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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 ‘Roy’, 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. 🙂


    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 friends… 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 gone…

    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 ‘Roy’, 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 couldn’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 Kuna’s attempts, Roy doesn’t seem to be getting better. The shoulder hit especially has caused a significant loss of blood, and doesn’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 Rancor’s nose. The comms blink and Luca picks it up.
    “Unknown 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.”

    Luca and Kuna look at each other. “How much time to power up the Red Rancor?” Kuna asks.
    “A bit too much. We were hiding-passive.” Luca responds.

    Here I am at a loss as to how the group will react. Since they’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.

    “Give them Crevil.” 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.

    “Here’s your trooper. Unharmed. -look this all has been a huuuge misunderstanding. We’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.” Luca exclaims through the comms.

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

    “Trying to take us for a fool rebel scum?” The commander’s stern voice is heard through the comms, and a blast from the E-web is shot at the ship.

    ‘Crap.’ Luca thinks as he starts powering up the Red Rancor.

    A couple issues here. I don’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. I’m using the Second Edition rulebook (Blue Vader) where the scaling rules are a limit to the roll of each separate die. This doesn’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 hasn’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 Rancor’s scaled up 9D+2 defense!
    Now since a GM wouldn’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. “What?!” Kuna asks worried.
    “The Core Influx Regulator is unstable! We must jump ship! Get Roy. She’s about to explode!”

    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 don’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 can’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 couldn’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. It’s unavoidable at times, but I don’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 it’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 it’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 ‘Roy’, 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 Rancor’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.

    “1700 credits it is, right? Kuna?” Luca brings a full pouch to the mess table. “Since you fixed our transponder code, I’ll take that as a payment for transporting you off the ticking time bomb that is Prine, and consider us even.”

    Q: Does Kuna agree (unlikely)
    A: No

    “Not so fast-“. He replies. “I 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.”
    “In?” Roy asks.
    “Those coordinates seem to hold something of value. I want a share, a third of what you find.” Kuna makes his proposal.

    Q: Does he offer to join?
    A: No

    Luca thinks about it for a moment. “If you want a third, you will have to tag along with us, and forget about the 17 hundred. You’re either in the team or not.”

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

    “Alright.” Kuna says reluctantly. “I agree.”


    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. It’s the first time I’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, it’s a very big cluster located in Moon #1.
    Q: Is there a suitable landing area in Moon #1? (Likely)
    A: Yes

    “I’m picking up a gathering of life forms on one of the moons. It’s very cold there and the atmosphere is barely breathable for humans. We will need accessories. I found us a suitable landing spot.”
    “Point me there.” 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.
    “Do you guys have cold weather gear? Breath masks?” 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. “Courtesy of the previous owner. Did some patching myself.”

    Armed and equipped, the trio steps out into the cold.
    Within minutes Luca starts coughing. They look at him. “The air.” He says with difficulty. “It stinks and burns.”
    Roy points at his mask. “There must be a problem with your mask.”

    Luca: Strength: 3 Successes

    “I can keep up, boy. No stinking gas can stop me.” Luca says angrily.
    Roy disagrees. “We should repair it, and then head out to scout. We don’t know for how long we’ll be outside and we can’t have you drop down poisoned.”

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

    ”Alright boy.” Luca sighs. “Can’t have you dragging my sorry ass back to the ship.”

    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. It’s going to be operational, unless Luca is under heavy strain.
    “Next time, ask me to do the patching.” 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.
    It’s still dark outside, and the white glacier only makes walking more difficult. They move slowly towards the sensor’s designated point.

    Since it’s a long trek, I decide to roll Roy’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 it’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 ‘confused’ snowtrooper (the bozo who failed to follow commands and shot his friend) doesn’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 what’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 can’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 “I shoot, you shoot.”
    What I won’t be doing the same: The successes to oracle mechanic (fail, disadvantage, Oracle, advantage, success). It’s redundant. I’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 didn’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 it’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 ‘Roy’, 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 word…where is Luca…?”

    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 part… 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 

    I’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 I’ve heard about D6Legends (mocked as D6 for the “mathematically challenged”) and it’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 it’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, I’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 it’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 🙂
      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?

        Like

        • 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! 🙂

          Like

        • 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? 🙂
      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 😀

      Liked by 1 person

      • 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 🙂
          I’ll get back to you when I have any specific questions or such, thanks for your time!

          Liked by 1 person

        • 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.

          Like

        • 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 🙂
          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!

