Latest / Sessions Canceled / Ashes Without Number | Tabletop Shout-Out Part. 2: Ep. 188
Transcript
- 0:15The GM got very distracted by nonsense arguments about Pokémon
- 0:20and then went to go buy Pokémon cards and we haven't seen him
- 0:22back since. So like since it's cancelled I
- 0:24guess? No, I heard it's too late.
- 0:27I heard you. I heard you cracking.
- 0:32I did, yes. Oh my God, I was like please,
- 0:35please start. I can't hold it.
- 0:37I. Had to.
- 0:38I had to compose myself. I couldn't, I couldn't go
- 0:41straight into it. Oh.
- 0:42My God. Tell us in the chat is is
- 0:47toxicroc from Pokémon intended to be a ninja frog?
- 0:51You just know your opinions. Of the cops, yeah yeah, yeah,
- 0:54yeah is. He a ninja frog.
- 0:57I love the opinion of yes, he is a ninja frog.
- 0:59I'm firmly on no, but I don't, yeah, I don't know.
- 1:04I'm not even no. I'm like a tentative maybe.
- 1:09We're not talking about ninja frogs or Pokémon though.
- 1:11Mostly because I don't actually care that much about Pokémon
- 1:14anymore. I feel like every time I bring
- 1:18up Pokémon I feel like I'm a a recovering like alcoholic or
- 1:23something. You do have the like, we talk
- 1:25about Pokémon, but I think you're like, but I don't do that
- 1:27anymore. Yeah, well, 'cause I used to be
- 1:29deep in that sauce, so like there's.
- 1:33Kind of like a specific friend of ours, like I, I used to do, I
- 1:36used to go to raves to do Mali, but I don't do that anymore.
- 1:38You're like, whoa, whoa, whoa, whoa, whoa, whoa, wait, fucking
- 1:42peddle that shit back. I mean not.
- 1:45Quite to the same extreme, but sure, yeah.
- 1:50Oh my God. It's like, what's the fucking
- 1:52bit in Adventure Time when it's like when Jake was like, Oh
- 1:54yeah, that was back in the day when I used to mug old ladies
- 1:56before I knew it was wrong. And you're like, yeah.
- 2:00Yeah, or a certain other friend who told us about being in a
- 2:03band out of nowhere. We were like.
- 2:06This tragic back story. Yes, yes, You know how he used
- 2:11to get into fights all the time and we didn't believe?
- 2:13Him. Yeah, how he went from skinny
- 2:15string beat to fucking. Swole Jack, swollen, violent.
- 2:21Anyway, two friends in question though, you know who you are.
- 2:26I can't wait to hear from the women chat.
- 2:27Both of you know who you are. You're going to jump into VC
- 2:31being like I fuck you. Anyway, we're not here on
- 2:38Pokémon business though. We're here on Stars Without
- 2:41Number Business, which I was going to make some kind of joke
- 2:44about how it's like Pokémon, but I can't actually justify that
- 2:47so. I would have been impressed,
- 2:49really. Yeah, I couldn't.
- 2:51I couldn't think. I, I, if I had time, I I
- 2:53probably could have come up with something.
- 2:55Anyway, it's fine. It's fine.
- 2:57Also, did I say stars without number?
- 2:59I think you did. Did it Ashes without number?
- 3:03Listen, the they're four games, but they're kind of one game,
- 3:07you know? So like, your brain kind of
- 3:08smashes them together. Do kind of feel like 4-3
- 3:12expansions to one game. It kind of is, Yeah.
- 3:15In a way, yeah. Yes, we're here to, we're here
- 3:20to get, we're back at again at the Krispy Kreme with the Ashes
- 3:24Without Number. And we're going to go over at
- 3:26the the GM side of things, as is our, as is our ritual.
- 3:34And yeah, I mean, let's give it to you.
- 3:40Let's give it to that Skippity before we do, though, hit
- 3:44follow, subscribe on your podcast platform of choice.
- 3:46And if you're feeling generous, there's a donation link in the
- 3:49description. So ashes are that number.
- 3:54All right, so we, we, we wrapped up on the the identifying
- 4:00mysterious tech rule, which is a rule that I was not a huge fan
- 4:03of. And that sort of generally cuts
- 4:06the book in half from the PC to the GM section.
- 4:09Much like all the other books, there's not actually a
- 4:12delineated point of this is for GM and this is for PCs, but you
- 4:17can kind of just tell. So the GM section starts off
- 4:24with enclaves and settlements, which if you'll have the
- 4:29familiarity with the other without number games, this is
- 4:34basically our faction turn replacement.
- 4:39Cities without number actually forgo to faction turn entirely
- 4:44and instead just had more detailed rules about like
- 4:47designing missions and designing mega corps and designing like
- 4:50faction like enemy faction gangs.
- 4:54But we're we're back at it with the faction turn sorta enclaves
- 5:01and settlements. It's it serves the same purpose
- 5:05as the fashion term, but it's kind of simplified down and it's
- 5:08not the scope is quite a lot smaller because you're dealing
- 5:12with post apocalypse. So you know, stars without
- 5:15number. You can have factions that are
- 5:17literally, literally sector wide regional hegemons that like own
- 5:22multiple planets and shit. So obviously you're not going to
- 5:25get on to that level of craziness with a post apocalypse
- 5:29game. That would be, you know, a
- 5:31little off color. So instead you have enclaves and
- 5:36settlements which you know brings the power scale way down.
- 5:40If you want to phrase it that way, if you want to talk about
- 5:43power scaling, which I know as I say is I.
- 5:50I really it isn't it it I keep getting sucked into these
- 5:53conversations, but it really it. Really.
- 5:55No, it clearly is, I say. You keep doing it so obviously.
- 6:00No, no, no, no, no, no, no, no. Someone brings up fucking power
- 6:05scaling and then they do it in a chat that I specifically get
- 6:08pinged on so I'm getting fucking interrupted doing whatever the
- 6:11fuck I'm doing be looking at. Like I don't know if fucking
- 6:15Scribblow Bimblow can beat Glupshitto in a fight and I'm
- 6:18like, and then they're like, well clearly because the fucking
- 6:21mangaka was in rehab at the time, that means that this
- 6:25character is stronger and you're like fuck are you talking about?
- 6:28The mangaka was in rehab. Glop shit.
- 6:30Oh, has a debuff. Yeah, I like.
- 6:33He has the the sickly mangaka debuff.
- 6:35Look, I could only have my fucking neurons be insulted so
- 6:38much before I got to say some shit, OK?
- 6:46All right, So all right, the odd clave rules.
- 6:50I mean, do you have any initial opinions before you started
- 6:53getting into this? Because I know that this is
- 6:55something you really wanted to do in your game.
- 6:58Yeah, once again, again, take a shot because we're continuing
- 7:01that game of every time. Isaiah was like, oh, this would
- 7:04have been fucking great for me. Yeah, yeah, this pretty much did
- 7:09this in, you know, about three times as much words but tripled
- 7:12the cohesion. I did everything that I was
- 7:14trying to do with like my citadels and Guild system.
- 7:18And yeah, like it even gives you some like pretty interesting
- 7:23stuff a little bit later on for like how to get them to coexist
- 7:27in. Like if one is attacking the
- 7:29other for resources or trading with the other or building
- 7:32settlements, All that stuff that I had to like kind of hand wave.
- 7:35And then I'm pretty much fucking gave up on towards the end
- 7:38because it just was like not feeling how I wanted it to feel.
- 7:43That sounds about right, yeah, yeah, I mean, the thing about
- 7:47having some kind of faction turned S mechanic is it's not
- 7:50going to slot on to every game, every style of game It you know,
- 7:54it's got a the the conceit of the the conceit of the campaign
- 8:00needs to fit in such a fashion that that idea flows.
- 8:05So you know, yeah. So you start by, you pick, you
- 8:12pick, you start the whole thing by deciding a starting enclave.
- 8:15This is generally where the PCs are going to begin play.
- 8:20It is also also worth pointing out that the factions or the
- 8:25Enclave settlement system is going to work best in the Mutant
- 8:30Wasteland style of campaign. As a reminder we have the Mutant
- 8:33Wasteland style game which is sort of your Mad Max or your
- 8:37Fallout style post apocalypse where society is sort of settled
- 8:41into a kind of weird new norm even though the new norm is
- 8:44horrible. And then you have your dead
- 8:47lands campaign, which is your Walking Dead style zombie
- 8:50apocalypse situation. And then you have after the
- 8:55fall, which is like natural disaster has con caused
- 8:59everything to go into complete shit and you're playing in the
- 9:02like near immediate aftermath of said disaster.
- 9:08So the settlements, the the enclaves and settlements thing
- 9:10is, is going to slot easiest into the mutant wasteland.
- 9:16And then it probably could still work in the Deadland style
- 9:20campaign, depending on how like what span of time you want the
- 9:23Deadlands game to cover. And then the after the fall one,
- 9:27probably the hardest time making that fit because generally the
- 9:30way the book talks about an after the fall campaign is the
- 9:33the timeline that it's covering is pretty short, usually like a
- 9:39few months at most kind of thing.
- 9:41So you're probably not going to have enclaves, but anyway.
- 9:47So yes, you start by deciding where the PCs are going to start
- 9:50their starting enclave. They don't necessarily have to
- 9:53be tied to it or anything, but it's kind of going to be their
- 9:56like default home base in some capacity.
- 9:58They might not even be wanted there, but it's kind of the
- 10:00place they might go back to or whatever.
- 10:03Then you generally the book recommends picking 5 enclaves
- 10:08near the starting enclave and you can do more but you probably
- 10:13don't want to. And instead if you start adding
- 10:17additional settlements, just don't make them enclaves, just
- 10:21make them smaller settlements that are just kind of minding
- 10:24their own business because the enclaves are going to actively
- 10:27interact with each other mechanically through this whole
- 10:30process. So if you add too many your
- 10:34homework is going to get crazy. Which has someone who ran stars
- 10:37without number can confirm if you have too many factions, your
- 10:41homework does get crazy. So like you do want to be
- 10:44careful about that. It is worth pointing out you
- 10:47don't have to do faction turns every single session, right?
- 10:51You're doing them every few sessions usually, but still.
- 10:58And then yeah, basically you kind of ignore the other
- 11:00communities that are not like enclaves, the ones that aren't
- 11:03as important. Not ignore as in they don't
- 11:07exist, but ignore them in the mechanical framework of this
- 11:10system. So you start by determining the
- 11:13power of the on of the enclave, which goes from like a refugee
- 11:19cramp or a little tribal village all the way up to multi regional
- 11:23hegemonic city or multi city power.
- 11:26And it's a one to five scale that initial you, you determine
- 11:33the power SO12345 and then the power determines the enclave's
- 11:38action die, which goes from AD 6 to AD 20.
- 11:43The action die is what they will roll to sort of attack each
- 11:48other or sometimes deal with problems.
- 11:52It's sort of their, it's their singular stat that they kind of
- 11:56use to, to deal with things. Then your enclave has cohesion,
- 12:01which is equal to your enclave's power.
- 12:04And it's, it's, it's just the Enclave's HP basically is the
- 12:08cohesion. Once the cohesion drops down,
- 12:12you know, fictionally speaking, the, the Enclave has become such
- 12:16a mess that nobody wants to be there anymore.
- 12:19And so everybody fucks off and goes and does their own thing.
- 12:21They are not cohesive as a, as a settlement anymore.
- 12:25Then you have features. This one's kind of interesting
- 12:29because the features don't have a numerical value attached to
- 12:34them, which is pretty different to how the faction turn worked
- 12:37for stars and worlds. Where in stars, stars out number
- 12:42and worlds out number, you bought assets and your assets
- 12:45had like numerical data points. They had like an attack and a
- 12:50defence value and like and like an HP value and stuff.
- 12:56And you would assets would do very specific things.
- 12:59They weren't like, like they weren't, they were, they were
- 13:03like, the assets were more like abilities that you bought for
- 13:06the faction. Whereas the features here are
- 13:10more like they're, they're more like fictional tags that you
- 13:14describe in like a sentence or a couple of sentences.
- 13:18So like one example it gives is features or what it says is
- 13:22features aren't measured numerically.
- 13:24Instead, they're usually expressed in a single sentence,
- 13:26like the campus constructed on a large grain depot, or the
- 13:30tribe's warriors are exceptionally well armed and
- 13:32disciplined. The features will then the
- 13:38sentence of the feature, like what the feature is.
