Showing posts with label Modified Humans. Show all posts
Showing posts with label Modified Humans. Show all posts

Friday, June 7, 2024

Abstract Combat with Book 4

My older son wanted to try his hand at running a mercenary unit. He's got a six month contract on Faldor, defending a town as unrest and civil war swirls around them. He's got about a platoon worth of troops and light vehicles.

His PC is the owner of the PMC “Wolfpack Security Corp.”, while an NPC is the field commander. His patron is the King of Pampati. A contingent of Pampatian Gath emigrated to Faldor to find work. The King is concerned about anti-Gath prejudice among the competing factions. Gath are genetically modified humans, standing 2.7 to 3.3 meters tall. Sounds like they could take care of themselves, but they moved there to work, not fight. Wrong place at the wrong time, you might say.

I've run most of his time so far as a set of random encounters as detailed in the Encounters chapter of TTB. A mix of hostiles and friendlies, government and rebels. A week or so back, a scout group from another PMC came snooping around their town. They exchanged shots before the scouts broke contact and retreated. They took one prisoner, who identified the group.

The People's Popular Development Front (PPDF) worked for the government, bolstering its forces. Then the PPDF leadership decided to renege on the contract. They saw an opportunity to establish themselves as a local power.

Last night we played out the next encounter with the PPDF. Three squads rolled into town to do “recon-in-force”.

We've been working from a sketch map of the town,


and I drew up a second hex map. The battle map noted important features like the HQ building and town gates. We both laid out counters for our units. My son's PMC is divided into about a dozen teams and squads. We did not worry about scale of the hexes, or length of turns. This is abstract, to resolve the battle quickly but without 'GM fiat'.

I added on a few simple rules to the abstract battle system in Book 4. Each turn both sides roll 1D and add the leader's Tactics skill. This is the number of counters that can move on a given turn. Each unit that moves can go one hex in any direction. This became an important factor for one side, later on. Neither side had Leadership skill on the board, but a Leader can make a throw to move a unit 2 hexes instead of one. (We'll see another time if that rule works well or not)

In the Avalon Hill game Antietam (part of the Blue & Gray series) the Union side can move only 6 of its 40+ counters per turn. This reflects McClellan's dithering during the actual battle. The movement throw added a variable to the game. It reflects the difficulties of command & control over a spread out force.

By the Numbers

Thursday, March 31, 2022

Game Conclusion - Shadows, with observations

 Our Friday night game sessions have taken a back seat recently to church events (Feast of the Annunciation among others) but we were able to complete the Shadows adventure last weekend. Here I'd like to share a few thoughts about the adventure as presented, and the changes I made for our group.

If there is anyone who plays Traveller but does not know Shadows, I will try to not disclose too much about the adventure as written. Read on at your discretion. 

Shadows is reminiscent of "dungeon crawl" adventures, so even players unfamiliar with Traveller immediately had a sense of what to do. I think it's a solid if unspectacular introductory adventure. Like many published Traveller adventures it is easy to drop into a pre-existing setting. If the PCs are not operating in the vicinity of Yorbund in the OTU it would be hard to get them there. Game play was linear; there are not many alternative approaches to the puzzle/problem of the pyramid complex. I switched out a few things to connect Shadows to my TU and to put my own stamp on it.

First, I situated the pyramid structure in Holtzmann's Corridor, in my TU. I invited the players to choose a home planet either in the Empire or the Corridor. And it came to pass that one of the players chose Mavramorn, the planet where I chose to place the pyramid. So she had an 'in' for asking lots of detail questions. Her PC's Education score was 12, so I answered accurately just about every question she asked.

Second, I replaced the chief obstacle inside the pyramid with a group of Genetically Modified Humans. GMH's or "Jimmies" are human, but humans who were altered in utero to improve or add to their bodies. Any kind of modification is possible; the Bree are a type that I've included in adventures before. Not everyone is okay with such modifications. On some planets, like Mavramorn, Jimmies are discriminated against, relegated to second-class citizens or worse. The group in the pyramid were driven there by cultural pressure and were naturally suspicious of the PC's intrusion.

For some role-playing, I had each player make a reaction throw when they encountered the Jimmies. What would their level of prejudice be?  Two PCs came from planets which I had predetermined were unfavorable to Jimmies, so they had a -DM to the throw. None came out with very strong opinions, but it did add complexity to the decisions they had to make about how to handle things.

Along with the location change the atmosphere of Mavramorn is not as dangerous as that of Yorbund. I admit it is inconsistent that I disliked the danger of "oops your vacc suit broke, you dissolve in the local atmosphere" but kept in place the danger of "oops, you missed your throw while climbing the rope down the shaft. You're dead when you hit the floor five seconds later." No one needed this, but I planned for a one-chance saving throw if anyone fell in, or lost their grip on the rope. But a fall would have been fatal, and I mentally committed to enforcing that.

I enforced the encumbrance rule, which did have an effect on play. The PCs were away from ship and vehicle that could carry lots of extra gear, and they all took the limitation in stride. It did help that I also enforced the Gravity rule - Mavramorn's surface gravity is only 0.4G. So a PC with STR 8 could carry 13 kilos without penalty. The same gravity rule made climbing up & down ropes easier.

We went into this adventure as a one-shot, as our regular Referee had some heavy weeks at work and didn't have prep time. Several players had never tried Traveller before, and everyone seemed to enjoy it. Perhaps in future a regular game will develop. The ground work is laid.

Have you ever run or played Shadows? Tell about it in the comments.

Sunday, February 24, 2019

Not Quite Human - The Headless Hunters

There is an article from the old Dragon Magazine titled "Make your own Aliens" which was a supplement or variant for Traveller. One of the criticisms of the original game was that it had no aliens, robots or clones, and no rules for including them. Fair point, all three non-human types are common in classic sci-fi. A worthy inclusion into my favorite game.

In my Church & Empire setting, I have made the decision to not include non-terrestrial sentient life forms. However, there's more than one way to introduce the strange, abnormal or weird into Traveller. My avenue is postulating the mis-use of gene sequencing, which is already real science here on earth, to create near-human or partially-human beings. 

I have used the article's method to roll up some genetically modified humans (GMH's). This is one of the stranger types I've created. They are very secretive, but may pop up anywhere. They are known to work as contract assassins, hence their popular nickname,


"The Headless Hunters"