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Traveller Game: Lessons Learned & Future Tools

Fun with Pipe Cleaners

Fun with Pipe Cleaners

Our first ShinnCon (an at-my-house 12 hour game day, emulating a ‘mini-con’) was a great success! 9 players plus Stan as GM / referee. I’ll post more about the adventures and events of the day, but before I forget I wanted to jot down some notes on things on things that went well, things I wish I’d done better, and future tools and accessories I want to create for the next game. Also, I hope to do more posts describing the game and posting PDFs of the tools I used which I reference below.

What Worked Well:

  • Demo Mini-Game — I ran a quick skirmish battle for the players with pre-gen characters. Battle fed into the backstory that setup the main adventure. This let them see how combat and skills worked and let them have a chance to (potentially) die before rolling up real characters and getting into a high-stakes combat with their final player character.
  • Pipe Cleaners — I gave everyone a Pipe Cleaner — just something to fiddle with during the game. We ended up with a Star Wars Imperial Star Destroyer and other cool creations.  
  • Campaign Charter — We went through a special campaign charter process to come up a with a group social contract of what we wanted in the game, our reason to adventure, etc. This worked well. I’ll post more on this at some point.
  • Characteristics Cards — Not to be confused with Traveller UPP Characteristics, this is things like Character Quirks. This was a nice exercise.
  • Connections Cards — This was very valuable and fueled the day’s adventure. Players created Friend, Family and Foe NPCs for their characters. Very nice.
  • Ad Lib Adventure™ — I gave the players an initial scene but asked them questions (DungeonWorld style) to mutually create the adventure. The “Ad Lib Adventure” phrase is a Trademarked term I’ll be using for some a published product I’ll be revealing hopefully this Fall.
  • Con Packet — I gave players handouts, rules, etc. I think this was good. One element was a Future Games Survey to see what games to have in our backlog, and how often folks wanted to meet.
  • 4×6″ Character Sheet — I created a 4×6″ notecard format character sheet that included a spot for weapon stats without looking at a book. Very handy. Will post after GenCon.
  • Intrigue — One character —  ‘The Cube’ (J. J. Jameson) — did a great job of solving the intrigue around who was behind the assassination of a noble’s son. Very nice!

Rules/Tools I Wish I’d Managed Better:

  • Skill ‘levels’ — I was advising people to add their skill as a +DM to skill rolls, but I didn’t advise folks where certain skills are more like ‘levels’ and each level has a +2 or +4 modifier per level. Will fix this next game by using a Rob Eaglestone suggested house rule to pre-bake these modifiers into the skill level.
  • Range — I need to have a change handy with the range definitions. I also need to have a good conversion of ranges for gridded combat — meters per square. Should have an option to zoom out to different scales if we’re doing really long range combat. Also should consider house-ruling a 13th Age style ‘near’, ‘engaged’ type system.
  • System Travel Time — Need to create a table for quick reference with travel times for planet to planet’s orbit, planet orbit to another planet or asteroid belt in the system, planet side to jump, etc.
  • Law & Tech Level — I failed to decode the UWP for the star system and players needed to know the law and tech level. I want to create a quick cheat sheet to decode UWPs.
  • Markers for Name Tents — I had name tents for the characters but I forgot to pass around a marker so players wrote up their names in pen or pencil and it was hard to read.
  • 4×6″ Card Examples — On the Characteristics and Connections 4×6″ card tools I handed out, I had examples that had sentences with Blanks. Multiple players though each example had to be filled out. I need to change the format of the cards to make this more clear.
  • Ammo Tracking — I didn’t review the ammo and clip capacity information for weapons so we ended up not tracking ammo. I’d like to add this to our character sheet and have players track this in future games.
  • Vehicle Speed/Armor — I didn’t have the grav bikes stat’d out. When players decided to shoot the grav bikes I just made up stats on the spot. Also, it became relevant to range how fast the bikes were coming into to attack. Note to self: stat out anything the players might shoot at in advance.

