Hello,
I’ll be talking about Deluge again today.
My topic is “Route Creation.” Diaspora calls them “clusters” but that doesn’t make sense in the context of survivor villages.
A route is the local area familiar to your players: a series of villages and obstacles that will be known to them as part of the local geography. I’m using part of the Star Blazers Adventures sections on group-oriented adventure creation for the village stats.
- Start with a blank sheet of paper.
- GM picks the number of villages to be created. I think one village per player should be plenty, but more doesn’t really seem to cause too many challenges. My example has 4 villages.
- GM starts by placing a Major terrain feature/target area on the map. This is the driving factor for the area and can be almost anything: Mountain, Mines, Ruins, etc. This feature gets one aspect all its own. This major feature dominates the area. It is often visible for miles even in the heaviest rains.
- Player 1 to the left names a village and rolls its 3 stats.
Stat 1: Tech level – Tech level indicates the available manufacturing level of the village. Roll 4df. Any roll between +4 and -1 is treated as a -1. The other values are self explanatory.
Stat 2: Size level – Size indicates the current population. (4df Roll)
Home | -4 | |
Hamlet | -3 | -2 |
Village | -1 | 1 |
Town | 2 | 3 |
City | 4 |
Stat 3: Wealth – The current wealth of a village. Mostly measured in what it can barter with. Usually trade goods or expertise. This is a simple number.
Choose 2 aspects to personalize the population. Local problems, relationships, or advantages are all good ideas.
- GM places a terrain feature next to the previous village. This has a single aspect and represents a point of interest or difficulty on the path to the next village.
- Rinse and repeat for each village.
This is the basic “Route” characters will travel and trade on. This forms the basis of a common shared background between them. The GM places a third aspect on each of the villages. This aspect represents the villages’ interaction and relationships with each other or their most significant terrain feature. Once that is done, technically, character generation or play can begin if characters were generated previously.
However, the villages could be made to provide a mechanical advantage in addition to their aspects. Star Blazers Adventures provides a set of stats for towns. This would allow characters inside a town to access that town’s skills for their own use; possibly even a companion bonus as if the town were a character itself.
Village Stat Block:
Structure stress: = Scale (City=5, Town=4,Village=3, Hamlet=2, Home= 1) This is the structure and infrastructure of a town. When reduced to zero the town has been destroyed.
Morale stress: = Scale (City=5, Town=4,Village=3, Hamlet=2, Home= 1) This is the populace. When reduced to zero the village has been abandoned.
Consequences: Per skill effected (Average(+1) = 1 mild, Decent (+2) = 1 mild, 1 moderate and Good (+3) = 1 mild, 1 moderate, and 1 Severe) A city takes damage differently then a character. Each of its skills can be used to absorb structure or morale stresses. A skill that has taken all of its available consequences can no longer be used and represents the loss of some critical industries. Additionally, the new consequences can now be tagged for effect to further grind the town down unto its destruction. These consequences also provide a mechanism for recovery after the attack. Treat these as wounds to be treated by any appropriate player or town skills.
Aspects: 3 (the aspects previously chosen)
Skills: Scale 1 = 0 pts, Scale 2 = 2 pts, Scale 3 = 7 pts, Scale 4 = 16 pts, Scale 5 = 20 pts
3 skill categories = General, Offensive, Defensive
General skills: Scouts (advanced warning and detection/area knowledge), Repairs, Salvage (recovery of old tech/archeology; requires warehousing/1 level), Docks/Barracks(Barracks house troops (see offense skills). Barracks can deploy one unit per exchange per skill level), Manufacturing, Mining (requires warehousing/1 level), Warehousing (Guest housing/animal farming/storage – one skill level for each skill which requires warehousing), Systems (required at Scales 4 and 5. Systems covers items not specifically mentioned; such as medical, libraries, messengers, bureaucracy, etc.)