          Liked by 1 person

        • 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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  • Unknown's avatar

    giorgis 8:01 pm on July 28, 2019 Permalink | Reply
    Tags: , , , , ,   

    Solo StarWarsD6 pt12: With others on the trail 

    System: Star Wars D6 by West End Games.
    Setting: Star Wars Era of the Rebellion.
    Character: Royxand Handscul ‘Roy’, Corporate scout
    Luca Delste, Smuggler
    Kuna Desyk, Hacker
    Solo Tools: MUNE, UNE, BOLD, donjon
    Books: Star Wars The Roleplaying Game Second Edition (West End Games), Galaxy Guide 8: Scouts, Pirates and Privateers
    Homebrew Rules: MythicD6, Advantages/Disadvantages

    Luca and Roy are escorted back to the Red Rancor by two Prine station security officers. As they arrive, they notice two more officers emerging from the light freighter, having finished their search.
    The duo, looks around at the landing bay for their hacker ‘friend’ but he is nowhere to be found.
    Luca turns to one of the officers, a young fella with blond hair and a thick moustache. “Did the man we send the message to arrive? Is he around?”. The officer looks frustrated. “I don’t know what you’re talking about. All I know is that you need to get back on board that ship and notify the pirates that we’re aligned, before they blast us all into space!”
    Roy intervenes. “At least let me go look for him. Both of us aren’t needed. Luca can deliver the message to the pirate admiral alone.”

    Roy: Persuasion: 9/8: Success

    The guard thinks about it for a moment, before finally receding. “You may go.”

    Before Luca vanishes back in the Red Rancor, he turns to Roy. “I’ll come back for you boy. If I’m not, then the pirates didn’t keep their word.”

    Roy leaves quickly, heading to Kuna’s workshop. Prine station houses around two thousand souls. With the recent space combat outside it, there is high commotion. People are swarming towards the hangar to try to find berth on a ship that leaves, others are discussing the pirate terms about miners joining the pirate crew, and a select few try to take advantage of the situation and use it for their personal gain. selling common goods at high cost.

    Q: Does Roy reach the workshop safely?
    A: Yes, but it takes him a bit longer than what it should.

    As Roy passes through the craftsmen sector, he notices a brawl erupting in the distance. Some folks are running towards the conflict, while others away from it. As he takes a few steps further, some officers with stun batons and riot gear run past him. He chooses to avoid the main path, even if the deviation will get him to the workshop a quarter of an hour longer.
    At last he arrives outside the workshop.

    Q: Is everything as expected?
    A: Yes, and Kuna Desyk is at the workshop

    Roy looks at the now familiar comm device and rings it to notify Kuna he has arrived. The robotic eye extends from the metal door and as soon as Roy is scanned, the door rolls open.

    “You took your sweet time.” Kuna says with irony. “Next time try to message me with someone else than Eilana Dene. I’m trying to keep out of her radar is possible.” He is sitting behind his desk like the last time, but this time he is not working on any project. “I’ve packed”. He add, nodding towards a backpack and a blaster rifle at the corner.

    Q: Do they return safely to the landing bay?
    A: No
    Q: Is it a random event?
    A: No
    Q: Is it someone after Kuna?
    A: No
    Q: Is it bounty hunters? (likely)
    A: No (didn’t see that coming)

    Here I would like to note, that I was really tired in my previous session, and even though I answered the question, I did not take it under consideration, and run with a portent. Reading it again, on the next session with a fresh eye, I realized my mistake, and now, with renewed creativity I doubled back on that event, and re-played the rest of the session with a different story, fit to the Oracle answers.

    Q: Is it someone after the data cores?
    A: Yes, and, they are not the only ones
    I don’t know yet, but they could be Viltro, Karflo, or someone else…

    Roy and Luca avoid the crowded parts of Prine station, to get to the Red Rancor as fast as possible. On one turn, they reach a less busy part of the station. It is a long corridor, with windows to the outside, and a couple of crates in the distance, where used station spare parts have been stored. Since it’s not a busy area, they have been left out there until someone picks them up.

    Homebrew Rule: Advantages/Disadvantages. Due to the crunch involved in searching through the different advantage/disadvantage modifiers in the Star Wars 2nd Edition rulebook, I've decided to implement a simple rule. When there is an advantage, Roll n+1 dice and keep the sum of the n higher individual results. When there is a disadvantage Roll n=1 dice and keep the sum of the n lower individual results. This cannot change a critical success or critical failure.

