalink | Reply
    Tags: , MythicD6, , ,   

    The level of success 

    Iโ€™ve had a discussion recently with fellow lonewolves (thanks, soypunk) with regards to streamlining the game rolls mechanic on Solo WEG Star Wars(SWD6)/OpenD6.

    When soloing you have to make a lot of dice rolls. You have to roll for the PCs, for the NPCs, you have to roll for random game events and you have to roll for The Oracle.
    I love rolling dice. It helps with immersion and gives me the old roleplaying feeling, but in those cases it can just become tiresome, especially when coupled with the difficulty associated with the SWD6 system.
    For every resolution you need to add up the dice rolls and compare it to the add up of the opposed dice rolls or against the target difficulty number.
    The target difficulty number can be chosen from a range, which is hard, when trying to be GM and player, or it can be rolled randomly, which in turn leads to more added dice rolls.

    So Iโ€™ve heard about D6Legends (mocked as D6 for the โ€œmathematically challengedโ€) and itโ€™s successor MythicD6.
    In D6Legends the dice are rolled and each roll of 3,4,5 or 6 counts as one success. No pips are involved so itโ€™s a no-go if I want to use it as-is for my Star Wars play.
    In MythicD6 as described in the free QuickStart document, the dice are rolled and each roll of 4,5 or 6 counts as one success. The pips can be used to change the result of one die to a success. Promising.
    I playtested it and it was what I wanted. Easy to use, success count assists with narrative and helps with calculating % of work done.
    But, there is a problem. When reading through the rpg forum, Iโ€™ve stumbled upon a discussion on the odds of success in MythicD6. It seems that the +2 pip gives a higher level of success than a whole die for the same number of successes.

    Example: 2D+2 has higher chance for 2 Successes than 3D.

    This may be minor and not bother others, but it bothers me, so I went with a homebrew workaround: the pip die.
    If you have a pip, roll a different color die.

    • For +1 pip, a roll of 6 is a success
    • For +2 pips, a roll of 5,6 is a success

    This seems to fix the issue.

    Now to make sure that the odds between the two systems are similar, I compared the minimum difficulty succeeded at odds of 50% between them. Herein lies another problem. The advancement rate for success with this system is at 50% less than the SWD6. To rectify it I will try with D6Legends chances of success, brewed with pips of course.

    DieSWD6MythicBrewLegendsBrew
    1DVEVEVE
    1D+1VEVEVE
    1D+2VEVEVE
    2DVEVEVE
    2D+1EVEE
    2D+2EVEE
    3DEVEE
    3D+1EEE
    3D+2MEM
    4DMEM
    4D+1MEM
    4D+2MEM
    5DMEM
    5D+1DMD
    5D+2DMD
    6DDMD
    6D+1DMD
    6D+2VDMVD
    7DVDMVD
    7D+1VDDVD
    7D+2VDDVD
    8DVDDVD
    8D+1VDDED
    8D+2VDDED
    9DVDDED
    9D+1HVDED
    9D+2HVDH

    This seems to be aligned with the original D6 system success odds and itโ€™s what I will be using. Extremely difficult will be translated to SWD6 Very difficult which has double the range than other difficulties.

    Difficulty Modifiers

    SWD6 has a lot of modifiers to skills depending on the situation. These need to be translated to the new system. I had in mind an advantage/disadvantage mechanic in which additional dice are rolled, and you take the lowest or highest of those, discarding the rest.
    In the process of streamlining, this has to go as well. Instead, every 5 points advantage grants one success, or disadvantage, removes one success.

    So to recap:

    • Roll a number of dice equal to the skill.
    • One different color die is the Wild Die
    • If you have pips, roll an additional different color die, the Pip Die
    • Any roll of >= 3 on regular or wild dice is a success
    • Any roll of 6 on the pips die is a success if pips = 1
    • Any roll of 5 or 6 on the pips die is a success if pips = 2
    • Any roll of 6 on the wild die explodes
    • Any roll of 1 on the first roll of the wild die removes one success
    • Every 5 points of modifiers is translated to an automatic success addition or removal

    The next session I will run (part 13 – I know I am a little behind uploading my past sessions to the blog) will be using those rules.