Offensive skills: Melee Combat (fighting inside the village), Ranged Combat (fighting outside the village), Information War (including sabotage), Troop Facilities(1 squad/platoon of 10 troops per skill level)
Defensive skills: Walls(select only once), Hardened Structure (select only once; add Structure stress point equal to the skill and reduce attack damage on the walls by 1 pt per skill level), Concealment (select only once; some habitations are hidden to avoid attack all together). Walls and Hardened Structure cannot be greater then +3 skill level.
This is some major untested systems tinkering by me. But the main idea is to provide some mechanical advantages for players to encourage village building. Players in good standing with a village may substitute one of the village’s skills for one of their own as long as that substitution is supported by narrative, once per scene. Thus, a trader in need of goods to trade who has the support of a village (they’ve helped out there before) can roll on the village’s manufacturing to produce some goods (to a certain level/ quality) or to place an aspect, via a maneuver, on a load of goods to be tagged later (such as a load of weapons with the aspect: Hidden Flaw). Since players are starting out fresh, the GM probably won’t need the village stats immediately. But, as players assist their chosen homes by moving goods or improving facilities, villages will gradually grow and develop in new ways. Perhaps after each session, players and GMs should discuss what they see as having improved in their home village and a new skill can be added to the bottom of the pyramid.
Also, village skills can add +1 to assist player skill rolls and players can add +1 to the village’s rolls as long as the skills are appropriately similar in nature.
Example Route:
I created a sample route to illustrate how this could work.
GM-placed prime area
- Mount Garth [Aspect: Crumbling Basalt]: Mount Garth is all that remains of a once great mountain. Pounded into submission by the rains, the basalt columns lie in great stacks like blackened bones. They are visible from most clearings and dominate the skyline where the jungle allows.
- Garthville [Aspects:Made of Stone, Too Big, Lawless] {Stats: T-3,S+1,W-1}: Garthville is in decline. It was once a bustling community of stone masons. Now its population has dwindled to a few grizzled miners. It is comprised of large stone buildings of which only the centermost are still occupied. The city has the air of a graveyard, silent and sepulchral, until the living areas are found, where a drunken revel to rival Odin’s hall is always raging. Miners only stop drinking when their chits dry up. They then return to the mountain to rake at its bones until they have enough carts of stone to trade with merchants for more drinking chits.
- Terrain feature: The Garth Road [Aspect: Stone Road]: Built by the early denizens of Garthville before it was realized how valuable their stone was. It is now constantly patrolled and maintained. It is far too valuable to dismantle as it provides a nearly rainproof connection to the next town.
- Tractorville [Aspects: Pig Farm, Methane Plant, Gas Tractor] {Stats: T-1, S-2, W-1}: Tractorville sprung up at the end of the stone road when a group of mechanics recovered an aging tractor frame and adapted it to a methane engine. As the only working tractor in the area, it is used to transport stone to nearby areas.
- Terrain feature: Bright Jungle [Aspect: Strange Plants]: The jungle around Garth Mountain is not a normal place. The return of the jungle to this part of the world awoke strange seeds in the bones of the mountain.
- Black Patch [Aspects: Jungle Garden, Unhealthy Dirt, Trade Powerhouse] {Stats: T-1, S+1, W+2}: Deep in the bright jungle is a patch of black earth on which nothing will grow. The perfect place for a village. Black Patch is a wealthy trade haven. This village uses the strange plants and fungi of the bright jungle to make a living, which currently means trading fermented goods for stone building materials.
- Terrain feature: Apache Preserve [Aspect: Constantly Watched]: This patch of jungle is frequented by a tribe of intelligent bears. They are currently not hostile to humans. But never doubt, you are constantly watched.
- Savage End [Aspects: River Port, NeoSioux Outpost,Tribe Bears] {Stats: T-1, S+2, W-1}: Savage End overlooks the massive and dangerous Savage river on which NeoSioux steam vessels ply their trade. Savage End is part of the NeoSioux civilization. There is a garrison of their troops here and some of those troops are bears. Trade here is largely in storage facilities holding goods destined for other places.