    I decide that it’s going to be an ambush, so Roy is entitled to a Perception opposed roll.
    Roy: Perception: 12/2: Success

    Roy catches a glimpse of some movement in the distance, near some part of the corridor which is not so well lit. He gestures Kuna to stop and cautiously points in the distance.
    In silence, Kuna scans with his cybernetic eye, while at the same time he gives Roy a blaster pistol, running it behind his back. He whips out his blaster rifle and shows to Roy ‘2’ with his fingers.

    “Actually it’s 3. Says a man behind them.

    As Kuna and the man point their guns at each other, the stranger continues. “Hand over the data cores and we’ll let you live.”
    Something in the way the stranger talked, gave Roy the assumption that he was lying out of his teeth. “Like hell we will.” Roy snaps and shoots.

    I will make a Knowledge check to see if Roy recognizes anything about them?
    Roy: Knowledge: 4/13: Failure

    Initiative:
    Roy: 10
    Thugs: 8

    Homebrew Rule: MythicD6 System As discussed with /u/soypunk in another thread, I've decided to try out a 1-1 conversion of the MythicD6 successes/failures system for my Solo play. I will play out the combat with it, to see how it goes.

    Round 1:
    Q: Distance of thug (#3) that appeared behind them: 1D meters: 3 meters
    Roy shoots at Thug3: 3 Successes (need 2): Hit
    Damage: 1 Success against 1 Success: Thug3 is stunned.

    Kuna shoots at Thug3 twice (-1D)
    Kuna shoots at Thug3: 1 Success (need 2): Miss
    Kuna shoots at Thug3: 2 Successes (need 2): Hit! and a Complication!
    Portent: Steam chance
    Kuna’s blaster clip will lose all its ammo after the shot.
    Damage: 2 Successes against 0 Success: Thug3 is incapacitated.

    Thug1 is at 1Dx10: 10 meters
    Thug2 is at 1Dx10: 20 meters
    Thug1 shoots at Kuna: 2 Successes (need 2): Hit
    Damage: 3 Successes vs 3 Successes: Stunned
    Thug2 shoots at Kuna: 2 Successes (need 3): Miss

    Shots are fired in the blink of an eye. Roy’s blast hits with the man them. He seems a bit disoriented, but nothing serious. Then Kuna follows up with two shots from his blaster rifle. The first one misses, but the second get the man straight in the torso, knocking him out on the ground. As the second shot is fired, a steam fizzles out of the blaster rifle’s clip. In an instant, the clip has been emptied. “Luckily it didn’t explode” Kuna thinks while looking at it.
    The other two thugs who were hiding, shoot back, and a blast hits Kuna on the arm, but he wasn’t seriously hurt.

    Round 2:
    Roy shoots at Thug1: 0 Success: Miss

    Kuna reloads a fresh clip in his blaster rifle

    Thug1 stands where he is and shoots at Kuna: 2 Successes (needs 2): Hit
    Damage: 3 Successes vs 2 Successes: Wounded
    Thug2 shoots again at Kuna: 1 Success (needs 3): Miss

    Roy turns to shoot in the other direction, but fails to find his target. Kuna quickly removes the defective blaster clip, and puts a new one in the blaster rifle. The thugs keep shooting at Kuna, with the first one wounding Kuna on the leg.

    Round 3:
    Q: Is there any cover near Kuna?
    A: Yes, but it is 10 meters to the front, near their attackers

    Roy shoots at Thug1: 3 Successes (needs 2): Hit
    Damage: 3 Successes vs 2 Successes: Wounded

    Kuna shoots at Thug2: 2 Successes (needs 1): Hit
    Damage: 0 Successes vs 0 Successes: Stunned

    Thugs: Willpower check or Flee: 0 Successes: They flee.

    Roy makes a shot that connects to the thug closer to them, who is hurt to his weapon arm. Kuna shoots the other one, who is dazed, as the shot scratched him barely. Seeing their leader down, and under suppressing fire, the two thugs look at each other and flee away.

    Session Background: So MythicD6 seems to be working fine so far. I may keep this ruleset.
    I am wondering to see what will happen next. Will our duo go after their attackers, and engage in a chase, or will they try to get any clues from the downed enemy?