Future Rules to Master or House Rules to Add:

  • Stunned Rules — I found the system not so much ‘lethal’ as it was ‘one shot and you’re unconscious’. Need to review the stunned house rules some have proposed and see if this is a house rule I’d want to employ.
  • Bridge Crew Ship Battles — I want to review which Traveller rules are best for ship battles with bridge crews and figure out how best to run those battles so everyone has a meaningful role and has fun.
  • Mass Fleet Battles — Like the above, but with multiple ships. Need to figure out the best rules for lots of ships in the battle.
  • Boarding Action Rules — Need to review best way to handle boarding actions.
  • Replacement Characters — Classic Traveller character generation is cool, but takes a while. If someone dies, I don’t want to slow down the game for someone to generate a new character. Need to think if the rules should be that players go ahead and roll up the replacement character as homework, re-skin their old character with a new name, use pregens, or what.
  • Skill Tests — I used a ‘roll under your characteristic’ rule for Skill tests, but I want to review rules like Mongoose Traveller to see if there is a more elegant way to handle this.

Minis for Future Games:

  • 15mm Minis — I want to paint up some nice 15mm miniatures. I am considering doing different colored bases to make the minis easier to identify for PCs. Need minis for NPCs (Zhodani, soldiers) and alien creatures, etc.
  • 4×5′ Battlemat — I’m considering making a 15mm scale large battlemat (with 0.59″ squares) printed at bannersonthecheap.com for $21.
  • Ship Battles — Need to figure out the best way to do ship battles — maybe minis, or maybe printed counters/pogs.
  • Hex Space Battlemat — Need to solve for getting a hex space battlemat. Maybe another custom matt from bannersonthecheap.com, or painted using a Litko hex stencil.

Ship Expenses and Ship Map:

  • Ship Expenses and Upkeep — Players have two ships at this point I think so we’ll need to decide what sort of bookkeeping we want to do (or not d0) regarding tracking ship expenses. I don’t care that much for the ‘accountants in space’ dimension this has the potential to take on, but will talk to the players about it.
  • Ship Maps — One of the ships was a luxury yacht. I’d like (ideally) to use ships that we have 15mm scale deckplans for, like the Free Trader Beowulf or the scout. So, need to talk about what we want to do on that front.

 

 

 

 

Dreadfall Episode 03: Pretech Riddles

Date: July 19, 2014

Players: Everyone was present at this game.

XP: All players earned 7 XP; a few earned additional XP due to Edges or rolling 6-.

At games end the players discovered what “DR” and “34D”

GM's view of the game

GM’s view of the game

stood for, but this only raised new questions.

Dreadfall Episode 02: Wang’s Outpost

Date: June 21, 2014

Players: Everyone but Jeff was present at this game.

XP: Players started with 10 XP. At the end of the session Jim Bob earned an extra 3 XP (1 XP but ret-conned to 3 once our rules changed).

We converted from Fate over the Stan’s Apocalypse World hack called Cinematic.

dreadfall-character-sheets

Cinematic RPG Character Sheet for Dreadfall

 

One-shot: D&D 5e Demo Game

7-5-dnd-demoOn July 5th we were down a few players due to the 4th of July weekend. Stan invited a friend who was interested in D&D (interest piqued by being a big Forgotten Realms fiction fan). We had three total players. Stan ran an 1e one shot from an adventure he’d written and run before. A recap of how ‘The Amulate of Shinkara’ adventure played both in 1e (from previous games) and 5e (from this July 5th game) is chronicled at http://swshinn.com/dnd-5e/actual-play-dd-5e-1e-comparison.

Players present:

  • Stan (GM)
  • Jeff
  • Robert
  • Craig (guest who was new to RPGs)

Stan Shinn's 1e to 5e Combat Tracker

[UPDATED: Here is an updated version of my DnD 1e to 5e Conversion Tool I mention in the article below: DnD 1e to 5e Conversion Tool — 2015-11-01.pdf]

To convert a 1e monster to 5e, here’s a tool I’ve come up with. Please feel free to comment on ways to improve this. I’m sure the DMG will have some better specific guidance, but this will tide me over till November as I run some low-level 1e modules converted to 5e.