     
    • Zander's avatar

      Zander 11:14 pm on January 8, 2024 Permalink | Reply

      Hey! I hope you will see this and reply ๐Ÿ™‚
      Could you share your math on this? I’m trying to figure it out and trying to account for prioritising adding the pips to a 1 on the wild die to mitigate -1 success and then adding it to the highest roll which is not a success etc. and trying to figure out the mean success rates for a giving pool of d6s.
      I would like to figure out how you ended up with the pip die and the 6 and 5 on the pip die.
      Let me know how we can exchange information on this if possible!

      Liked by 1 person

      • giorgis's avatar

        giorgis 12:07 am on January 9, 2024 Permalink | Reply

        Hey! It’s been a long while since then, and I can’t recall my exact train of thought.
        I think it came to me intuitively, perhaps because I saw the differences between the target numbers of D6 Legends and Mythic D6, and something clicked, that modifying the target number, reduces the chance of success, and the +1 and +2 could easily translate to a 6+ and 5+ respectively without needing to fuss a lot over it. When I put the numbers to it, they worked fine, which was a nice plus.
        Also later on I updated my terminology (see the blog post about a Dogfighting Experiment), and refered to the “normal” success die as a Full Die, and the pip dice as Half Die and Quarter Die respectively, as they have 50% and 25% chance of success respectively in comparison to the Full Die. I also considered a three quarter die, but it seemed like an overkill in granularity.

        As for the dice pool success rates, I had gone ahead and calculated everything (even the 1s in Wild Die) in anydice.com, but I’ve lost the saved links over the years. The fact that Star Wars D6 has variable Difficulty Numbers didn’t help either.
        Does this answer what you’re looking for?

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        • Zander's avatar

          Zander 12:16 am on January 9, 2024 Permalink

          Hey thanks for the reply! Yeah it roughly does answer what I was looking for. I’ll just have to figure out how to calculate it in anydice I think, I do like the idea of keeping the pips and giving them an additional pip die etc.
          I’m surprised you went back to >=3 for success instead of sticking around >=4 for successes though
          I was trying to map it closer to MythicD6 because I like the 4+ successes and I also do like the pips and don’t like the 3+ success from D6 Legends
          So yeah I’ll just have to figure out how to account for the wild die exploding and cancelling out 1 success etc. etc. in anydice and just go about the maths somewhere down the line.
          Do you think going 4+ on the full die with pips giving a pip die is a possibility?
          Thanks again for your quick reply, that was a pleasant surprise! ๐Ÿ™‚

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        • giorgis's avatar

          giorgis 12:28 am on January 9, 2024 Permalink

          So, I went with the 3+ success, because at the time I wanted to have aligned difficulties to the Star Wars 2nd Edition Average Difficulty numbers. (3 for Very Easy, 8 for Easy, 13 for Average, etc).
          Each level of these difficulties was a required success.
          Mythic D6 doesn’t increase in the same manner. As you can see from the table I’ve calculated, you would need at least 3D+2 in Star Wars to have a 50% chance of succeeding at an Average task of Average difficulty, but you would need 5D+1 in MythicD6.
          As to your question, yes, you can still use pip dice with the 4+ of MythicD6. The numbers won’t be exactly the same, but it can still work. After all, the MythicD6 numbers are not the same as for Star Wars D6

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    • Zander's avatar

      Zander 12:46 am on January 9, 2024 Permalink | Reply

      Alright! So MythicBrew is the Pip Die and 4+ for successes and LegendsBrew is the same for 3+ for successes.
      Yeah I was mostly curious about lining up the numbers and success rates for OpenD6 / D6 Space / Star Wars REUP / a possible Mini Six conversion. That’s also why I’m trying so hard to grok how to calculate all of the probabilities so I can adjust the variables and tinker with them a bit.
      Would you say the WEG SW chances of success line up with SW REUP and D6 Space / OpenD6?
      MythicD6 seems definitely rebuild from the ground up, I was just very surprised to see that MythicD6 was that flat with the 2d6+2 being so much more reliable at at least 2 succeses than 3d6. Maybe I need to check out SWADE.
      Regardless of the fact that 3+ or 4+ for successes and how comparable one is to SWD6 – does the pip die definitively solve the issue of Xd6+2 being better than (X+1)d6? ๐Ÿ™‚
      I’m just asking again because I have not done that relative math yet and I still need to figure out how to wrap my head around it, but I will also see what I can do with this the moment I do wrap my head around it ๐Ÿ˜€