     
  • Unknown's avatar

    giorgis 7:58 pm on July 23, 2019 Permalink | Reply
    Tags: , , , , ,   

    Solo StarWarsD6 pt11: An Offer You Can’t Refuse 

    System: Star Wars D6 by West End Games.
    Setting: Star Wars Era of the Rebellion.
    Character: Royxand Handscul ‘Roy’, Corporate scout
    Luca Delste, Smuggler
    Solo Tools: MUNE, UNE, BOLD, donjon
    Books: Star Wars The Roleplaying Game Second Edition (West End Games), Galaxy Guide 8: Scouts, Pirates and Privateers

    The pirates lead them through the corvette’s tight corridors. In every other corner, there is an operating station, manned by a spacer who has turned to piracy for a living.

    Q: Is there any conflict with the crew (unlikely)
    A: No

    The hardship and their pride is evident in the looks that they give Roy and Luca as they pass them by. They are not bothered by the newcomers, and quickly return to their task at hand. Roy can’t tell if it’s due to fear of their escort, or their captain.

    Finally, a blast door opens, and they are brought to what seems to be the bridge of the Gauntlet of Ulan. Their gaze is drawn to the main window, where they can easily see the Red Rancor in the Gauntlet’s grasp.
    Looking around, Luca can see several officer station on the bridge, coordinating the crew running the ship’s systems.
    In the middle of the window panel, in a big throne like chair, sits the man who most likely is the captain.
    He is middle aged, with a scar running from the left eyebrow down to the cheek. He has black, greying hair and is wearing flashy clothing.

    I use UNE for the NPC motivations: Guarded, Inquisitive, Questions about allies

    “I’ve brought them, captain.” The Teltior says.
    “Yes, Kodo. Stay with us while we have a chat.” The captain replies and continues, to Roy and Luca. “My name is Deng Carrick. I am the captain of the Gauntlet of Ulan and elected admiral of our little armada.” He points outside to the other spaceships. “Who are you?”
    “I am Luca Delste, and this is my copilot, Roy.” Luca says in a steady voice.
    “What are you transporting?” He asks.
    “Our hold is empty. We were in Keena, but we couldn’t find a reasonable delivery.”
    “And you came all this way without any profit? Surely you must have good reason.”
    “Ratau mineral fuel can make you rich if you sell it to the right place. This is the place to profit.” Luca says, worried by the string of questions.
    “You make it sound really profitable. Whatever. What is your relationship to Elaina Dene? Do make special runs for her?” Deng pushes on.
    “We only run from customers what pays good credits.” Luca says adamant.
    “So you want me to believe that you came here empty, without credits and without connections?” Deng looks at Luca inquisitively.

    Luca: Con against Deng (3D/4D): 16/15: Success!

    “Alright. You may be telling the truth. Let’s see if my crew verifies your statements.” Finally Deng seems satisfied.

    Q: Does Deng require anything further from them?
    A: Yes, but basic trust has been established.

    Pirate crew: Search Red Rancor: 1: Failure

    The captain receives a message on his datapad. He turns to Roy and Luca. “Seems you are a man of your word, Luca. Your ship is indeed empty. Let me make you a proposition then, and you might get to keep her.”

    So here I have an idea for the story, that the pirate captain might need something from them involving Prine, so that they have a chance to meet with the data hacker if possible.
    Q: Does it involve flying to Prine Station? (likely)
    A: Yes

    “During space combat lots of things can go wrong, and as you may have noticed, the Prine station’s comm array was obliterated. And to make matters even more interesting, the ion charge from the explosion, took out the backup relay as well. The problem now is that, we can’t talk to them, and we have demands to make.
    If we are to board them, they’ll answer in force for certain. I don’t want to risk the lives of my crew for trivialities, and here you came.” A sardonic smile draws on Deng’s face.
    “You are neither their enemy, nor mine, you fill in a very specific niche. You can relay our demands to them.
    I am in a good mood and gave you a nice opportunity. I generally don’t space cooperating prize crews, but if you refuse, the Red Rancor will stay with me, and you will be marooned in some off-world planet. Do you fancy survival in the outer rim?”
    Luca has a question: “What if they disagree to your terms? is our deal null?”
    “They won’t. Even then, consider our deal valid. I just want the message relayed, and your return with the answer.”

    Luca and Roy look at each other. Roy is nodding for Luca to accept.
    “Fine. We agree. Tell us the terms.”