- 13:41The tag, as it were, is relevant because if you describe that
- 13:47they have a large grain depot and then you try to say, oh,
- 13:52this enclave wants to attack another enclave and the only
- 13:55thing they have is a grain depot, then they kind of can't
- 13:58attack them because they just have no means of doing so.
- 14:01So even though they don't have a bespoke mechanical effect, what
- 14:05you describe the feature as when you're writing it down as the GM
- 14:08is relevant. And then if there's a really I.
- 14:11Was going to say to to be clear though.
- 14:13Like yes, they don't have a bespoke numerical effect, but
- 14:18the the sort of narrative informs the function in so far
- 14:22as when something makes a move against another one, you use its
- 14:25features to its advantage by adding to roles.
- 14:29Well, yeah, that's what I'm saying.
- 14:30If they only have a grand Depot, they can't attack.
- 14:33Yes, but like you could use like if you were going to use like a
- 14:35hostile action, you could be worded like, Oh yes, you know,
- 14:39they're going to starve them out and because they have a grand
- 14:42depot, they can do that. Oh, I mean, yes, yes, like it
- 14:47can, yeah, if you can make it makes sense.
- 14:49Honestly, the point, I think the point of what you're supposed to
- 14:52do with the features more than anything is use them to describe
- 14:58the narrative of what's happening.
- 15:00Like Enclave A uses their feature against Enclave B, and
- 15:06based on how you worded the feature, that informs what the
- 15:09story will become when the players hear about what
- 15:12happened. I think that's kind of the
- 15:13intention of that. Almost certainly.
- 15:17Also, when you have particularly complicated features, you can
- 15:20string together like a little a small paragraph where each
- 15:24sentence is kind of a different element of the feature and you
- 15:27have to break down each part of the feature if you want to
- 15:31destroy the feature. Or if a, if an enemy faction
- 15:34wants to destroy the feature, I should say, then you have
- 15:40problems which are the opposite of features as they kind of
- 15:44sound. Problems are literally fictional
- 15:48problems that you describe, you know, such as food supplies are
- 15:52inadequate and people often go hungry, right?
- 15:54That is a problem in the within the within the enclave.
- 16:03But problems do get a numerical value attached to them.
- 16:07Usually it's only one point, maybe 2 points if it's a
- 16:10particularly bad problem. And then you have the enclaves
- 16:15trouble score, which is all of the problems added together is
- 16:22their trouble score. So if you have a if you have the
- 16:26problem of no food and the problem of like trauma as it
- 16:31describes trauma and despair has left people numb.
- 16:33And those are both 2 point problems.
- 16:35You add them together, you have a trouble score of four.
- 16:38If your trouble score ever equals your maximum action die
- 16:42value, action die roll, the community falls apart.
- 16:45So if your action die is AD 10, you effectively have 10 like
- 16:51points of problems that you can deal with and if well actually 9
- 16:54because if you hit 10 you fucked.
- 16:57So they have an so you kind of have two HP values because you
- 17:00have cohesion which can drop from getting attacked and then
- 17:04you have trouble, which can go up from problems getting worse.
- 17:10Both of them have the ability to rip your enclave apart.
- 17:15Then you have interest. I I don't like the word interest
- 17:19for this mechanic. I don't necessarily have a
- 17:21better word, but interest confused me because it made me
- 17:23think it had some kind of monetary.
- 17:25Name miracle interest and not like they have a a vested in
- 17:28like a vested interest. A vested interest is what
- 17:32they're getting at. But yes, it made me think
- 17:34numerical. It's not numerical.
- 17:35So interest is the idea that your enclave has some kind of
- 17:42influence or ability to help or harm their neighbors.
- 17:46It can be good or bad. So like planting spies, building
- 17:51trade routes, installing and occupying Garrison, those are
- 17:55all interest. So if you're if the PCs enclave
- 18:00installs a Garrison in a nearby enemy enclave they have, that is
- 18:05a point of interest in that enclave.
- 18:08The points of interest can be will be used for some various
- 18:12actions. You can't have more.
- 18:19You can't have more points of interest in any in any of your
- 18:24neighbors more than twice your maximum action die roll.
- 18:27So like if your maximum, if your action dies of D10, you can have
- 18:3120 points of interest total. There's only so much, so much
- 18:35you can spread around your community's influence.
- 18:42And then we have Dominion, which is another one that's weird.
- 18:46So the Dominion is kind of the money, which again, slightly
- 18:52confusing on the name there, but Dominion is effectively a a meta
- 18:58currency that the enclave can spend to help themselves out in
- 19:02various ways. So those are all your stats.
- 19:06So you have power cohesion, features, problems, trouble,
- 19:11interest, dominion. So you every enclave kind of has
- 19:14a lot of stats. I kind of lost numbers.
- 19:18I was going to say I almost wish Dominion was called wealth.
- 19:21But like, it's more than just their physical money.
- 19:23It's like more than money, their influence.
- 19:26Yeah. So maybe I maybe then just
- 19:28recall it influence then. But maybe that would conflict
- 19:31with like. Influence would conflict with
- 19:32interests. Yeah.
- 19:35I know, Yeah. I don't know that's that's the
- 19:39that's the way it it it's called wealth in the other two games,
- 19:43but that makes more sense in those settings, you know yeah.
- 19:46Also the other thing too, the reason it's not called wealth is
- 19:48because there's a good chance that your post apocalypse
- 19:52doesn't have money, you know? True yeah, in the traditional
- 19:56sense. So, so that's all your, that's
- 20:00your setup for your enclave and then you have your enclave turn
- 20:04so every. Every enclave gets you have two
- 20:11kinds of actions. You have internal and external
- 20:14actions, which are pretty much what they sound like.
- 20:16You can perform, perform, perform.
- 20:19You can perform. It can.
- 20:22You can perform one internal action per turn, and generally
- 20:28internal actions are going to be building up features or dealing
- 20:32with problems. And then you can have as many
- 20:36external actions as you have power.
- 20:38So like if you have three power, you can perform three external
- 20:41actions. It also doesn't specifically say
- 20:48not all enclaves are necessarily going to do everything every
- 20:52enclave turn, so if you have a reason to assume that this
- 20:55enclave isn't doing anything, they're just chilling, then
- 20:58that's fine. Some actions will require you to
- 21:03make a trouble check. This is where you roll your
- 21:07action die and then see if it's equal or less than your trouble
- 21:10rating, and then based on the number you roll you can.
- 21:16That will help you to pick which problem is int is causing
- 21:22trouble problem with a capital P you know the your problem
- 21:29scores. Right score, right.
- 21:32Then there's contests, which are basically what they sound like.
- 21:34Contests between two factions attacking each other.
- 21:38You roll, your action dies versus each other.
- 21:41See who wins the the the numerical contest.
- 21:45And like I was saying before, the attacker states what they
- 21:48are trying to accomplish and the names the features they are
- 21:51using to do it. The feature must actually have
- 21:53something to do with the effort. A magnificent school system
- 21:56isn't very useful if the attacker's goal is to burn down
- 21:59their enemy's granary. So like, yeah, the features have
- 22:02to make sense for the action. It's kind of funny because the
- 22:06way he words it in this, the way he words the Enclave turn makes
- 22:12it sound like you're having this debate with the players, but
- 22:15you're not. Yeah.
- 22:17No, it's it's you. It's a it's you arguing with
- 22:20yourself. So you worded it a little weird
- 22:23later about us, but whatever. Now remind me, did did earlier
- 22:31games tell you when these roles are supposed to take place?
- 22:33Like I know it says in game every month or so, but do you do
- 22:36this at the table? Do you do this out of table?
- 22:40Between sessions. All right, that's what I figured
- 22:42because this this would take me to take you like 3045 minutes.
- 22:46Stars without number it would take me like an hour usually to
- 22:49do a faction turn. Yeah, I figured as much, Yeah.
- 22:55But yes, yes, definitely you want to do this between.
- 22:58The intention is you do it between sessions, so like the
- 23:03players finish a big adventure or whatever and then some time
- 23:06passes and then you do it between the sessions and the
- 23:09time having passed sort of changes the game state.
- 23:12And then you inform the players in some some fashion how the
- 23:16game state has changed. So like in stars is
- 23:18outnumbering. They can't like news reports or
- 23:20something like that or a phone call from like a boss or
- 23:23whatever telling them that something happened.
- 23:27Obviously with this game, it's going to be a little bit of a
- 23:29different vibe in terms of updating the players and stuff.
- 23:32But yeah, so yes, then that's that's how the contest rolls
- 23:40deal. Basically the two sides roll
- 23:42against each other. And then if, if you feel like
- 23:45the contest of you being the GM, feel like the contest is
- 23:49particularly uneven, like weighted a little too much in
- 23:53one party's favor or the other, you can slap some plus ones and
- 23:57some minus, you know, some modifiers on there to basically,
- 24:03you know, to, to indicate the like unevenness of the
- 24:08situation. So then there's dominion and
- 24:12changes. So normally by default, you
- 24:17start with 0 Dominion and then your main way you're going to
- 24:20get Dominion is through an internal action called build
- 24:23Strength, which is where you kind of, you know, you rouse the
- 24:27settlement, you rouse the enclave, you get everyone
- 24:29working together on a project or whatever, blah blah blah.
- 24:32Like fictionally it's the leaders of the enclave getting
- 24:34everyone to cooperate and help each other out and purge bad
- 24:38shit, blah blah, blah. And that will increase your
- 24:43dominion. Also if the player characters do
- 24:47something in an adventure in an adventure that will influence
- 24:53the dominion too. So for example if the players
- 24:56bring bring back a whole bunch of valuable resources, you know
- 25:03a fuck load of guns and ammo or like a lot of scrap for a big
- 25:07project doesn't you know shit loads of food?
- 25:09That can also increase the dominion.
- 25:12Generally the Dominion gained should be about the same as the
- 25:17average experience points from the player that the players
- 25:21would gain. So probably it's going to be
- 25:23most of the time it's going to be 3 Dominion gain from the
- 25:26players going on an adventure to get something.
- 25:30And then the main way you spend Dominion is Enact is the Enact
- 25:35change action, internal action where you quite literally you
- 25:41spend your gained resources to try and better your settlement
- 25:45and some, you know, improve the enclave in some way.
- 25:48Build an educational system, build a farming system, build a
- 25:52fucking, you know, build irrigation like some sort of
- 25:55improvement. If you're trying to do something
- 25:59really crazy, then the cost will be, you know, could double if,
- 26:05if the goal is not reasonable at all, they can't do it without
- 26:10some sort of PC intervention probably.
- 26:14And then there can be resistance to change where you might have
- 26:20there, there's a table here that has forces opposed to the
- 26:24change. So you have some sort of
- 26:25figurehead that doesn't want to change in that enclave for XY or
- 26:29Z reason, and that increases the cost.
- 26:31For example, there's a abandoned army general camped out in the
- 26:35enclave and they don't want you to build a school system.
- 26:38So that increases the cost by 6 points.
- 26:41The base cost of changing things is generally equal to the power
- 26:48of the of the enclave. So if the enclave is power 3,
- 26:54then the the cost of changing something via dominion points
- 26:58will be 3. Until you bring in the modifiers
- 27:00of course. But as with everything else,
- 27:06also if the players you know take care of the problem for
- 27:10you, then that modifier might go away.
- 27:13So if there's a bandit captain or abandoned army general who
- 27:17really doesn't want a school system built and the players
- 27:21have a chat with him, problem solved and then you don't have
- 27:25to worry about that. Yeah, we call that shotgun
- 27:28politics. Yeah.
- 27:30So you know, as is, as is always the case, player action, like
- 27:36you have you, you as the GM have all these mechanics to interact
- 27:42and like you have your own little chess game you can play
- 27:44with, play with yourself, which sounds weird, but you know, but
- 27:49the player's actions always supersede it.
- 27:51So if they do something that should drastically change it,
- 27:54then yes, it happens. And in Stars Without Number and
- 27:59Worlds Without Number, the idea that the players are doing
- 28:02something so extreme to like drastically change what the
- 28:05factions doing is definitely less likely.
- 28:08Because they, you know, if the faction that the players are
- 28:13interacting with is, you know, a regional business that owns that
- 28:19runs on three different planets, 1 little mission the player's
- 28:21doing probably isn't going to affect that much.
- 28:24But we're dealing with the post apocalypse game like this where
- 28:26the enclaves are quite a bit smaller.
- 28:28Good chance players will influence this quite a bit more.
