{"id":208,"date":"2010-06-29T20:30:40","date_gmt":"2010-06-30T03:30:40","guid":{"rendered":"http:\/\/coyoteslodge.com\/coyblog\/?p=208"},"modified":"2010-06-29T20:30:46","modified_gmt":"2010-06-30T03:30:46","slug":"deluge-development-part-2","status":"publish","type":"post","link":"http:\/\/coyoteslodge.com\/coyblog\/2010\/06\/29\/deluge-development-part-2\/","title":{"rendered":"Deluge Development Part 2"},"content":{"rendered":"<p>Hello,<\/p>\n<p>I&#8217;ll be talking about <span style=\"text-decoration: underline;\">Deluge<\/span> again today.<\/p>\n<p>My topic is \u201cRoute Creation.\u201d <span style=\"text-decoration: underline;\">Diaspora<\/span> calls them \u201cclusters\u201d but that doesn&#8217;t make sense in the context of survivor villages.<\/p>\n<p>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&#8217;m using part of the <span style=\"text-decoration: underline;\">Star Blazers Adventures<\/span> sections on group-oriented adventure creation for the village stats.<\/p>\n<ol>\n<li>Start with a blank sheet of paper.<\/li>\n<li>GM picks the number of villages to \tbe created. I think one village per player should be plenty, but \tmore doesn&#8217;t really seem to cause too many challenges. My example has \t4 villages.<\/li>\n<li>GM starts by placing a Major \tterrain feature\/target area on the map. This is the driving factor \tfor the area and can be almost anything: Mountain, Mines, Ruins, \tetc. This feature gets one aspect all its own. This \u00a0major feature dominates the area. It is often visible for miles even in the heaviest rains.<\/li>\n<li>Player 1 to the left names a \tvillage and rolls its 3 stats.<\/li>\n<\/ol>\n<p>Stat 1: Tech level \u2013 Tech level \tindicates the available manufacturing level of the village. Roll 4df. \u00a0Any roll between +4 and -1 is treated as a -1. The other values are \tself explanatory.<\/p>\n<p>Stat 2: Size level \u2013 Size \tindicates the current population. (4df Roll)<\/p>\n<table border=\"1\" cellspacing=\"0\" cellpadding=\"4\" width=\"100%\" bordercolor=\"#000000\">\n<tbody>\n<tr valign=\"TOP\">\n<td width=\"38%\">Home<\/td>\n<td width=\"31%\">-4<\/td>\n<td width=\"31%\"><\/td>\n<\/tr>\n<tr valign=\"TOP\">\n<td width=\"38%\">Hamlet<\/td>\n<td width=\"31%\">-3<\/td>\n<td width=\"31%\">-2<\/td>\n<\/tr>\n<tr valign=\"TOP\">\n<td width=\"38%\">Village<\/td>\n<td width=\"31%\">-1<\/td>\n<td width=\"31%\">1<\/td>\n<\/tr>\n<tr valign=\"TOP\">\n<td width=\"38%\">Town<\/td>\n<td width=\"31%\">2<\/td>\n<td width=\"31%\">3<\/td>\n<\/tr>\n<tr valign=\"TOP\">\n<td width=\"38%\">City<\/td>\n<td width=\"31%\">4<\/td>\n<td width=\"31%\"><\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>Stat 3: Wealth \u2013 The current \twealth of a village. Mostly measured in what it can barter with. \tUsually trade goods or expertise. This is a simple number.<\/p>\n<p>Choose 2 aspects to personalize the \tpopulation. Local problems, relationships, or advantages are all \tgood ideas.<\/p>\n<ol>\n<li>GM places a terrain feature next \tto the previous village. This has a single aspect and represents a point \tof interest or difficulty on the path to the next village.<\/li>\n<li>Rinse and repeat for each village.<\/li>\n<\/ol>\n<p>This is the basic \u201cRoute\u201d 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&#8217; 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.<\/p>\n<p>However, the villages could be made to provide a mechanical advantage in addition to their aspects.  <span style=\"text-decoration: underline;\">Star Blazers Adventures<\/span> provides a set of stats for towns. This would allow characters inside a town to access that town&#8217;s skills for their own use; possibly even a companion bonus as if the town were a character itself.<\/p>\n<p><strong>Village Stat Block:<\/strong><\/p>\n<p>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.<\/p>\n<p>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.<\/p>\n<p>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.<\/p>\n<p>Aspects: 3 (the aspects previously chosen)<\/p>\n<p>Skills: Scale 1 = 0 pts, Scale 2 = 2 pts, Scale 3 = 7 pts, Scale 4 = 16 pts, Scale 5 = 20 pts<\/p>\n<p>3 skill categories = General, Offensive, Defensive<\/p>\n<p>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 &#8211; 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.)<\/p>\n<p>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)<\/p>\n<p>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.<\/p>\n<p>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&#8217;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&#8217;ve helped out there before) can roll on the village&#8217;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&#8217;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.<\/p>\n<p>Also, village skills can add +1 to assist player skill rolls and players can add +1 to the village&#8217;s rolls as long as the skills are appropriately similar in nature.