    Q: Are the terms material only?
    A: No, he wants personnel as well

    “It is 1000 metric tons of Ratau mineral fuel to be delivered within 12 hours of message delivery. In addition, the mining shuttles will be sent to dock here, to the Gauntlet of Ulan. Any miner wishing to join our crew may do so freely. They will be eligible to one share each. My terms are non-negotiable. Until term acceptance, we will destroy any ship coming in and out of Prine Station.” Den eyes Luca carefully. “As I said I’m not risking the lives of my men, or giving them any leverage. The two of you will go alone. Try to flee, and I’ll feed you to space slugs.”


    Roy and Luca are escorted back to the Red Rancor.
    Kodo turns to them before closing the airlock behind him. “Do as the Captain said. You will live another day. Cherish the change you were given.”

    The two ships disengage, and Roy and Luca, slowly reach the cold hard realization of what occurred and how close they were to dying. Still they are not in the clear.

    “At least he didn’t sell us into slavery.” Roy says. “Or fed us to space slugs. Let’s deliver the message and hope noone will shoot us.” Luca fills in. He powers the engine, while Roy diverts power to the front shields. Slowly they move towards Prine station.

    Q: Does Prine allow them to land?
    A: Yes, but, they send a squad of troopers in the landing bay.

    The last few minutes of the flight towards Prine station have Roy and Luca on edge, fearing a barrage of lasers towards them, being shot from the remaining station turrets.
    They are monitored, but not shot at, and they fly into the landing bay. As the landing gear is extended, a complete squad of troopers is arranged in battle stations, under cover against the Red Rancor.

    Q: Do they have heavy weaponry?
    A: Yes
    How many?: 4D: 12 Troopers

    Two troopers set up a portable repeating blaster, aimed towards the Red Rancor. A further ten troopers, have their blasters aimed in the same general direction.
    From inside the glass of the cockpit, Roy and Luca raise their hands, to show that they will disembark unarmed and without any harmful intentions. They lower the exit hatch, and step out.

    Q: Are they shot at? (unlikely)
    A: No, and seeing them unarmed and submissive, the sergeant orders his men to lower their guns and arrest them.

    “Don’t shoot!” Roy shouts. “We’re just messengers.”

    Four of the soldiers, cuff them, grab them and carry them away while the rest of the squad enters the Red Rancor for another thorough search. This time from the miners.

    I am considering the possibility that Deng Carrick may have betrayed our characters and used the Red Rancor as a Trojan horse to damage Prine further and get them to surrender.
    Q: Is there a bomb on the Red Rancor?
    A: No
    Seems Deng is a man of his word.

    They will be transferred to the detention area where Eilana Dene will be there with the head of security and one brute.
    Q: Is Eilana human?
    A: No, she’s a near human, a Wroonign

    They are brought to the detention area of the station. It is small, with several bright lights. Officers come and go, all armed heavily, ready for any imminent boarding actions.
    Roy and Luca are seated in front of a metal table, wearing magnetic cuffs to hold them in place.
    In the corner of the room is a woman wearing expensive clothing. She has blue skin and dark blue hair, and is leaning against the wall, looking at the visitors.

    Roy: Alien Species: 7/13: Failure. Roy doesn’t know that species the woman is.

    Standing beside her is a muscular man in a miner officer uniform. He has some insignia patched on his jacket. His arms are crossed in a defensive stance and seems to be waiting for an order.
    Finally, looming behind them, a pig like Gamorrean is grunting heavily.

    Luca: Streetwise: 9/13: Failure. Luca doesn’t recognize Eilana Dene, unless she identifies herself in some way.

    She speaks up. “My men are searching your ship as we speak. You are Luca right?” She looks at Luca. “And Roy, is it?” to the copilot. They both nod.
    “Why did the pirates let you go? Why did they send you here?”
    Roy speaks. “Your comms are down, we have come to deliver their demands!”
    Her eyes squint with anger. “DEMANDS? you dare ask DEMANDS?” She shouts, and in unison, the Gamorrean smashes his fist against their table, leaving a big dent behind.
    “We are but the messengers, we had no choice!” Roy exclaims.

    Roy: Persuasion (opposed roll against Eilana): 13/12: Success (cutting it close!)

    She backs down. “Very well. You are right. My quarrel is not with you.” She takes a breath.
    “What do they want?”

    “1000 metric tons of Ratau mineral fuel and any miner who might wish to join them. They give you 12 hours, and will keep up the blockade.”

    Deng Carrick: Intimidate (opposed roll against Eilana): 21/8: Success

    She pauses and thinks for a moment. “We will oblige. I suppose you are to return with our answer.”
    Roy nods. “May I also ask?” he takes initiative. “We were coming here to get our friend Kuna Desyk. He wanted transportation. Can you tell him Roy and Luca are here for him if possible?”