- 28:33Just from a fictional standpoint, they're more likely
- 28:36to interact with shit like that. Yeah, I just given that the
- 28:38stakes are far lower and therefore smaller actions will
- 28:42evoke larger changes, stakes are lower and the and the like, the
- 28:47distance between things is smaller and the the amount
- 28:50needed to affect the chain. Like, yeah, all that.
- 28:54I would have really loved this system when I was planning the
- 28:56whole bandit war thing because I, you know, I would have to be
- 28:59like, I had like 4 citadels and like 12 guilds and I had to
- 29:03constantly be like, well, OK, this one's doing this.
- 29:06And you know, you have to build your own grid of these things,
- 29:09which is really frustrating if you don't have like a basis to,
- 29:11to set it on. And I don't know if the players
- 29:16had this feeling, but to me I was like, sometimes it just
- 29:18feels like things are happening and I can't really tie it to any
- 29:22tangible mechanic, you know what I mean?
- 29:24Like any way that they can stop it or foresee it, it's just kind
- 29:27of happening. And like, you know, of course,
- 29:30if they were they, they just called people every day and it's
- 29:32like, hey, are you getting attacked yet?
- 29:34Clearly they would have had an answer, but that's just not how
- 29:38anybody would act in the situation they were in where
- 29:40they have their own shit to deal with, right?
- 29:44Yeah, I mean part of part of the trick.
- 29:47I I will say don't assume that this, don't assume that this
- 29:53system would totally solve that problem for you either though,
- 29:56because part of the trick is how do you deliver the information
- 30:00to the players in such a way that they actually know it's
- 30:02relevant and are going to interact with it?
- 30:05You know what I mean? So there is, there is still
- 30:08that. But if you have the more
- 30:10concrete mechanics, you have something to show them a little
- 30:14bit more exactly. That's that's kind of what I was
- 30:17getting. At yeah.
- 30:20So then we have our enclave actions.
- 30:23So you have 3 internal actions, which is build strength, enact
- 30:27change, and restore cohesion. Build strength, like we said,
- 30:31that's the one how you gather dominion up.
- 30:34Enact change is where you either make a new feature or fix a
- 30:37problem. Restore cohesion is basically
- 30:41regenerate your health move. And then the external actions
- 30:46you have aid an ally, which is give some, you know, give some
- 30:49cash, give some help to an ally, attack arrival, which that's
- 30:53pretty self-explanatory. Extend an interest, which is,
- 30:56you know, embed some kind of interest in a nearby enclave or
- 31:00remove an interest, which is to say, take an interest that's
- 31:03embedded in your enclave and get rid of it.
- 31:06And then there's one special, sorry, there's one special one
- 31:11called spend interest, which basically if you have a point of
- 31:19interest in a target faction, you have a couple of things that
- 31:22you can do, which is to say you can steal some dominion from
- 31:26them. You can help them with an
- 31:28action. So like if your interest in a,
- 31:34if your interest in a neighboring enclave is something
- 31:36like a, a Garrison and they go to attack another enclave, the
- 31:41one with the interest could say, yeah, we'll help with that.
- 31:43Our, our Garrison will help you with that.
- 31:45And that can increase the role or you can hinder an action,
- 31:49which is to say, conversely, if they attack someone and the
- 31:52enclave with the interest says no, we don't want you to do
- 31:54that, our Garrison is going to block your troops, that kind of
- 31:58shit. There is quite a few.
- 32:01There's less actions in this game also than stars, so that
- 32:05makes things a little easier too and just kind of less to jangle
- 32:10around. Have I like brought forth the
- 32:13idea of not that I would want to do this as AGM, but I think it'd
- 32:17be really cool if you had AGM who was running multiple games
- 32:20of Ashes and each party was a different enclave.
- 32:25People have proposed this, yes. So.
- 32:30This is kind of the level of work of like the cross, like the
- 32:33the world, the darkness, like cross.
- 32:34Black book games where like one person's a vampire, one person's
- 32:37a mage, one person's a werewolf. I'd never want to run that, but
- 32:40I'd love to play it, yeah. The before, not exactly what
- 32:53you're talking about, but before the Cobell inning.
- 32:56Oh no, I thought. I thought we agreed to never use
- 33:00that phrase again. You're the one who came up with
- 33:03it. Yeah, I know.
- 33:05But you were like, no, we can't. We can't keep doing.
- 33:08Well, so before the before it happened, he was running stars
- 33:12out number where the the twitch chat was part of the the twitch
- 33:20chat was the factions of the game and they would make
- 33:23decisions for their factions. So he would, he would get orders
- 33:28from the designated faction leaders in like the discord
- 33:31group and then the factions he would he would do all he would
- 33:35do out all the math based on the orders that the faction leaders
- 33:38gave him. So not exactly the same thing
- 33:41you're talking about, but a similar kind of vibe where like
- 33:43a whole bunch of different people are interacting with the
- 33:45faction mechanic. See, that's really cool though,
- 33:47because like that, that introduces such a fun level of
- 33:50like randomness into things. Correct.
- 33:54Yes. I would almost like maybe if you
- 33:56weren't going to do the big party thing, you could almost
- 33:59have a situation where you have friends who are interested in
- 34:02your campaign and you just give them give them a fucking enclave
- 34:06and like. Yes, give them a faction, yeah.
- 34:08Every four sessions, you're just like, here, y'all?
- 34:10I, I want you to pick something and just fucking do it.
- 34:13And especially if they know each other, they'll start, they'll
- 34:15start acting against each other to be assholes.
- 34:18Right, right. You're like your your one friend
- 34:19is the Ring of Fire Conclave and your other friend is the fucking
- 34:23the horde of ice and you're like, all right guys, here's
- 34:25what happened in the last couple of sessions.
- 34:26What do y'all want to do? Yeah, Oh my God, that'd be so
- 34:29cool. Yeah, I mean, that's certainly
- 34:32an option. I mean, you would only need and
- 34:33you wouldn't have to do it for every faction either, right?
- 34:35You, a couple of them. You as the GM could just manage.
- 34:38Yeah, well, it says like you don't like you shouldn't have
- 34:41more than six enclaves. You're.
- 34:42Operating at six, so yeah. Give them to like 3 of your
- 34:46friends and you get 3 for yourself.
- 34:49Definitely doable, yeah. So the process for creating an
- 34:54enclave, I mean, it's pretty, I don't even know that I really
- 34:58need to say much here, but like, decide, you know, decide your
- 35:03basic, all right, we're going to have an enclave here.
- 35:05You throw some tags on it like every other without number
- 35:09games. There's a whole shit load of
- 35:11tags provided that can give you all sorts of different ideas to
- 35:14generate. Decide what kind of power rating
- 35:17they have. You know from the 1:00 to 5:00.
- 35:22Give them at least at least one feature, potentially 2.
- 35:25If they're power rating three or more, they probably would have
- 35:27at least two. Assign them some problems.
- 35:31Recommended to do half the action die size.
- 35:34So if there's a town of and D8 action die, they should probably
- 35:38have like 4 points worth of problems.
- 35:43Give them Dominion points, although most enclaves are
- 35:46probably going to start with 0, but if for some reason you feel
- 35:49like they should start with a couple, then give them a couple
- 35:50dominion points and then give them interest in other enclaves
- 35:58for the neighboring enclaves that they're involved with.
- 36:00You roll the action die and whatever number comes up, that's
- 36:03how many points of interest they have to spread around, which
- 36:05means the interest thing starts at a random amount.
- 36:08And then give them a basic goal that the leadership is trying to
- 36:11do at the enclave. An immediate, you know, short
- 36:15term thing they're trying to do. And then there's a little
- 36:18section again explaining basically if the PCs do some
- 36:24shit that completely upends the situation, then that just
- 36:27happens. You don't, you don't need to
- 36:29obey the rules in any way. The PCs just get to do that
- 36:31shit. They're player characters, they
- 36:32get to break things. And then it gives you a couple
- 36:38of sample enclaves, basically little, they're basically little
- 36:44stat blocks for various, for the various enclaves.
- 36:47If you want to sort of play around and you know, look at the
- 36:52examples and get an idea. They're very, they're very,
- 36:58they're very generic examples too.
- 37:00Like one of them is just a military base turned village,
- 37:04doomed refugee camp, post apocalyptic tribal village.
- 37:08So like they're really simple samples.
- 37:11So you could take them nice and easy.
- 37:13And then you have the big long list of enclave tags, which as
- 37:16you might imagine, goes on for pages and pages because so
- 37:21without number game baby, we got tables.
- 37:23Oh yeah, So lots of enclave tags.
- 37:26Shocker, I'm sure. And then at the end.
- 37:29Of all that, personal favorite is Uplifted Beasts.
- 37:31It's just the like the Fallout 2 village of Death Claws.
- 37:34You're just like. Yeah, just like weirdly, Yeah,
- 37:37all these animals that are sentient for some reason, Yeah.
- 37:43And then if all of that explanation for the Enclave turn
- 37:48didn't make no God damn sense to you, there's an example Enclave
- 37:51turn to walk you through it. Again, it's a without number
- 37:55game, so of course we have that. Or do you expect?
- 37:59Anything else? Anything else?
- 38:02Then we get to the whole creating your campaign bit
- 38:06again, much like all the other. I say this with every single
- 38:10Without Number game, but we're just going to say it again for
- 38:11the sake of it. I'm going to go through this
- 38:14kind of quick because it's not necessarily something that
- 38:16requires a ton of yapping about, but there is a very detailed
- 38:21step by step, lots of good information.
- 38:23Create your own campaign system. So I'm going to hit like, you
- 38:30know, going to hit the the high level stuff.
- 38:36You start by, you know, you establish your themes, you know,
- 38:39like your tropes and your stylistic choice, blah, blah,
- 38:41blah. Figure out which genre you're
- 38:43done going to do. So the the three genre types of
- 38:46ashes, you know, your mutant, your dead lands or your after
- 38:48the fall. Figure out what kind of campaign
- 38:53structure you're going to do, which is to say, is it going to
- 38:56be focused more around like survival or more around
- 38:59explanation? Exploration.
- 39:04Exploration, yes, or around exploration, because that's a
- 39:11really hard word. It's fine.
- 39:17Design your region to play in, obviously.
- 39:21Stock up your region with crises and encounter sites and then
- 39:25figure out your initial adventure.
- 39:28Your initial adventure, as is always the case, it's
- 39:31recommended, should be really simple, straightforward, and
- 39:34should only take the players like a session at most.
- 39:38You know, maybe a session and a half if you lag behind a little
- 39:40bit, but it's the initial adventure should be simple and
- 39:43straightforward just to like get their feet wet, get and get the
- 39:47point across and get them into the flow of the mechanics and
- 39:50shit. Then there's a big thing on
- 39:56things to think about, like problems that might arise.
- 40:00The one thing I do want to mention with this one is there's
- 40:02a section that says is there a victory state?
- 40:07Which I think is a really interesting point because I
- 40:12think people have a tendency to jump into campaigns often where
- 40:17they just kind of start running and don't know if there's like a
- 40:20decided end point really. So the idea of pre establishing
- 40:24to yourself, is there a victory state?
- 40:26Is there a final achievable goal?
- 40:29I feel like it's a good thing to keep in mind.
- 40:32Just glad the book brought it up I guess is what I'm saying.
- 40:36It is something that like, I mean like like let's take me for
- 40:40example, I've every game I've run, I've had an end state like
- 40:44in mind, but it is a situation where you kind of lose track of
- 40:50that, right? Like you're so focused on the
- 40:53current thing they're doing or or you've given 1 arc way more
- 40:56attention that you originally wanted and now your end state is
- 40:59not what it was originally. Like keeping that in mind to
- 41:01kind of at all times is probably good advice.
- 41:04I. Mean that's.
- 41:06Not at all times, but you know what?
- 41:07I mean, but yeah, all times. But keeping it in the back of
- 41:10your brain actively, I think is relevant.
- 41:12Yeah. And then it goes through a bunch
- 41:16of campaign themes, which is to say the kind of themes that will
- 41:21come up in in the post apocalypse style of game.
- 41:26Themes being like death, despair, exile, fragility, hope,
- 41:31hunger, you know, ignorance, paralysis, privation.
- 41:38Basically just going through like what kind of themes, what
- 41:41kind of issues usually come up in the style of game and how
- 41:44much do you want to utilize them?
- 41:45It also talks about in each of the theme sections how likely or
- 41:51like how much of these, each theme should come up based on
- 41:55the type of campaign you're doing.