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      • giorgis's avatar

        giorgis 11:20 am on January 9, 2024 Permalink | Reply

        I did a quick check of the Generic Difficulty numbers between the editions I have at hand, and WEG SW is aligned with REUP, OpenD6 Space Opera and with MiniSix.
        The pip die definitely solves the issue of Xd6+2 being better than (X+1)d6. That’s the reason I did this hack.

        SWADE is definitely a good option for space opera. It has that pulpy feel, and to my knowledge there are some Star Wars conversions in the wild.

        The math are wild because there are dice pools, wild dice, and fluctuating difficulty numbers. That’s why I resorted to getting the comparison of at least 50% chance of a roll versus a given difficulty mean. Don’t know if it makes sense. I can explain more if needed!

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        • Zander's avatar

          Zander 12:16 pm on January 9, 2024 Permalink

          Okay so I will definitely have to recheck the Difficulty Numbers to make sure what I am actually working on.
          Yeah I will consider SWADE but I kind of wanted to stick to this idea of Legend style counting but pips having an impact. The PipDie idea definitely helps a lot it’s just unfortunate that the threshold has to be dropp to 3+ for successes
          The biggest issue I currently have is implementing the WildDie and the Pips either adding to the WildDie when =1 to cancel the loss of a success or else adding to the highest number on the pool that is under threshold.
          Implementing the PipDie in anydice is probably easy and then I just really wanted to compare all of those cases statistically
          This is also why I initially asked if you still have the anydice code but alas

          So what I currently want to compare is:

          SWD6/REUP
          Mini Six/OpenD6
          Legends (should line up with SWD6)
          MythicD6 (should be wonky but maybe we are missing something, MythicD6 doesn’t do Adv./Disadv.)
          MythicBrew 4+
          LegendBrew 3+

          And look into those in more detail beside the 50+% threshold

          And then keep tinkering with it, maybe having the WildDie only be an exploding d6 and not remove any success on a 1 also helps with the math. but im really not sure without actually running all the code/math.
          In the long-term this is just a project to get a better feel for dice pools and how to manipulate them
          Maybe d8s fix something, maybe pips are just too antithetical to the idea of counting successes, I don’t know yet

          I’ll go and figure it out hopefully and then return with more findings and the code
          I’ll see where I’ll post it, and so on ๐Ÿ™‚
          I’ll get back to you when I have any specific questions or such, thanks for your time!

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        • giorgis's avatar

          giorgis 4:48 pm on January 9, 2024 Permalink

          So, I did find my anydice D6 probabilities using wild die here: https://www.reddit.com/r/StarWarsD6/s/ofHVpjkoTD

          This is basic SWD6, not success count system. I’ll see if I can build on top of this to calculate successes.

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        • Zander's avatar

          Zander 4:58 pm on January 9, 2024 Permalink

          Thanks for the source!
          On a sidenote: If you want to pursue my progress in this ever want to take the conversation into more detail and off this comment section let me know I’m available via discord, mastodon and bluesky, just an offer no pressure ๐Ÿ™‚
          I’ll look into anydice again later and see what I can do about the WildDie – using the Count function and nesting things into it seemed decently promising from what I can tell from my current testing!

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        • giorgis's avatar

          giorgis 8:07 pm on January 9, 2024 Permalink

          Started working a bit on the D6 Legends with Pips calculations:
          https://anydice.com/program/33f55
          My discord username is: giorgis9745
          I’m looking into the MythicD6 calculations just for fun, but it seems that it’s very complex (as you can float the pip to get the most favourable die result), I’ll see if I can make it happen.

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