    Luca looks at Roy amazed at how quickly the boy used his wits, and under pressure.

    Q: Does Eilana Dene grant the request?
    A: Yes

    “That won’t be a bother. I’ll have one of my men message him.”

    Q: Does Kuna go to the Red Rancor? (likely)
    A: No (why? something must have happened, we’ll have to find out).
    In the meantime, the Red Rancor is being searched by the Prine officers
    Search: 10/18: Failure

    Session Background: Seems our group had to mediate between the two sides, and only one is the winner. Will they be able to locate the hacker? They are in the middle of running the message requests, and it will be difficult to find the time.
    Also, I have started using simplenote, and uploaded Roy’s stats. I’ve also used BOLD to create a background for him, that I will upload when I can.

     
  • Unknown's avatar

    giorgis 9:31 pm on July 22, 2019 Permalink | Reply
    Tags:   

    A short Roleplaying history 

    A long time ago…

    —in a roleplaying game

    …I was playing with a group of friends. We played AD&D 2ed (Dark Sun, Ravenloft, Birthright), Shadowrun, Call of Cthulu and Star Wars.

    It was the ’90s, we were teenagers, gathering to play once per week.

    Time passed, friends changed, TTRPGs were put aside, stored in a warehouse. Computer RPGs and gaming scratched that itch a bit.

    More time passed, family came along. CRPGs no longer could scratch the itch, but there simply was no time. I remembered how hard it was to get to play once per week, even with that tight group of friends, even when our only responsibility was to studying for school. But the love for TTRPGs was still there.

    One day I stumbled upon a reddit post on solo roleplaying. At first I was sceptical. Then I found a subreddit, blogs from other fellow lonewolves. Solo roleplaying was something that worked, and there were tools designed to enable it.

    Finally I decided to give it a go. I pulled my old Star Wars the Roleplaying Game (West End Games) books from the storage, found my dice, got some pen and paper, and journeyed to my first adventure. So this is my blog, where I will talk about all things relevant to solo roleplay gaming from my perspective.

    Edit: This site is in the affiliate program of drivethruRPG, so the respective links include the affiliate id. It’s a small help with my hobby budget to try more new things.

     
    • Onibaba's avatar

      Onibaba 2:39 pm on July 16, 2025 Permalink | Reply

      Amazing as always, thx for the effort! At least Jake managed to get out of it in one piece

      Like

    • Onibaba's avatar

      Onibaba 3:24 pm on November 5, 2025 Permalink | Reply

      Great BR as always!

      Like

  • Unknown's avatar

    giorgis 12:50 pm on July 19, 2019 Permalink | Reply
    Tags: , , ,   

    Solo StarWarsD6 pt10: A Pirate Blockade 

    System: Star Wars D6 by West End Games.
    Setting: Star Wars Era of the Rebellion.
    Character: Royxand Handscul ‘Roy’, Corporate scout
    Luca Delste, Smuggler
    Solo Tools: MUNE, donjon
    Books: Star Wars The Roleplaying Game Second Edition (West End Games), Galaxy Guide 8: Scouts

    Luca turns to Roy. ‘We should get some rest. Tomorrow maybe we can find a fruit shipment to get to back to Prine. I’d like to have this extra cash to cover our return expenses.” Roy mumbles his agreement, as he falls to sleep in the Red Rancor’s bunk bed.

    The following morning, Luca and Roy get to the farmer’s market next to the starport, and Luca sets off to find a seller.

    Luca: Bureaucracy: 1: Failure

    Unfortunately, Luca can’t seem to find a seller with enough quantity to fill out the empty hold of Red Rancor. Either the Zhorwil infestation has reached high levels, damaging the crops, or it’s just not a season of harvest in Keena. Luca’s agricultural knowledge is limited, but truthfully he doesn’t care.

    A few hours later, they decide to head back to the ship. They don’t want to waste another day, so they decide to return to Prine, even with an empty cargo hold. They previous run, should be enough to cover the return expenses as well.

    Restocking costs them a further thousand credits. The take off process, moves one without a hitch, and soon they are granted leave for take off.

    Q: Does anyone meet them before take off?
    A: No, and there is a complete lack of traffic in and out of the starport.