- 41:56Because they will come up, you know, in varying degrees in the
- 42:00different kinds of campaigns. And then it talks a bit more
- 42:05about the genres, which is to say the mutant wastelands, the
- 42:07Deadlands, and the After the Fall and just gives you some
- 42:10advice on what mechanics to use for which one, so on and so
- 42:14forth. And then the idea of structuring
- 42:19your campaign, which is to say is your campaign structured
- 42:23around crisis, which is like the PCs are constantly running into
- 42:28problems and constantly have to resolve said problems.
- 42:33For example, if you're doing an after the fall campaign, good
- 42:36chance you're doing the crisis thing where every little, like
- 42:41every couple of sessions a new problem happens because you
- 42:44know, the, the apocalypse is happening right the fuck now
- 42:50versus building a proactive exploration campaign, which is
- 42:54the idea that, you know, the, the main crisis is past.
- 42:59We're in kind of a somewhat stable state and the PCs are
- 43:03travelling around exploring the world, looking for resources,
- 43:06looking for allies, looking for stuff.
- 43:11And just, you know, be clear what, which of the which of
- 43:15these two you're generally tell your players which of these two
- 43:19you're generally leaning towards.
- 43:21Obviously you'll, you'll probably ebb and flow between
- 43:23them a little bit from time to time, but like, which lane are
- 43:27you generally riding in? And then it explains how to like
- 43:35the step by step of how to set up the crisis versus the
- 43:40exploration campaigns, basically how to go from that, like, you
- 43:45know, make the region and pick the locations, everything, put
- 43:49them on the adventure. What do you do after the
- 43:51adventure? How do you keep the ball
- 43:53rolling? And it just just goes through
- 43:55like a 10/10/11 step. I think it's a 10 step process
- 43:58for the two of them, 11 for the first one, nine for the other.
- 44:04Just a process of yeah, how to how to go through it again.
- 44:09There's a lot of there's a lot of guidance.
- 44:13That's the idea behind the without numbers games is GM
- 44:16guidance. That's why they were these games
- 44:19were literally created because the designer was annoyed how how
- 44:24many games out there in the wild just kind of leave their GM high
- 44:27and dry, which entirely valid, completely valid point.
- 44:36Yep, Isaiah says, looking over at Lancer being like.
- 44:46Kind of. At least a little bit.
- 44:48At least a little bit. More than a little bit, yeah.
- 44:51Like I really wish Lancer came with something for like the the
- 44:58faction slash enclaves. Just some way of keeping track
- 45:01of shit that's going on on different planets because the
- 45:04game is going for kind of like a Lancer, not a Lancer, like an
- 45:07armored core. Like these, these corporations
- 45:10are doing their own machinating and then the planets are doing
- 45:13their own thing. And like, you're not going to
- 45:15drive meaningful change because you're just one pilot.
- 45:17But like you do got to keep track of what all the mega
- 45:19powers are doing. Or maybe you don't have to, but
- 45:21like, I feel like the intent is to keep track of those things.
- 45:26So yeah, I, I, I do wish those were there.
- 45:28And I, I really wish that I, I, as the GM, had more information
- 45:33and more sort of control on how to not generally control the
- 45:37campaign, but how to like lean things in One Direction or the
- 45:41other, you know? Yeah.
- 45:45Some some sort of mechanical guidance on what that flow
- 45:48should look like? Would have been nice.
- 45:52Fair enough. So then we get into the that's
- 45:59the creating your campaign bit. And then you have the creating
- 46:02your region bit where it gives you advice on 1st how to set up
- 46:06your set up your map. You know, your edition and it
- 46:09gets quite specific. It tells you what size paper to
- 46:12use and like this book assumes you're doing everything still at
- 46:17the table, paper and pencil style, what size paper to use,
- 46:20how many hexes you want. Like it recommends doing a what
- 46:25is it 20 or what is it where I just I just saw it roughly 20 by
- 46:3330 hex grid. And then once you have your, you
- 46:41know, your map kind of laid out and everything and ready to
- 46:43roll, then you want to start placing your enclaves for after
- 46:48a fall in a dead lands campaign. It mentions that enclaves,
- 46:52stable enclaves, may or may not be a thing yet really, because
- 46:55the collapse happened very recently.
- 46:58Whereas with you're dealing with the Mutant Wasteland campaign,
- 47:01which is a little further in the future.
- 47:03Good chance that there are established enclaves all over
- 47:06the place doing their own thing, making their own plans.
- 47:12And then it gives some advice on how to think about placing the
- 47:14enclaves, such as putting them near fresh sources of water and
- 47:17like putting them in areas that make sense to be habitable right
- 47:21at a base in the literal smack dab middle of the desert with
- 47:25nothing around it probably doesn't make sense unless
- 47:27there's some sort of weird justification for what it does.
- 47:33Then you talks about placing major ruins, which is ruins kind
- 47:39of act like your dungeons in a game like this.
- 47:44You know, they're they're large relevant areas that are not
- 47:48enclaves but can be explored or interacted with in some capacity
- 47:52where like a fight might happen or some kind of event might
- 47:56happen again for after the fall and the Deadlands campaign.
- 48:01Ruins might not be a thing in the same sense, but you probably
- 48:07would make like city zones, for example, would probably make
- 48:10sense if you think about something like left 4 dead
- 48:12right? You go through major like city
- 48:14zones in the Mutant wasteland campaign.
- 48:17They probably will be big ass ruins of lost places.
- 48:29Then you want to decide on the starting location where the PCs
- 48:33will start. The game recommends putting them
- 48:35towards the center of the map so that all the other crap is
- 48:39roughly equidistant from them, so they can choose to go in kind
- 48:42of whatever direction they want. And then you're also going to
- 48:46make encounter sites, which can be again, kind of like dungeons,
- 48:55also like ruins and counter sites.
- 48:57They both kind of act like a sort of dungeon E concept, but
- 48:59like being the ruins are probably going to be larger big
- 49:02places and the encounter sites might be smaller, a little more
- 49:06focus, but basically spots on the map where like shit's going
- 49:10to go down in some capacity. And it recommends having two
- 49:13encounter sites ready to go at all times.
- 49:16As like basically you, you want to you want to prep 2 encounter
- 49:21sites that you don't decide where they are on the map.
- 49:23And then if the PCs go in a direction randomly, you can just
- 49:27plop the encounter site down in front of them and go look, you
- 49:30found this thing even if you weren't initially planning for
- 49:32it to be there. And once you have done, it says
- 49:36once you've done that, make another one so that you always
- 49:39have two in your back pocket ready to go.
- 49:41You could do more than two, obviously, but two generally is
- 49:43probably going to be enough, which having GM for a while,
- 49:46yeah, 2 is probably going to be enough.
- 49:51Then it gives some advice on obviously making travel
- 49:53encounters, which are going to be kind of a big thing in a game
- 49:56like this, right? Travelling around, beating
- 49:58random people or random enemies or fucking Raiders or monsters
- 50:02or mutants or some shit. You know, we were zombies.
- 50:04In the case of the zombie stuff, and, you know, creating it, it
- 50:12recommends creating random tables of 6 to 10 encounters,
- 50:15although not all the encounters have to be bad.
- 50:19And then you want to create your intro adventure, which I don't
- 50:22think I need to explain to anyone how that works.
- 50:25Make an intro adventure like any other fucking game.
- 50:27Yeah. And then you have the there's a
- 50:33page on building crisises. Crisises, Crisises.
- 50:37Never crisises. I don't like that word.
- 50:40It's never easy to say. Yeah.
- 50:41Because you want to say crisises, but it's not actually,
- 50:44not how you pronounce it. Sees.
- 50:45Yeah, Brian. Crises.
- 50:53Crises. Crises, I think is I think I
- 50:55think it's one of those both are correct situations.
- 51:01Basically this one more applies to a after the fall or dead land
- 51:06situation. It's just what kind of bad shit
- 51:10happened to cause the collapse to occur.
- 51:14There's a table, there's a couple of like various examples
- 51:17describing how this particular thing might cause a collapse to
- 51:21happen, like communications, food, law enforcement, medical,
- 51:24power, sewage, waste, transport, water.
- 51:30It's just, it's pretty much advice on, it's basically saying
- 51:33think about how the bad shit happened, you know, And then for
- 51:39each type of crisis, it gives you a dedicated page or like a
- 51:44dedicated section for each of them.
- 51:45So like communication, what went wrong with the communications,
- 51:48food, what went wrong with the food, law enforcement, what went
- 51:52wrong with the law enforcement, so on and so forth.
- 51:57You might use the crisis thing for a mutant mutant wasteland
- 52:00campaign if you just want to think about like how far back
- 52:03the past, you know, if you want to think further back into the
- 52:06past like that, I kind of like maybe this is a me thing, but I
- 52:11kind of like it when the post apocalypse setting, the
- 52:15apocalypse is just like, we don't know what happened.
- 52:18It's a mystery. Yeah, I, I in my game, it
- 52:22started off that way and like just being, yeah, the, the big,
- 52:27like, you know, beginning of the final arc reveal was like, not
- 52:32necessarily how, but what happened, you know what I mean?
- 52:36Right. And so you know, I'm with you
- 52:38there. And then you get building
- 52:44encounter sites, which again, you know, basically populating
- 52:49your hex map with interesting sites that the players can run
- 52:51into and be like, oh shit just went down, you know, or
- 52:54something's happening, blah blah blah.
- 52:59Again, as is always the case, you know the game recommends
- 53:03building 2 encounter sites and. This game is constantly
- 53:15reiterating you only ever need to prep for the next session
- 53:19right? So you don't need to.
- 53:23You don't need a bazillion Jillian counter encounter sites
- 53:26to try and cover every possible scenario right?
- 53:29It says make 2 plot them in front of the players as needed.
- 53:33You only need shit for the next session.
- 53:35So it's constantly trying to say you know you have to prop, you
- 53:39have to prep a lot of shit, so only prep your immediate needs
- 53:42it. Literally.
- 53:43Actually I'll I'll read this one little bit.
- 53:45It could be tempting for an ambitious GM to decide to prep
- 53:48their entire hex map hand placing suitable sites all over
- 53:52the region, given a 1/3 and counter density at 644 hexes in
- 53:59a 23 by 28 hex map. However, that can be
- 54:02prohibitively that could be a prohibitively vast undertaking
- 54:06to accomplish at once, even with the tools in the section.
- 54:09Instead, focus only on the chunk of the map that the PCs might
- 54:12explore during the next session. And then it you know, then you
- 54:16might say like, OK, how do I know where the PCs are going to
- 54:19explore? And this game will tell you
- 54:21multiple times over and over and over again.
- 54:23At the end of the session, ask them where they plan to go next
- 54:27and if they say we plan to go north, then you prep the hexes
- 54:30up north. That's how you do it.
- 54:33I say this as the nicest call out, I don't think my players
- 54:37would be able to give me an answer 90% of the time and that
- 54:39causes me stress. All right, well then they're not
- 54:42playing the God damn game. Nope.
- 54:45That that here's the thing. That's the ultimatum.
- 54:47Either you tell me what the plan for the next session is or there
- 54:50ain't no game game next week, right?
- 54:53Like that's that is the. Ultimatum to make.
- 54:57That's the only way to do it, right?
- 55:00If you want to do the sandbox thing, that's kind of what you
- 55:02have to do. Like, there's not really,
- 55:05there's not really. The only other alternative is to
- 55:07populate the entire map. And like we were just saying lol
- 55:12Lamal. Ridiculous amount of work, yeah.
- 55:15Yeah, there's also a couple of, it gives you 3 different
- 55:23recommended ways that you can stock your map with sites, with
- 55:27encounter sites. And it says, you know, you're
- 55:29probably going to mix and match between these.
- 55:33You know, the methods being create some pre made encounter
- 55:36sites and when the PC scout things out, you know, plop it
- 55:40down there, create or it says create four or five encounter
- 55:42sites or for each hex you're stock, you're stocking during a
- 55:48prep session, roll AD 6. If it's a one or two, create an
- 55:51in town counter site there. This is more prep work
- 55:54obviously, but you can tailor the site more to the area it's
- 55:57in or you can look at the hex map and put in counter sites
- 56:01only in the hexes where you think something should be
- 56:04filling. Roughly 1/3 this method
- 56:06guaranteed you won't have dead zones of randomly generated
- 56:08emptiness, but it could also be a bit predictable.
- 56:12So a bit, you know, mix and match your methodologies there.
