Arion, Episode 23: Ouidah

Posted: 9 September 2017 in Arioniad
Tags: , ,

In which we continue to explore Solo as a solitaire game engine, and venture into Hishen space in search of the kidnappees…

ROLLS AND RULES

Slow and didactic this time to be sure I don’t miss anything; I’m working from the checklist on page 53, and we begin by jumping to a new world. This looks in turn at leaving the current world, time in jump, and arrival at the destination. We start with some ‘pre-flight checks’…

  • Roll d66 for Starport Encounter (page 39): 5, 1 = meet a fellow traveller.
  • Roll 2d6 for NPC’s reaction (page 38): 8, Neutral. This is enough to make him/her a friendly contact if met again.
  • Roll d66 on Patron table (page 59) to determine NPC’s identity: 4, 2 = Scientist.

OK, so we now know a friendly scientist on Tortuga. I don’t plan on coming back this way so I don’t work up any more details. There is no cargo as the last time Arion thought about it was on Fermanagh, when he intended to buy whiskey – let’s assume he did – and I can’t be bothered with costs and fees (too much like the day job).

  • Roll 2d for Ship Encounter (page 40, assume no modifiers): 7 – no encounter.

At this point we leave Tortuga, and enter jumpspace. Let’s call the slavers’ trading world Ouidah, and give it the same 5150 stats as Tortuga – the salient point is law level 2. We need to roll for a shipboard event while in jump, and there is the chance of a bad reaction from a crewmember.

  • d66 for Onboard Event (page 56): 4, 4 = bridge sensors suggest a stowaway.
  • Tell Me, d6 (page 37): Is there one? 5. Why, yes. This is a good chance to introduce Dmitri, in this setting a Hegemony spy on the run from pirates.
  • Tell Me, d6: What kind of person is he? 6 = honest, good, dependable. Right, that settles it, it’s Dmitri.
  • Bad Reaction – random character affected (odd Arion, even Osheen): 3, Arion.
  • 8+ to avoid a bad reaction: Dice roll 6, so Arion reacts badly.
  • 1d6 to determine reaction: 2 – panic/anxiety. A stowaway picked up in a pirate haven sounds like a good reason to be anxious, until we realise he is friendly.

Now we arrive at Ouidah.

  • 2d for Ship Encounter: 4 – no encounter.
  • d66 for Starport Encounter: 5, 3 = another potential contact. This one has a reaction roll of 7 though, not enough to qualify, so no need to work out who they are.

Next, a week onplanet during which we will try to rescue the slavers’ victims. That calls for a Plan. I decide the easiest option is to buy them, trading the current cargo of Fermanagh whiskey for them. That seems like a Solid plan (8+ to succeed) but anything involving pirates, slavers and Hishen is Dangerous. First, though, as per page 53, a World Encounter.

  • d66 for World Encounter (page 58): 2, 1 = invited to a posh function. Well, that makes sense, this is obviously a party thrown by the slavers for potential buyers, which will no doubt culminate in an auction. Let’s add a security check to represent the bouncers on the door asking Osheen to hand in his guns at the door.
  • 2d6 vs law level: 9, no problems. If a Grath wants to bring a squad support weapon to the party, the bouncers are good with that. One wonders what armour they’re wearing if this doesn’t worry them.

The Plan. 8+ to succeed, no obvious modifiers. 2d6 = 12, success. Excellent – that could have gone badly wrong. 2d6 for Consequences; 6, which is under the 8 required – this means a Bad Consequence, and as the Plan is dangerous I decide to apply a -2 to the dice roll. The result is a 10, which would normally antagonise an NPC, but the houseruled modifier drops it to an 8 – partial failure (let’s say odds on 1d6) or incriminating evidence (let’s say evens). 1d6 = 3, so partial failure; since the objective was to recover all the kidnap victims, we only get Coriander, most likely because Arion fancies her more than the others and so is focussed on recovering her.

At this point we cycle back to another jump, but you’ve seen how those work already.

NARRATIVE

This post is long enough already, and its purpose is to explore the rules, so none of that this time. As a general rule, though, that would be the focus.

GM NOTES

Ship encounter rolls are influenced by world population and starport class, but I have assumed frontier routes and no modifiers to save having to generate worlds. I’ve also assumed the Dolphin is not a passenger ship (they have different onboard events).

As Anzon observed in the comments last time, there’s a lot of page flipping to get at tables. The way they are organized helps the internal logic when reading through the first time, so I understand why it’s that way, but in play it slows things down a bit. I will probably wind up printing out the relevant pages and shuffling them into a more usable order. Old school hardcopy users could stick tags on the relevant pages.

Anzon also observed that Dangerous Plans appear to have no mechanical effect. So my current house rule is to apply a -2 to any rolls for Bad Consequences, making injury or death more likely. I could infer from the text that injury or death only occur if the Plan is Dangerous, and roll 1d6+6 on the Bad Consequence table if it is Safe, or any number of other alternatives, but a flat -2 modifier is in the Traveller spirit and easy to remember.

Overall, I find this flows very smoothly and easily for me; no doubt that is partly due to it being based on Traveller, as I have spent most of my adult life playing that on and off. Blog posts would work better if I ran them as one per week, alternating time in jumpspace with time on planetary surfaces; that has come up so often over the years that I can take it as read now.

So, after eight years experimenting, I think I can move to an actual decision now. More of that in a future post, but for now, Hearts of Stone is restarting…

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