    As the Red Rancor, flies through the humid atmosphere, heading to space, Roy mutters. “This is too silent Luca, I’d expect more traffic.”
    “Yes boy. One wonders where have they all gone. Keena isn’t the most wealthy trade port, but you’d expect some Imperial starships, considering its importance in the sector. Maybe they’re occupied elsewhere, but it’s just a silent hour.” Luca responds.

    Once they reach the necessary safe distance for hyperjumping, Luca initiates the hyperdrive. He has already performed the calculations in the Nav computer in the time it took them to get there.

    Luca: Astrogation: 23/4: Success.
    Here, I rolled a random moderate difficulty with a result of ‘4’.

    Their 23 day trip back to Prine begins. The journey is long, and they engage in long conversations.

    Q: Does Luca confide to Roy about his past?
    A: Yes.

    “Luca, how did you become captain of the Red Rancor?” Roy asks.
    “I used to work as a flight admiral for one of those big corporations like your employers. We used to work only with light freighters. We didn’t have the most competitive prices or the lowest running costs, but we could deliver last minute requests at the speed and efficiency the client wanted.
    I was quite good at it, and they had me planning the routes for the entire sector.”.
    “What happened? Why did you leave?”

    Q: Was he fired?
    A: No, but the management changed and he was no longer in line with the company.
    Q: Was it a targeted call?
    A: Yes, but it wasn’t just him.

    Luca sighs and continues. “Lon Pavond, that’s his name. He took over the company from his father and switched direction. Some new ruthless traders were hired to pilot the freighters, with questionable reputation. He fired anyone of the old crew that objected. He couldn’t fire me due to my connections and high severance cost, so he cast me aside. I was demoted from planning to cargo runs.
    Now, there were some runs that were weird. Off sector planets, shady contacts, I mean there were rumors…” He pauses. “Then there was this particular run, which was really strange. Something was off. The proper protocol numbers did not much. ‘Accounting error’ they told me. Once in hyperspace, I had an itch I had to scratch, and went to check the cargo.”
    “What was it?”

    Q: Was it drugs?
    A: No
    Q: Was it guns?
    A: Yes, but not blasters

    “Two crates of fruit, as per the ‘protocol’, and among them, hidden, several thermal detonators.” Roy is astounded as he hears it.
    “The system I was to deliver them, was deep in Imperial space. I’m certain I was about to be framed. Maybe even the Imperials were in on it. You know, me in prison, a few thermal detonators in Imperial hands, and a nice ‘smuggler’ arrest for the officer’s record. I ran to the cockpit and cut short my hyperspace trip, performing an emergency exit in realspace. In the middle of nowhere. From then on, I managed to scrounge some cash from selling the detonators in the black market, and change the ship’s Transponder code and vanish in the outer rim.”

    Realization struck Roy. All these smuggler types that he had heard about in the HyperNews were painted as ruthless nobodies, lowlifes, but in truth, they had a very real human factor aspect. These so-called smugglers were men and women whose stories had turned out not-so ideal. Even his own story was evolving in such a way. He couldn’t be called a ‘Corporate Scout’ as described in his imperial tax record submission. He was something else entirely.


    After the long trip in hyperspace, they emerge into Prine system.

    Now I ask, the simple question as described in MUNE.
    Q: Is everything as expected?
    A: No
    TWENE gives: Decrease major element.
    I have a hard time here, it’s the first time I’m using TWENE, but considering I lean towards the mining operations. The mineral fuel mining is the major element of the Prine scene, so it’s reduced somehow.

    As the Red Rancor closes into the blue rings of Prine, Roy notices something odd in the scanners. The number of mining shuttles coming from the surface is zero, only a few of them are in space, and those are heading towards Prine and not the station.
    “Not so many miners this time around Luca” Roy says.
    Luca verifies the readings on the scanners. “You think somethings wrong? Trust your gut boy. Guess we’ll find out soon enough. I’m transponding our landing request.”

    Q: Everything OK with the landing request?
    A: No
    Q: Is there a threat that doesn’t allow landing?
    A: Yes, and it’s imminent
    This is the 3rd Yes, And, so I get another intervention according to MUNE!
    Intervention: New Entity
    Portent gives: Filthy, Accessible
    The first thing that comes to mind with this portent is ‘Pirates’ since they would have access to such a lawless area of space, and well, they are filthy.
    Also, a Pirate threat would also explain the reduced mining shuttle traffic noticed before.
    Nevertheless, it could be something else, such as bounty hunters or rival unlawful corporations such as Viltro, so to be fair, I ask The Oracle.
    Q: Is it pirates?
    A: Yes

    Luca turns to Roy. “I get no response, are they not letting us land? or… Boy, run a sweep with the scanners towards the station.”