- 56:18Then it elaborates on how do you make the site itself, which
- 56:23ultimately, you know, it's funny because it says get out a three
- 56:26by 5 index card. Just thought it was really funny
- 56:29that it specified index cards. It was like, oh OK, figure out
- 56:35the basic features of the site, you know, main building and
- 56:39structures and natural features, and write that down.
- 56:43Roll or choose two special descriptors from the table on
- 56:46page 173. What a surprise.
- 56:49Tables which will help you to flavour the site.
- 56:54Decide on three or four characteristic locations for the
- 56:58feature and sketch a layout of it on the front of the card.
- 57:02For example, a ruined car dealership might have a parking
- 57:04lot, a showroom, a mechanic garage, and an office.
- 57:09To determine who's at the site, you know the occupants.
- 57:12See what their deal is. Try to tie them into a nearby
- 57:15nearby enclave in some fashion. Distribute any occupants among
- 57:22the site's location and give a one sentence note on what they
- 57:25were doing, what they're doing when the PCs first run into
- 57:27them. Figure out the loot tables for
- 57:30the site. You know what's actually worth
- 57:32taking there and then use the twist and hazards table to add
- 57:36some extra flavour traps or perils into the place.
- 57:41And then you know you got your your site up and rolling.
- 57:43And then of course, encounter site tags.
- 57:46Oh. Yeah.
- 57:47Oh, you bet you're Pippi. And I just there's.
- 57:49A lot more tags. The I I just looking through
- 57:53these, I have used almost all of them in hellscapes, which is
- 58:00wild. I mean, yeah, I just wasn't
- 58:07expecting like, I was like, oh, like abandoned traps OK, Ancient
- 58:10lore, OK. Autonomous bass, OK.
- 58:11Baited trap, OK. Beacon fire Eastman layer, OK.
- 58:14The berserk robots, OK. It's just, it just kept going
- 58:18where I was like, oh wait, this would have been so useful.
- 58:23I mean you did, you did run that game for like 4 years.
- 58:27I did. I did run it for four years.
- 58:29And what the setting type was. The answer was kind of yes on
- 58:33purpose because I wanted my cake and ate it too.
- 58:37You did kitchen sink it a little bit, yeah.
- 58:39Yeah, regret nothing, but once again, but just take, just take
- 58:43another shot the shots about. Then of course we have the the
- 58:52one roll pages, the one roll whatever roll pages.
- 58:56So in this case one roll in counter site passed, which is
- 58:59where you have a whole bunch of tables and you just roll a
- 59:02singular die on each of the tables to answer various
- 59:05questions. These one roll tables are all
- 59:08over the game and are all over the other without number games.
- 59:14And then a bunch of a big fucking table for features like
- 59:17I was saying, and then a big table for the occupants and a
- 59:21descriptor for the various types of occupants.
- 59:25And then more tables for one roll occupant details.
- 59:29And then we have one roll, occupant leadership, more
- 59:33tables, tables there's. So many tables.
- 59:40Yeah, I mean, it sounds like I'm skipping over things, but there
- 59:42are literally pages of tables so.
- 59:46And I'm not gonna read every entry on a fucking table, that's
- 59:47for sure. No, when I was trying to read
- 59:50this book in preparation for today, I was like, Oh my God,
- 59:52it's still another 200 pay. Oh wait, these are all tables,
- 59:55okay. And then you realize how many
- 59:56tables there. Are yeah.
- 59:58And I was like, actually not so bad.
- 59:59It's actually a lot less pages than I thought, yeah.
- 1:00:03That's true of all the without number books.
- 1:00:04You look at the page count and you're like, And then you look
- 1:00:06at how many tables are and you're like, oh, I see.
- 1:00:09And there's also just a lot of stuff you could skip over if
- 1:00:11you're not particularly using it, you know?
- 1:00:13True. They they, they did The funny
- 1:00:14thing where they packed so much necessary text and a few amount
- 1:00:18of pages and it like all the tables just make up for it like.
- 1:00:23Yeah. And then there's encounter site
- 1:00:28hazards. So this is basically like in,
- 1:00:30you know, traps essentially like you have traps and a dungeon.
- 1:00:34This is kind of the encounter site hazards.
- 1:00:36There's two types of encounter site hazards.
- 1:00:38There's environmental hazards and occupant hazards.
- 1:00:42Environmental hazards being pretty much what they sound
- 1:00:44like, you know, something that makes the environment more of a
- 1:00:47danger. And then the occupant hazards
- 1:00:50are basically some kind of trap set up by occupants to make like
- 1:00:54an ambush or something like that easier.
- 1:00:57So like an occupant hazard, for example, is they desperately
- 1:01:02need a particular kind of supply and are willing to take risks to
- 1:01:05get it. So like, well, actually, well,
- 1:01:11that's not what let me find one's a better example.
- 1:01:13Oh, they've blocked up most of the entrances to force invaders
- 1:01:17to pass through a checkpoint, right?
- 1:01:18So like somebody occupied this place and set up a situation
- 1:01:23where you have to go through a specific checkpoint and like,
- 1:01:25you know that's going to be a hazard because you walk through
- 1:01:27choke point and then they shoot the shit at you.
- 1:01:31You can of course, roll on the table to determine how many
- 1:01:34hazards or just pick yourself. And then you can pick from the
- 1:01:37table of of hazards to decide what it is.
- 1:01:40Or you can roll because that's how these games always work, and
- 1:01:45then jot down the hazard. And then you have the encounter
- 1:01:51tables themselves, which I don't think I need to explain.
- 1:01:54They work like encounter tables in D&D.
- 1:01:57Big table? Put stuff on there, roll on
- 1:01:59table, bang, boom, bang. Not all the encounters need to
- 1:02:06be bad or anything like that. They can be nice if you know if
- 1:02:10you want to be nice, or they can all be bad.
- 1:02:12Some of them can be really fucking brutal, and some of them
- 1:02:14can be really easy. That's kind of the point of the
- 1:02:17sandbox style of game, is the encounters.
- 1:02:20Anytime you're designing encounter sites and encounter
- 1:02:26tables, it doesn't need to be a fair fight for the players, it
- 1:02:32just needs to make sense for the place they're in.
- 1:02:34So if the players are in a shopping mall, it doesn't make
- 1:02:39sense for them to run into like military assassin robots.
- 1:02:45Probably would be a little extreme, but to run into some
- 1:02:49random guys looting some shit with pistols on them, yeah,
- 1:02:52that's fine. And if it's only three guys or
- 1:02:54the players going to just kill them immediately and no problem,
- 1:02:57yeah, probably. But like, that's kind of the
- 1:03:00point. There which which one is a
- 1:03:03particular favorite of mine? The the an old shot shotgun
- 1:03:07rigged to fire when a door is opened.
- 1:03:09Evasion Saber take 3D4 shotgun hit.
- 1:03:15Fucking ow. Yeah.
- 1:03:16You're doing the glass PCs things.
- 1:03:18Jimmy's fucking dead. Yeah, good chance.
- 1:03:24So yeah, that's A and there's a couple of sample encounter
- 1:03:27tables that are broken up based on three campaign types also.
- 1:03:31And then you have one roll travelling survivor groups,
- 1:03:35which is to say like people wandering around.
- 1:03:40And then you got to decide how to place the loot.
- 1:03:43I my least favorite thing to do in every RPG is deal with loot.
- 1:03:52I like. Loot I I don't you know, it's
- 1:03:55fun to get as a player. I don't want to have to deal
- 1:03:57with it as AGM it. Doesn't like when you see the
- 1:04:00loot tables, it doesn't like, I don't know, it doesn't like kind
- 1:04:02of excite you to be like, oh, I could give them that.
- 1:04:04I could give them that that. Now it just kind of stresses me
- 1:04:08out. Yeah, see, yeah, that's just how
- 1:04:16a role. I don't know what you want for
- 1:04:17me I. Just don't know why you hate
- 1:04:20fun. I I do, I hate fun.
- 1:04:22It's true. So you know, basically it the,
- 1:04:29the book is like, if you think a site, if you think an encounter
- 1:04:32site is important enough to require custom loot, then just,
- 1:04:39you know, come up with the custom loot table yourself.
- 1:04:42If not, just make a whole bunch of pre made loot cards and just
- 1:04:47slap those cards into a site whenever you need them.
- 1:04:50Oh the players looted the thing? Go through your loot cards, Here
- 1:04:52you go. It's funny this.
- 1:04:55The game actually recommends making the loot cards and then
- 1:05:00if the players loot an area, literally hand them the stack of
- 1:05:05cards and have them pull from the card deck randomly.
- 1:05:08Oh, that's fun. Yeah, so a little bit of a
- 1:05:10tactile, like literally pulling a loot card, but yeah, basically
- 1:05:16don't design custom loot for everything because it's not
- 1:05:19worth it and your sanity will slip quickly.
- 1:05:23There's various types of sight loot that you could potentially
- 1:05:26get. Obviously there's ammo,
- 1:05:28clothing, food, fuel, gear, materials, wares, weapons.
- 1:05:32And then there's special loot, which is to say, like the sci-fi
- 1:05:35shit like TL4 scrap and special mod components and shit, you
- 1:05:42know, pick the loot type that makes sense, obviously, you
- 1:05:47know, and go from there. There's also, as you might
- 1:05:53imagine, there's tables for this.
- 1:05:58Shocker, I know. I I, I couldn't, couldn't have
- 1:06:01believed it unless I seen it with my own eyes.
- 1:06:03Yeah, I know. So you you find a given site,
- 1:06:07find the closest match on the table.
- 1:06:09So like for example apartment, a high rise studio is a good match
- 1:06:14for like an apartment, right? Determine whether or not there's
- 1:06:18a large cache of resources in the area and then it gives you
- 1:06:21some like percentage odds if there should be a large cache or
- 1:06:23not. If there is a large cache, you
- 1:06:25roll AD 20 for the loot types in the entry.
- 1:06:32If the D20 goes over a certain number on the table, then that
- 1:06:37means there is additional loot there.
- 1:06:40So like for example an apartment.
- 1:06:41If you roll A-19 plus, there's 1D6 more random loot if if
- 1:06:49there's a large cache at said apartment, each result is 1
- 1:06:54encumbrance worth of that type of loot.
- 1:06:56So if it says 1D6 of materials, that means the hardware store
- 1:07:00has 1D6 encumbrance of useful materials on an 11 plus on the
- 1:07:05D20 it would have 1D6 more encumbrance as well.
- 1:07:10If the caches of any type roll on the matching, roll on the
- 1:07:13matching tables on the following page to see what some what sort
- 1:07:16of goods it is. More, yeah, more, more tables to
- 1:07:22roll on. Once you've figured out the
- 1:07:25large, once you have the large cash to then repeat that process
- 1:07:28for the individual items. This represents the bits of bobs
- 1:07:31laying around. And then lastly, if the site the
- 1:07:34site has any occupants, you can roll for the occupant loot.
- 1:07:38So if the players take out some random guys that are there, you
- 1:07:42can have a loot A loot card for what they have on them.
- 1:07:48Which, you know, I, it probably sounds slightly confusing to me
- 1:07:53explain it, but when you see the table and see it in the book,
- 1:07:56it's not that confusing. And then the various kinds of
- 1:08:05loot that you can get are then further explained on the
- 1:08:08subsequent pages, such as perishable versus preserve food
- 1:08:12versus clothing versus fuel versus gear versus, you know,
- 1:08:16ammo and yadda, yadda, yadda. Gear gets a little bit of an
- 1:08:20extra entry because gear can kind of mean anything.
- 1:08:23So it's a little further descriptor on how you should put
- 1:08:27gear type loot in a in a encounter site.
- 1:08:34And then we get to adventure design.
- 1:08:39So, you know, it recommends, like I said before, recommends
- 1:08:42you start with a basic inductory introductory adventure, which
- 1:08:49you don't want to make overly complicated.
- 1:08:52Like your three general types of adventures are going to be
- 1:08:55crisis exploration or social adventures.
- 1:08:59Obviously these aren't like hard and fast categories, they're
- 1:09:01kind of loose. Scripters gives you some steps
- 1:09:06for making said introductory adventure.
- 1:09:08I don't think I really need to go through that.
- 1:09:09It's probably what you're used to.
- 1:09:11If you've heard anyone talk about how to do this kind of
- 1:09:14stuff, there is some There's a Points to remember page.
- 1:09:20Which is to say some like GM pointers such as Don't build
- 1:09:24more than one session worth a play at a time.
- 1:09:26This book says that. So many it reiterates.