<\/p>\n<p>Example Route:<\/p>\n<p>I created a sample route to illustrate how this could work.<\/p>\n<p>GM-placed prime area<\/p>\n<ol type=\"A\">\n<li>Mount Garth [Aspect: \tCrumbling Basalt]: Mount Garth is all that remains of a once great \tmountain. Pounded into submission by the rains, the basalt columns \tlie in great stacks like blackened bones. They are visible from most \tclearings and dominate the skyline where the jungle allows.<\/li>\n<li>Garthville \t[Aspects:Made of Stone, Too Big, Lawless] {Stats: T-3,S+1,W-1}: \u00a0Garthville is in decline. It was once a bustling community of stone masons. Now its population has dwindled to a few grizzled miners. It \tis comprised of large stone buildings of which only the centermost \tare still occupied. The city has the air of a graveyard, silent and \tsepulchral, until the living areas are found, where a drunken revel \tto rival Odin&#8217;s hall is always raging. Miners only stop drinking \twhen their chits dry up. They then return to the mountain to rake at \tits bones until they have enough carts of stone to trade with \tmerchants for more drinking chits.<\/li>\n<li>Terrain feature: The \tGarth Road [Aspect: Stone Road]: Built by the early denizens of \tGarthville before it was realized how valuable their stone was. It \tis now constantly patrolled and maintained. It is far too valuable to \tdismantle as it provides a nearly rainproof connection to the next \ttown.<\/li>\n<li>Tractorville [Aspects: \tPig Farm, Methane Plant, Gas Tractor] {Stats: T-1, S-2, W-1}: \u00a0Tractorville sprung up at the end of the stone road when a group of \tmechanics recovered an aging tractor frame and adapted it to a \tmethane engine. As the only working tractor in the area, it is used \tto transport stone to nearby areas.<\/li>\n<li>Terrain feature: Bright \tJungle [Aspect: Strange Plants]: The jungle around Garth Mountain is \tnot a normal place. The return of the jungle to this part of the \tworld awoke strange seeds in the bones of the mountain.<\/li>\n<li>Black Patch [Aspects: \tJungle Garden, Unhealthy Dirt, Trade Powerhouse] {Stats: T-1, S+1, \tW+2}: Deep in the bright jungle is a patch of black earth on which \tnothing will grow. The perfect place for a village.  Black Patch is \ta wealthy trade haven. This village uses the strange plants and \tfungi of the bright jungle to make a living, which currently means \ttrading fermented goods for stone building materials.<\/li>\n<li>Terrain feature: Apache \tPreserve [Aspect: Constantly Watched]: This patch of jungle is \tfrequented by a tribe of intelligent bears. They are currently not \thostile to humans. But never doubt, you are constantly watched.<\/li>\n<li>Savage End [Aspects: \tRiver Port, NeoSioux Outpost,Tribe\u00a0 Bears] {Stats: T-1, S+2, W-1}: Savage End \toverlooks the massive and dangerous Savage river on which NeoSioux steam \tvessels ply their trade. Savage End is part of the NeoSioux \tcivilization. There is a garrison of their troops here and some of \tthose troops are bears. Trade here is largely in storage facilities \tholding goods destined for other places.<\/li>\n<\/ol>\n","protected":false},"excerpt":{"rendered":"<p>Hello, I&#8217;ll be talking about Deluge again today. My topic is \u201cRoute Creation.\u201d Diaspora calls them \u201cclusters\u201d but that doesn&#8217;t make sense in the context of survivor villages. A route is the local area familiar to your players: a series &hellip; <a href=\"http:\/\/coyoteslodge.com\/coyblog\/2010\/06\/29\/deluge-development-part-2\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[6],"tags":[18,10,7,19],"class_list":["post-208","post","type-post","status-publish","format-standard","hentry","category-world-shaping","tag-deluge","tag-fate","tag-rpg-game","tag-star-blazers-adventures"],"_links":{"self":[{"href":"http:\/\/coyoteslodge.com\/coyblog\/wp-json\/wp\/v2\/posts\/208","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/coyoteslodge.com\/coyblog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/coyoteslodge.com\/coyblog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/coyoteslodge.com\/coyblog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/coyoteslodge.com\/coyblog\/wp-json\/wp\/v2\/comments?post=208"}],"version-history":[{"count":25,"href":"http:\/\/coyoteslodge.com\/coyblog\/wp-json\/wp\/v2\/posts\/208\/revisions"}],"predecessor-version":[{"id":233,"href":"http:\/\/coyoteslodge.com\/coyblog\/wp-json\/wp\/v2\/posts\/208\/revisions\/233"}],"wp:attachment":[{"href":"http:\/\/coyoteslodge.com\/coyblog\/wp-json\/wp\/v2\/media?parent=208"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/coyoteslodge.com\/coyblog\/wp-json\/wp\/v2\/categories?post=208"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/coyoteslodge.com\/coyblog\/wp-json\/wp\/v2\/tags?post=208"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}