    Roy: Sensors Sweep: 12: Success in detecting small ships and Identifying capital ships.
    Q: Are there any capital ships? (likely)
    A: No, but the starfighter scale flagship is quite big.
    2D: 8 pirate vessels

    “I’m detecting at least 8 starships in a blockade formation around Prine.” Roy says.

    Q: Are there any defenders?
    A: No, and if there were any, they have been destroyed in a battle that happened before the Red Rancor arrived.

    “These must be hostiles. Scan the nearest. Do you pick anyone trying to intercept them or are we alone?” Luca says, powering up the shields and weapons. “I don’t like our odds, and we’re very low on fuel to jump out again.”
    “No friends that I can make of, Luca … just debris.” They pass by the half of what used to be a C-73 starfighter.

    Roy: Sensors Scan: 21/13: Success

    “It’s a Rendilli Light Corvette, but it’s ID is masked.” Roy reports to Luca.
    “Crap boy, it’s pirates. And that’s a fast starship that can’t be outrun. Do you detect any changes in their formation? did they notice us? maybe we could run dead silent…”

    Pirates: Sensors Sweep: 15: Success
    Q: Are they intercepting?
    A: No, but they hail the Red Rancor

    “Unknown freighter, this is he Gauntlet of Ulan. Surrender peacefully and no harm will befall your crew.” The comm line crackles with the hail from the nearest ship.

    Luca: Streetwise: 26/13: Success: Luca can ask 4 questions about the Gauntlet of Ulan
    Q: Is the Gauntlet of Ulan a known pirate ship? (likely)
    A: No, but Luca has heard a few things about his Captain: Den Corrik
    Q: Is Deng a famous pirate?
    A: Yes
    Q: Does he let the prize crews live?
    A: Yes
    Q: Has Luca met Deng before?
    A: No
    Distance between the Gauntlet of Ulan and the Red Rancor: 1D*10: 30 Space Units

    Luca turns to Roy. “Put the data cores in the Nav console. We’re about to be boarded.”
    He opens the comm, hailing the Gauntlet of Ulan. “This is the Red Rancor. We surrender.”
    Luca takes the credits in cash and the blaster pistols and stores them safely in his stash hiding place in the Red Rancor. In the meantime, Roy connects the data cores from KF-23 to the Red Rancor Nav computer. They won’t be accessible, but they will be concealed for now.
    Luca powers down the shields, weapons and thrusters, and they await for the Gauntlet to arrive.

    Light Corvette

    The Gauntlet extends a Cotterdam ship-to-ship airlock to connect to the Red Rancor. Once a seal has been performed to protect from the vacuum of space, the pirate boarders walk the short distance and Luca opens the airlock from the inside.

    How many pirates board: 1D: 4 Pirates.

    Four, heavily armed pirates, board the Red Rancor. The one who stands out is a tall, pale blue skinned biped with three-fingered hands. He wears his long hair braided, and carries a heavy blaster pistol and a vibrosword on his belt. His fingers tapping at the scabbard nervously.

    Roy: Alien Species: 19/13: Success. Roy recognizes the species is a Teltior.

    The other three carry blaster carbines. All of them wear Correlian armored vacuum suits. Even though Luca stated the Red Rancor’s surrender, these guys don’t take any chances. They mean business.

    Their leader looks at two of his comrades. “Search the ship.” And gestures them away. Then he turns to Luca and Roy. “Follow me. The captain wants to see you.” He orders the remaining boarder to bring Luca and Roy along, and he in turn pushes Roy who walks reluctantly.

    Session Background: So, here goes, part 10 of my solo play sessions. I am starting to realize that the MUNE Oracle provides a true sandbox experience. The universe feels alive and fluid with major random events happening. On the other hand I’m having some trouble setting all of this up in ‘one story’. I feel like I have the opposite effect of being railroaded. The side quests and events take up the main part of the sessions instead. I am still wondering, what’s in those nav data cores. What will they find there?
    Maybe it’s not the best tool for a Star Wars D6 solo play (I think the creator mainly used it for D&D) or maybe (more likely) it’s just my lack of experience with it.
    Nevertheless, I will keep on using this tool until the end of the adventure, so that I have a complete picture, before switching and trying something else.

     
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