- 1:09:29That it does reiterate it a lot. So many times, which I think
- 1:09:34really says something about how he feels like people design this
- 1:09:39kind, like how he feels like people run these games and how
- 1:09:42he's basically like, y'all motherfuckers do this wrong.
- 1:09:46Because yeah, constantly reiterate.
- 1:09:48And I'm OK with the reiterating. I just think it's kind of.
- 1:09:50Funny. No, I mean, I think it it does
- 1:09:51reinforce the point of like, you're probably overthinking it.
- 1:09:56I mean, one one of the things that I really appreciate,
- 1:09:58appreciate about the game is it says you have to do efficient
- 1:10:04prep. Like don't prep things you don't
- 1:10:07need because the otherwise the game's just prep load it, it
- 1:10:12falls completely out of control. Yeah, So I, I like that because
- 1:10:17I'm one of those people where I get like paralysis on prepping
- 1:10:20and then I don't want to prep anything.
- 1:10:21And then I just like, you know, I'm like crazily writing shit
- 1:10:25down an hour before session because I got to figure some
- 1:10:27shit out, you know, and I better know that I'm doing Lancer.
- 1:10:31But it still is a problem. Yeah.
- 1:10:35Another point that I really like that this book mentions is make
- 1:10:39problems, not solutions. As someone who says that a lot,
- 1:10:44yeah, right. Like, come.
- 1:10:49It's not your job as the GM to plan out how the PCs are going
- 1:10:52to resolve a particular crisis. It's your job to give them
- 1:10:56interesting problems, one that the PCs will care about and want
- 1:10:59to get involved in. Agreed.
- 1:11:05And then, you know, a classic advice, which is NPCS are people
- 1:11:09too. Which is to say, don't play the
- 1:11:10NPCS like just mindless violence robots, Right?
- 1:11:13They are people with like drives and objectives.
- 1:11:17To that point in the adventure area, something I really like is
- 1:11:20it tells you the mood of a place just like what Like when you go
- 1:11:26and you're do with like, you know, what is it like bandit
- 1:11:28camps mood is like, Oh my God, where was it?
- 1:11:32Oh no, my point, it's dying. I lost the page.
- 1:11:35I don't know which. Yeah, which page are you
- 1:11:37referring to? I don't remember.
- 1:11:40Oh, here we go. Like survivor survivor camp
- 1:11:43courts. What's the general mood?
- 1:11:44Well stocked Numbness at their new shell.
- 1:11:46Shocked numbness at the new life crushing air.
- 1:11:50Which page are you looking at? 195 The different kind of
- 1:11:55adventures. Or 19195 and 195 are say
- 1:12:02exploration adventures or. Apologies, 198.
- 1:12:06If I say I was like, Sir, what? Oh, Oh yes, the different the
- 1:12:11different like courts, the different groups, yeah, the
- 1:12:14different kind of groups you could potentially run into.
- 1:12:18Yeah. This is kind of like the one
- 1:12:21roll tables. Yeah.
- 1:12:21It's like tables of stuff that you can roll up to sort of
- 1:12:26generate ideas for what the fuck is their deal kind of energy.
- 1:12:34So yes. And then in the in the creating
- 1:12:37adventures after the points to remember, you then have the
- 1:12:40crisis exploration, the social adventures where it breaks down
- 1:12:44how to design each version, each kind of adventure.
- 1:12:51And then it gives you a table to help you.
- 1:12:54First it gives you a table on what the template is.
- 1:12:57So, for example, an enemy is exploiting a complication in
- 1:13:02order to get a valuable thing is like the base template.
- 1:13:05And then there's another table to add table conjunct template
- 1:13:10conjunctions that make the situation more complicated, that
- 1:13:13add an and, but or because or despite, and then those
- 1:13:18qualifiers add more bullshit into the situation.
- 1:13:22And it does that for each of the each crisis, exploration and
- 1:13:26social. It kind of throws in you have
- 1:13:29that kind of starting template design.
- 1:13:30You have that complication design and it gives you steps on
- 1:13:34how to go through and make a full adventure from back to
- 1:13:38front. And then the the courts that I
- 1:13:42say courts feels like a real weird word.
- 1:13:45But yeah, basically just the kinds of groups.
- 1:13:49So like village courts was just to say a small post apocalyptic
- 1:13:54village of locals you run into and then it has the stuff Isaiah
- 1:13:57was talking about or have tables of like what's holding this
- 1:14:00place together, for example, is what it says for the village
- 1:14:03courts and then people of the village and then the problems
- 1:14:06the village has. And then you might say, OK,
- 1:14:10cool, what about the rewards? What do I get?
- 1:14:14What's the loot? Tables.
- 1:14:17Tables. That's what you get.
- 1:14:19Get fucking tables. More tables.
- 1:14:20But but but in terms of rewards. So the XP system is basically
- 1:14:26just if the PCs accomplished their goal, they received three
- 1:14:31XP for accomplishing their goal. This is basically a quest XP
- 1:14:34system, which is fine, cool with that.
- 1:14:38If they get a partial success, they get 2 XP.
- 1:14:41If they fail but just barely survive, they get one XP even
- 1:14:44though they didn't achieve anything, which I'm OK with.
- 1:14:49And then obviously you want to give them the loot rewards that
- 1:14:52you've already figured out from the loot table stuff.
- 1:14:57Alternate XP options are so there's milestone rewards which
- 1:15:01is basically just you give them XP for like a big goal that use
- 1:15:06the GM decide. Honestly this is not really that
- 1:15:09different to the baseline reward system so I don't know why it
- 1:15:12breaks it out as like 2 separate things but OK I guess.
- 1:15:19Because you still it. Because the milestone doesn't
- 1:15:21give them a level or anything, it still gives them XP.
- 1:15:24It's just you get XP based on the goal that the GM kind of
- 1:15:28determined as opposed to the players determined.
- 1:15:32And then there's the desperation reward system, which this one's
- 1:15:35crazy to me. If a player character dies,
- 1:15:39everyone gets 3 XP. If a player character gets
- 1:15:42mortally wounded, or a close ally dies, or an important
- 1:15:46community faces a crisis, the players get 2 XP.
- 1:15:50This XP is given even if the community is destroyed.
- 1:15:54So basically, bad shit happens if you get XP.
- 1:15:58I don't know that I would ever do that.
- 1:16:02I don't really like that idea. I know why.
- 1:16:04I get why he's doing it. You know, the idea of emulating
- 1:16:07the the idea as it says, this reward model emulates the
- 1:16:11gradual hardening of the apocalyptic survivors, where
- 1:16:14only terrible traumas and awful events bring forth heroes.
- 1:16:19I get that. I just.
- 1:16:21I don't know. Yeah.
- 1:16:22Don't love it. Don't love it?
- 1:16:26And then there's the Plundering Rewards XP system, which is
- 1:16:28pretty much you get 3 XP for a session in which you retrieve
- 1:16:32valuable resources for your community that make a difference
- 1:16:35in some capacity. You know you've plundered.
- 1:16:39Pretty straightforward. And then there's a breakdown of
- 1:16:47how the players should be rewarded.
- 1:16:48Technically the game is like technically the game says you
- 1:16:53cash, like money is not necessarily a thing.
- 1:16:57But if you want to have like a general baseline to gauge money
- 1:17:01by, here's how you would gauge it.
- 1:17:03And you base the rewards on the patron who is asking for the
- 1:17:09job. So if a if a hardened survivor,
- 1:17:15as the game puts it, asks you to do a job, the baseline reward is
- 1:17:19100 cash. Then there's a table of
- 1:17:23modifiers that apply, such As for example, the job takes a
- 1:17:29rare specialist to handle the task, and the job it might be
- 1:17:33expected to take about a week. Those two things would add a + 1
- 1:17:37to the difficulty of the, you know, to the add a + 1 modifier
- 1:17:41to the quote UN quote difficulty and that would get bring it up
- 1:17:45to a + 2. And then you then modify the
- 1:17:47base pay by whatever the modifiers total up to.
- 1:17:51So if it was a + 2, you would take the base pay and multiply
- 1:17:54it by two. So basically you start with
- 1:17:59who's paying for the job, that's where the money starts.
- 1:18:01And then how difficult is the job that increases the pay based
- 1:18:05on various modifiers from a few tables.
- 1:18:09The players can also be rewarded in favors, weapons, relics, or
- 1:18:15items. And if you there's a table that
- 1:18:18has the various types of patrons and next to the cash reward,
- 1:18:23there is also the other types of rewards they can potentially
- 1:18:26forget potentially get. So the hardened survivor could
- 1:18:30give them the hundred base cash or one favor, 1 weapon or one
- 1:18:35item. So if you don't want to go
- 1:18:37straight for the money, you can also split it between money and
- 1:18:41the items. And yeah, that's all the
- 1:18:46adventure stuff. And then we get into.
- 1:18:48Something I'd like to put at the end of that I, I feel like this
- 1:18:53more than anything like if you're AGMI think you need to
- 1:18:57put make it very clear to your players that this is the kind of
- 1:19:01onus that's on them like, oh, you know, like the Patreon will
- 1:19:05give you what you want and yes, the game is sandboxy.
- 1:19:09It's sort of player LED in the 1st place, but like players need
- 1:19:13goals, they need to know what they want.
- 1:19:15Like specifically, you're going to the heart and survivor
- 1:19:18because you need food, because you need water, because you need
- 1:19:20medicine. I mean, yeah, generally it, I
- 1:19:26mean, it doesn't necessarily like the, the, the patron could
- 1:19:30come to them also, but like, well, I'm saying that, well, I'm
- 1:19:33saying the patron could come to them and also offer too.
- 1:19:37And it would, but you're still you as the GM in the background
- 1:19:39are still doing the same process.
- 1:19:41Yes, I, I still think even if the the the patron does come to
- 1:19:45you or come to the players, I think it, it puts a lot of
- 1:19:50responsibility on them. So if you're kind of like, well,
- 1:19:54I don't know what like, you know, I'm giving them favors,
- 1:19:58I'm giving this, they're not using it.
- 1:20:00It's the players just kind of need to know what they want,
- 1:20:04which again. Part of the game, and I don't
- 1:20:06know, this might seem. I mean, if you're just talking
- 1:20:09about the onus of the players need to be driven to do their
- 1:20:12own shit, yeah, the whole game basically operates on that
- 1:20:15assumption. Yes, it, it, it does.
- 1:20:17But I feel like a reward system requires a little extra special
- 1:20:20attention because this is the thing that the players are
- 1:20:21playing for, you know? Sometimes, I mean depending on
- 1:20:29the situation they could also be playing for like, or you know
- 1:20:35they could also be planning to like fix problems in their
- 1:20:38enclave and shit too, which would then be a slightly
- 1:20:41different reward structure situation.
- 1:20:43Well, sort of, but like let you know if you if you do like the
- 1:20:46fallout situation, a water chip, like you're trying to find the
- 1:20:49water chip for your village. And I guess this then this one
- 1:20:53kind of subverts my point because that's like a that's
- 1:20:56that's a campaign goal, not a player or like personal goal.
- 1:20:59But still, I think the idea is like you need players who knew,
- 1:21:04who know what they want. I mean, yes, I don't think
- 1:21:08though that this particular patron reward and payment thing
- 1:21:11though is only works in that scenario.
- 1:21:14Like it can work in either direction it right like.
- 1:21:22I I, I am thinking sorry, like yes, it, it can work.
- 1:21:29I don't know. I I I'm almost feel like I'm I'm
- 1:21:31bringing this up at a personal experience like the because the
- 1:21:34I'm. Confused what you're trying to
- 1:21:35say? I'll be honest, I don't know
- 1:21:36what you're getting at exactly here.
- 1:21:38Well, so Lancer does this too, right?
- 1:21:40Where, you know, usually you don't pay for your level UPS,
- 1:21:45you get reserves for your level UPS.
- 1:21:48But it can feel like, OK, I have to figure out how I got to pay
- 1:21:51these guys because, you know, we're not doing the money
- 1:21:53structure things. One of the reasons why I went
- 1:21:55for the money structure and it can feel a little haxing to be
- 1:22:00like, oh, we'll have to come up with like things that they might
- 1:22:03want or need when it's just better.
- 1:22:05If if make it clear that like players, you kind of need to
- 1:22:09know what you want and or need. Well, this page is kind of
- 1:22:13saying you as the GM are deciding what you're giving
- 1:22:16them. It's not how I, it's not how I
- 1:22:22interpret it. I mean, like, I, I, I fully
- 1:22:27admit this could be like an Isaiahism where I'm thinking
- 1:22:29about this a little too hard, but like.