Here’s a video showing how to use the tool.

And here’s the PDF tool you can download for free. Aside from having the conversion table, it is a nice way to track combat, especially the theater-of-the-mind, grid-less style I prefer.

Is it perfect? Probably not. Love to hear your feedback if you have some tweaks to how to do this. Here’s how I came up with these stats: I took representative monsters with 1 – 8 HD from 1e and compared them to their equivalent stats in the Legacy of the Crystal Shard stats. I assumed the monster-to-hit for 1e was essentially +1 per HD. Doing some reverse engineering, I came up with the above math.

1e-to-5e

Here are the stat blocks I used for reference:

Goblin
5e — 1d6 hp (3 avg), AC 13, +1/+2 To Hit, 1d6 – 1 DMG
1e — 1-1 HD, AC 6, +1 To Hi, 1d6 D

Orc
5e — 2d8 + 2 hp (11 avg), AC 13, +2/+4 To Hit, 1d12 + 2 DMG
1e — 1 HD, AC 6, +1 To Hit, 1d8 D

Giant Spider
5e — 3d10 hp (16 avg), AC 12, +3/+4 To Hit, 1d8 + 2 DMG
1e — 4 HD, AC 4, +4 To Hit, 1d8 D

Yeti
5e — 4d10 + 8 hp (30 avg), AC 12. +4 To Hit, 1d6 + 3 DMG
1e — 4+4 HD, AC 6, +4 To Hit, 1d6 D

Brown Bear
5e — 5d10 + 10 hp (37 hp avg), AC 10, +5 To Hit, 2d6 + 4 D
1e — 5 HD, AC 6, +5 To Hit, 1d6 D

Air Elemental
5e — 7 HD (45 hp avg), AC 13, +5 To Hit, 2d6 + 2 D
1e — 8 HD, AC 2, +8 To Hit, 1d6 D

Running the original 1e stats through this method and comparing them back to the real 5e stats, you get this:

Goblin
1e — 1-1 HD, AC 6, 1d6 D
Converted 5e — 1d8+1 HD (5 avg), AC 13, 1d6+1 D
Actual 5e — 1d6 hp (3 avg), AC 13, +1/+2 To Hit, 1d6 – 1 D

Orc
1e — 1 HD, AC 6, +1 To Hit, 1d8 D
Converted 5e — 1 HD, AC 13, +1 To Hit, 1d8+1 D
Actual 5e — 2d8 + 2 hp (11 avg), AC 13, +2/+4 To Hit, 1d12 + 2 DMG

Giant Spider
1e — 4 HD, AC 4, +4 To Hit, 1d8 D
Converted 5e — 4d8+8 (26 avg), AC 13, +4 To Hit, 1d8+4 D
Actual 5e — 3d10 hp (16 avg), AC 12, +4 To Hit, 1d8+2 D

Yeti
1e — 4+4 HD, AC 6, +4 To Hit, 1d6 D
Converted 5e — 4+4 HD, AC 11, +4 To Hit, 1d6 + 4 D
Actual 5e — 4d10 + 8 hp (30 avg), AC 12. +4 To Hit, 1d6 + 3 DMG

Brown Bear
1e — 5 HD, AC 6, +5 To Hit, 1d6 D
Converted 5e — HD, AC 9, +5 To Hit, 1d6+5 D
Actual 5e — 5d10 + 10 hp (37 hp avg), AC 10, +5 To Hit, 2d6 + 4 D

Air Elemental
1e — 8 HD, AC 2, +8 To Hit, 1d6 D
Converted 5e — 8d8+5 hp (41 avg), AC 13, +5 To Hit, 1d6+5 D
Actual 5e — 7 HD (45 hp avg), AC 13, +5 To Hit, 2d6 + 2 D

 Works well enough for my purposes. Let me know your feedback! 🙂

 

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