- 1:22:31Well I think you're just bringing this up in the wrong
- 1:22:33section. Like if you were talking about
- 1:22:36the how the loot and looting like encounter sites and stuff
- 1:22:40works that I could understand. But this this particular bit is
- 1:22:45is talking about like a traditional quest giver type
- 1:22:47situation. I don't know, I just felt more
- 1:22:51pertinent here, especially when they talk about having like,
- 1:22:53giving out favors. I've given out favours before,
- 1:22:56right? Favours feel a little useless
- 1:23:00unless the players like are actively trying to chip them in.
- 1:23:05Well, I mean, sure, if you're talking about just the favours
- 1:23:11specifically. Not just the favours, but like
- 1:23:14it's a big one. Like if like favours are like an
- 1:23:18abstract loot. I I guess again this just
- 1:23:24doesn't feel like this. I I'm slightly confused.
- 1:23:26While you're bringing. It up now like this section
- 1:23:28specifically says well, so like at the top here it says there
- 1:23:32are times when the PCs will be working for a patron and the GM
- 1:23:35needs to decide how much a given employer is willing to pay for a
- 1:23:39specific job. Right.
- 1:23:40Yeah, and I get that. I do.
- 1:23:44I still like even reading it. I went right.
- 1:23:46But they are going to need to know what they want.
- 1:23:49Like, yeah, sure, you might be willing to give guns, but or I
- 1:23:53don't know, I don't know, move on.
- 1:23:55It it seemed important to me. It seemed like something I, I
- 1:23:57felt like, oh, this is something I experienced and it, it felt
- 1:24:00more relevant here than in the sites thing because the mention
- 1:24:04of favors made me feel like there was sort of an abstraction
- 1:24:06to the, the looting, the loot in question.
- 1:24:10Yeah, I mean, I think you're locking maybe a little too much
- 1:24:12on the favors 1 specifically, but it is true that the game
- 1:24:16expects the if you're doing an if you're doing an exploration
- 1:24:20campaign, yes, it is generally expected that the players are
- 1:24:23going to be more self motivated in how they're picking where
- 1:24:26they're going because it's assuming that they know what
- 1:24:30they want and or need and then they're going to decide what
- 1:24:34direction to head in because they have this big sandbox to
- 1:24:37head in any direction they, you know, want, you know, in the
- 1:24:42same way like an open world game situation.
- 1:24:45So like yes, it the game does expect the players to do that.
- 1:24:48And actually, I forget where I forget where it brings it up,
- 1:24:54but it does specifically bring up the idea of if you have
- 1:24:57players that aren't willing to do that, here's how you can deal
- 1:25:01with that potential issue. It does talk about it somewhere.
- 1:25:07I I can't remember what I I think it's somewhere in the
- 1:25:10creating adventures. It might even be the exploration
- 1:25:13adventures bit for these adventures.
- 1:25:19Yeah, Ruby to create. I can't remember.
- 1:25:22But like, yes, the the game talks about the problem of
- 1:25:25having players who are not motivated enough to go out and
- 1:25:28find their own goals that you that's going to be something to
- 1:25:32contend with. I wasn't trying to derail it,
- 1:25:37just it felt pertinent to me to chime in there.
- 1:25:39Not the sights thing, because. Well, you get what I'm saying
- 1:25:44though, right? Now I do I just.
- 1:25:45I just. Bring the sights, looking for
- 1:25:47the loot to find things that you need to bring back to your home
- 1:25:50base. Yes, right.
- 1:25:54Like oh, we need, we need water and food.
- 1:25:57So go out and find some like perishable food items and bring
- 1:26:00home or whatever. Yes, this felt like an extension
- 1:26:04of that, I guess, which is why I put it here because it it a it's
- 1:26:07it is the final part before you get into like combat and counter
- 1:26:11stuff, but also it I think yes, I think the mention of favours
- 1:26:15made me feel like, oh, right, this is something that like you
- 1:26:18need to know what you want. If you're going to try to like,
- 1:26:20I'll do it for a favour or someone's like, oh, you need
- 1:26:22this thing, I'll do you a favour.
- 1:26:27Right. But I, I, I think you're,
- 1:26:29you're, you're flipping it slightly because this particular
- 1:26:31section is assuming that the, the patron is offering a favor
- 1:26:35to the players, not that they're asking for a favor.
- 1:26:41Fair enough. You know what I mean?
- 1:26:42Yes, I I suppose we we can move on.
- 1:26:44I just like a. Then we get into basically the
- 1:26:52best diary, the creatures section, you know, the it's the
- 1:26:59best theory bits, what you expect.
- 1:27:01It starts off kind of talking about the combat in the various
- 1:27:05sorts of in the various like sub genres, the after the fall, the
- 1:27:10dead lands and the mutant wasteland campaign and and how
- 1:27:14you want to think about the combat.
- 1:27:15So like for example, in the After the Fall game, which is
- 1:27:19sort of normal people thrust into bad situation, you're going
- 1:27:24to have way less combat. Combat's going to be really
- 1:27:26fucking dramatic when it does happen.
- 1:27:29You know, you're going to have a much smaller pool of enemy types
- 1:27:34because you're dealing with probably just mostly normal ass
- 1:27:37humans who have acquired some guns or some weapons or
- 1:27:40whatever. And then the Deadlands campaign,
- 1:27:43obviously combat's going to happen because zombies, but
- 1:27:46zombies are almost more like an environmental problem than a
- 1:27:53straight up fighting thing. And there will be some fights
- 1:27:58that merit, you know, full attention in the Deadlands
- 1:28:01campaigns, but less. And then the mutant Laceland 1
- 1:28:04is going to be your most classical closest to your kind
- 1:28:09of DND travel around and like fuck bitches get money kill
- 1:28:14monsters type energy because you're plumbing the depths of
- 1:28:20weird mysterious ruins or ancient labs or whatever.
- 1:28:28There's a page on judge in combat, which is basically how
- 1:28:30you do your CR calculations. I feel like this is boring to
- 1:28:34talk about so like I'm not going to get into it but basically you
- 1:28:36do some math based on the monster the enemies hit dice and
- 1:28:40they're hit dice in their attack die I think it is or no, what is
- 1:28:46it? Sorry.
- 1:28:47Hit dice and how many attacks they have per round.
- 1:28:49You do some math based on that. You do some math to figure out
- 1:28:52the sort of combat power of the PCs.
- 1:28:56Compare the 2 numbers. I'd really like to see how this
- 1:29:00this checks out. Like, you know, being the CR
- 1:29:02system of the game, I I want to see how far that can get stress
- 1:29:05tested. I mean, I don't remember having
- 1:29:10a problem with it in stars out number, but it's been a while so
- 1:29:13I could be wrong. But also worth pointing out that
- 1:29:19the you know, you're not designing combat to be, you're
- 1:29:26not designing encounters to be on level with PCs, right?
- 1:29:29You're designing encounters based on where they are and what
- 1:29:32makes sense. So you're probably, you don't
- 1:29:37need to stress it. It's not going to feel like it
- 1:29:41needs to be stress tested in stress, stress tested in the
- 1:29:43same way because you're not balancing every every single
- 1:29:46encounter or most of the encounters.
- 1:29:48No, of course not. I'm, I'm not, I'm not
- 1:29:50necessarily saying it for balance, but like a situation
- 1:29:52where I'm not necessarily sure how it would happen.
- 1:29:57But you know, it says here if the enemy is about equal or
- 1:30:00smaller, we'll likely win without taking any casualties.
- 1:30:05I'm curiously if there's a situation with that where the
- 1:30:08number is about how it's not a little smaller.
- 1:30:11True is that statement. Yeah, sure.
- 1:30:15Like I said, balance sort of notwithstanding, I just want to
- 1:30:17see how well each category actually functions.
- 1:30:22Fair enough. It also mentioned in the section
- 1:30:26do not build unavoidable fights in this game because the game
- 1:30:30kind of assumes that they can get out of situations because
- 1:30:34they might put them, they might end up in bad situations and
- 1:30:36they need to be able to have an out.
- 1:30:38And if you just put them in an unavoidable fight after
- 1:30:40unavoidable fight, they are not 5 E characters, they will just
- 1:30:43die horribly eventually. Then you have reaction roles,
- 1:30:49which are basically just when the players run into a
- 1:30:52character, you roll 2D6 and consult the table to see if they
- 1:30:56react really negatively or really positively when they
- 1:30:59first meet the player characters within within reason that makes
- 1:31:03sense. If the player characters run
- 1:31:05into a a slobbering, violent, you know, giant mutant hell
- 1:31:10beast out in the middle of the wasteland and you roll A-12 plus
- 1:31:14which the result is as friendly and helpful as is plausible.
- 1:31:18Obviously the giant mutant beast is not going to roll over and
- 1:31:21suddenly become a puppy, but that just means that the giant
- 1:31:24mutant beast maybe already ate and is a little sleepy so it
- 1:31:27doesn't try to immediately kill them on sight, right?
- 1:31:31That's what a friendly role for that kind of thing would mean.
- 1:31:35And then if for some reason you are unsure how to read that
- 1:31:40reaction role, like you get a result and you're like, how do I
- 1:31:42interpret this? There is another set of tables
- 1:31:45that you can roll on or pick from that sort of give you a
- 1:31:49couple of reasons to justify it, such as they don't want trouble
- 1:31:53right now. The PCs somehow solved a recent
- 1:31:55problem for them. They're prejudice in favor of
- 1:31:58the PCs. You know, maybe they meet the
- 1:32:01slobbering beast and for some reason the players smell like an
- 1:32:03animal or something that they that, that thing really doesn't
- 1:32:06like eating. So it just kind of like sniffs
- 1:32:09them and turns and walks away. And then we have morale checks,
- 1:32:16which morale checks are still in the game.
- 1:32:19Basically, you make morale checks periodically through a
- 1:32:22fight when various conditions have been met.
- 1:32:26If the enemy passes the morale check, they stay in the fight.
- 1:32:28If the enemy fails the morale check, they try to flee, or they
- 1:32:31try to surrender, or they try to negotiate, or whatever.
- 1:32:34It kind of depends on the depends on the situation you as
- 1:32:39the GM are expected to follow. Like common sense and logic for
- 1:32:43how the morale check should flow.
- 1:32:46And you make checks when one of their the first ally to go down
- 1:32:50on a on the enemy side. You make a morale check if more
- 1:32:54of half their allies go down, make a morale check if it seems
- 1:32:57like they are likely to lose to the players, morale check if
- 1:33:01some sort of dramatic reversal happens in the situation, some
- 1:33:05sort of shocking loss. Or like the player characters
- 1:33:08whip out a huge fucking weapon and they're like oh shit,
- 1:33:12another morale check. The main point of the morale
- 1:33:16checks is to give the players the ability to overcome a combat
- 1:33:20without having to kill everyone. Like kill one or two guys,
- 1:33:24morale check. Oh shit, OK, you win.
- 1:33:26That's kind of the intended effect there, because every
- 1:33:30fight is not in fact, most fights are not supposed to be a
- 1:33:34fight to the last man because that wouldn't really make sense
- 1:33:38given the setting and the scenario and stuff.
- 1:33:40And also just players aren't that durable and also combat
- 1:33:44will get boring if you do that all the time like on a on a meta
- 1:33:48game design level. The way that combat works in the
- 1:33:52without number games that will start to get boring if you just
- 1:33:55like if you try to 5E just hammer them constantly.
- 1:33:59Fight down to the last man type of shit.
- 1:34:02So actually I got a question in a in an interesting reverse
- 1:34:05you'd are are more likely than pretty much every other GM I've
- 1:34:10ever had to have enemies just go fuck it and be like we're done.
- 1:34:14You think that's because of these games?
- 1:34:18Oh what, you mean that I've actively done it in my game?
- 1:34:21Yeah, like, like your, your enemy NPCS have a far higher
- 1:34:25surrender rate than pretty much everyone I've ever played for
- 1:34:30which, you know, that's a. Good thing I don't remember.
- 1:34:34It might have been from Running Stars.
- 1:34:36I don't honestly remember. I don't know where I picked up
- 1:34:43that. Like, I don't know that.
- 1:34:44I feel like that's one of those GM advice things I heard in the
- 1:34:48days of yore and just kind of stuck with it a lot.
- 1:34:51Honestly, the main reason to do it too is just because when you
- 1:34:54get down to the point of like, there's two guys left, what?
- 1:34:59What's even the If there's four players and two enemies, it's a
- 1:35:02foregone conclusion anyway. Why are we playing it out?
- 1:35:05You know, there are certain situations where playing it out
- 1:35:08can be worth it, but most of the time it's not.
- 1:35:10You know what I mean? Right.
- 1:35:12Yeah. So yeah, I don't necessarily
- 1:35:14remember. I think that's just a thing I
- 1:35:15heard one time and then rolled with it to be honest.
- 1:35:20And then we get get the page on how to read stat lines.
- 1:35:24I'm I'm not going to explain how to read the stat lines.
- 1:35:26It's not that exciting. It's also not any different from
- 1:35:29the other games. And then we get a bunch of
- 1:35:31examples, enemy stuff, example NPC stat lines starting with
- 1:35:38just normal ass animals. Alligator, bear, Buffalo,
- 1:35:42elephant, horse, mule, shark. Shark's kind of a funny 1.
- 1:35:50Yeah, just normal ass animals. You start with a couple of the
- 1:35:54normal animals have a little special thing to them.
- 1:35:56For example, an alligator gets a + 2 to hit and damage roles if
- 1:36:01the player if the thing it's attacking is in waist deep
- 1:36:04water. But for the most part the
- 1:36:07animals are just like basic stat lines.
- 1:36:09Then you have the beast folk which are big animal people.
- 1:36:17The game mentions that the beast folk.
- 1:36:19Technically the beast folk are coming from the the the preset
- 1:36:23setting of the game which is called Albuquerque the
- 1:36:25Albuquerque dead zone or Death zone.
- 1:36:28The Albuquerque death zone, the beast folk technically are
- 1:36:32justified in that setting, but obviously the idea of beast folk
- 1:36:37applies to all sorts of weird post apocalyptic settings.
- 1:36:39So and they can vary they can vary all the way from bipedal,
- 1:36:46mostly human big dog man down to mostly dog thing with the human
- 1:36:52brain. So there's there's a wide swath
- 1:36:56of the kind of bespoke. And then if your players want to
- 1:36:59be bespoke, they can take any of the beast folk origin folk eye
- 1:37:05and then picking that focus at level one turns you into that
- 1:37:09kind of beast folk. So if you want to be a goat
- 1:37:12person, you take the goat folk origin focus Bada Bing bada.
- 1:37:15Boom, you're a weird goat person or a turtle kin, for example.
- 1:37:19You want to play a fucking oh? Sick I want to play.
- 1:37:22Turtle man, why can't I think of what they're called?
- 1:37:25DND now. Portal.
- 1:37:28Portal. Yeah.
- 1:37:28You want to be a little turtle portal or a rat folk like the
- 1:37:32rat folk. You remind me of Scaping, so
- 1:37:36yes, they are great. Yeah, also the beast folk stat
- 1:37:39blocks, I say stat blocks, they're stat lines, Beast folk
- 1:37:45stat lines. If they are, if they are of that
- 1:37:50beast folk type, they get the origin ability from that beast
- 1:37:53folk generally. So they do have each of them
- 1:37:57will generally have like a special ability and you get some
- 1:38:00more one roll beast folk pack generator tables to figure out,
- 1:38:04oh, what's the pack deal? Then we have cyborgs.
- 1:38:07I think everybody knows what a Cyborg is, so I don't need that.
- 1:38:10I don't know that I need to explain that much but there's a
- 1:38:14bunch of different weird cybernetic semi human enemies
- 1:38:19you can deal with. Like a cyber corpse or a Ripper
- 1:38:21dog of the name Ripper Dog, a Spring Blade or an Iron Cultists
- 1:38:30which is a cyber a cyber enhanced servant of the Iron
- 1:38:33General given enough tech to smite the fleshies under the
- 1:38:36direction of their robotic. Masters fleshies is crazy.
- 1:38:41I feel like that must be a Fallout reference.
- 1:38:43It feels like a Fallout. Reference.
- 1:38:44Oh, to me that was an admec thing.
- 1:38:46That's what I was thinking. I would say that I don't think
- 1:38:50that the designer is into 40K. That seems unlikely to me.
- 1:38:55You think? So I don't know, I feel like 40K
- 1:38:59is pretty mainstream now. No, it's really not.
- 1:39:06I don't know. So this is the guy who makes
- 1:39:08these games is an old man Rose like mid 60s I think.
- 1:39:14I don't know, man, if he, if he's if he's into OSRI, feel
- 1:39:17like, you know, old fucking rogue Trader and and like I.
- 1:39:23I mean it's it's possible but I doubt it.
- 1:39:28Also you just assume everything is Warhammer.
- 1:39:30Warhammer's a lot like Warhammer might not be doing, but
- 1:39:33Warhammer is a lot of places. Most and then also under the
- 1:39:40cyborgs you have a whole shit load of Cyborg special abilities
- 1:39:45that you can slap on to your various orgs.
- 1:39:49There's a weird thing he did with the stat lines where he
- 1:39:54marked the hit dice with an asterisk and every asterisk is
- 1:39:58an ability for that NPCI. Don't know why he did it with an
- 1:40:03asterisk. Those are hard to count.
- 1:40:06Like just visually when you look at the a line of asterisk that's
- 1:40:09just hard to count. I don't know why you did it that
- 1:40:11way. Why didn't you just put a
- 1:40:12number? Yes, yeah, that's a little, but.
- 1:40:16That was an odd choice, but you know, here we are.
- 1:40:19But yes, there's each asterisk counts as an ability.
- 1:40:21There's a bunch of abilities under the cyborgs.
- 1:40:23Things like, you know, implanted weapon in the fucking nemesis
- 1:40:27targeter system, which is, you know, auto gun type shit and
- 1:40:31enhanced reflexes and ghost camo and mounted weapons and all the
- 1:40:34fun shit that you'd expect and some cybernet.
- 1:40:37Some special abilities cost multiple points.
- 1:40:39So like enhanced reflexes Omega cost 3 points worth.
- 1:40:44So if they have, if they only have three asterisks next to
- 1:40:48their stat line, they can only have that one thing because it
- 1:40:51cost 3, blah blah blah. Then you have some human stat
- 1:40:56lines with some human special abilities, which the
- 1:41:00justification for human special abilities could be any kind of
- 1:41:03nonsense you want basically like psychic abilities, custom tech.
- 1:41:06Or maybe this guy's just built fucking different and you got
- 1:41:11fun things like berserker and body shield or bulletproof guns
- 1:41:15a blazing which just lets them attack twice as many times with
- 1:41:19a gun or actually or with anything Veteran's luck which is
- 1:41:25the ability that lets you like re roll attacks.
- 1:41:28They can get sure shot to increase their fucking hit
- 1:41:31bonus. All sorts of the usual fun shit.
- 1:41:35And the human same deal number of asterisks as like a point
- 1:41:38value to spend on special abilities.
- 1:41:42And then you have mutant mutant animals which are weird monster
- 1:41:47animals like a ghoul bear which has the ability to psychically
- 1:41:53fuck with your brain and also mimic the cries of their.
- 1:41:58Victims. What's the fucking bear from
- 1:42:01extinction? That's horrifying.
- 1:42:04Maybe or the blinding bird, which can silently strike you
- 1:42:10and always wins, always surprises the party if you can't
- 1:42:14beat them in a notice check or a this one's nasty.
- 1:42:19The Flay Snake, a species of mutated man sized rattlesnake,
- 1:42:24was cursed by the high shine or stuff.
- 1:42:28Its altered genome prevents it from forming scales, leaving its
- 1:42:31body a raw and leaving its body raw and red.
- 1:42:35While the high shine nanites force homeostasis and prevent it
- 1:42:39from dying of infection or fluid loss, the perpetual torment it
- 1:42:42experiences leaves it with a with a savage temper.
- 1:42:46That's kind of horrifying. Yeah, their abilities fund.
- 1:42:51If they bite a victim, they have to make a physical save.
- 1:42:54On a success, you resist. On a failure, you take 1D6
- 1:42:57system strain and must make a physical save the next round,
- 1:43:01continuing until you succeed or you die when your accumulated
- 1:43:05system strain exceeds your Constitution.
- 1:43:08Oh. Yeah, the flay snake is brutal.
- 1:43:12Don't fuck with the flay snake. Apparently it is fucking brutal.
- 1:43:16Yeah, and then we have mutated humanoids, which have all sorts
- 1:43:21of fun, weird lore attached to them because the mutated
- 1:43:24humanoids also come come with the whole Albuquerque,
- 1:43:28Albuquerque Death Zone stuff, such as the dusters who are
- 1:43:33weird. They have mirror skin and Chrome
- 1:43:38hair and they're called dusters because they have a crackling
- 1:43:41electrostatic dust cloud around them at all times and they're
- 1:43:46like immune to lasers and can like perceive radio
- 1:43:49transmissions and shit. Or the egg or the eggheads that
- 1:43:54have subconscious like mind mind control abilities.
- 1:43:59Like they can influence people around them to cooperate with
- 1:44:03them without even doing anything.
- 1:44:05Or the Morlocks, which are they're Morlocks just
- 1:44:08underground fucking, you know, cave.
- 1:44:11Weird tunnel cave creatures, people, things.
- 1:44:15Or the thornies, which are just vine blights from 5 E just like
- 1:44:20weird humanoid vegetation. Then you have robots.
- 1:44:26Lots of different robot enemies on various degrees of horrifying
- 1:44:32robot monster. One that I thought was
- 1:44:34particularly fun was the hell rider.
- 1:44:37It's called servants. The Hell Riders are servants of
- 1:44:40the Territorial Rangers. These centauroid robots fight
- 1:44:44with a pair of integral pistols that have an effective range of
- 1:44:47100 meters. They're skilled trackers, and a
- 1:44:50posse of 2D6 of them inevitably accompany Arranger.
- 1:44:55It's weird, like Centaur cowboy enemies rolling around.
- 1:44:59That's, yeah, that's that's not horrifying at all.
- 1:45:01Yeah, but they're robots. There's also the the the jangle
- 1:45:07snake, which is like a big giant metal snake with vibro teeth.
- 1:45:14There's also some rules for scrapping said robot enemies,
- 1:45:18repairing said robot enemies, and you can play a robot.
- 1:45:21There is a free robot origin focus if you would like to play
- 1:45:24a robot. And then you get the rules for
- 1:45:28the zombies, which kind of get their own whole dedicated
- 1:45:32section because they kind of have their own subsystem for how
- 1:45:35they work. So basically when you're dealing
- 1:45:40with normal ass zombies, zombies by themselves, a singular zombie
- 1:45:46is completely trivial. You just literally you just hit
- 1:45:49them and they die. They have one HP always and you
- 1:45:53cannot miss their they do not have an AC score so you cannot
- 1:45:57miss. You can choose to fight zombies
- 1:46:02whenever you want because, you know, they're probably not
- 1:46:06chasing you that often, barring special circumstances,
- 1:46:11obviously, zombies are quite durable because, you know, they
- 1:46:14don't need to eat or deal with warm or hot or anything like
- 1:46:17that or food or really anything at all.
- 1:46:21Zombies are stupid. I mean, yeah, zombies are
- 1:46:25stupid. I don't know.
- 1:46:26I need to explain much there. And Zombie swarm 1 zombie is
- 1:46:30almost harmless. But there is never only one
- 1:46:32zombie. And now you might say, well, OK,
- 1:46:36that's regular zombies. Are there special zombies?
- 1:46:39Yeah, you bet you're bippy. There is, such as leapers,
- 1:46:42crushers, spewers, Titans or shriekers.
- 1:46:47And if you're thinking those kind of sound like Left for Dead
- 1:46:49Zombies, special zombies, they kind of are Left for Dead
- 1:46:52special. Zombies, they kind of have that
- 1:46:54energy, yeah. Yeah, like the leaper is pretty
- 1:46:57much a hunter or a jockey. The Crusher is sort of a
- 1:47:02charger, the spewer is the bile spitting 1, the Titan is the
- 1:47:06tank triggers the witch triggers the witch.
- 1:47:09Although not as terrifying as the witch.
- 1:47:11Yeah, but it doesn't do as much damage for sure.
- 1:47:14Also, the Titan is described as a giant mound of flesh, like a
- 1:47:18like dead flesh smack, like monstrous giants of dead flesh
- 1:47:23and undying hunger. So like, not necessarily shaped
- 1:47:27like a tank, but yeah. And then there is rules for
- 1:47:33zombie hordes. So hordes of zombies either come
- 1:47:38in small, medium, or large. A small horde fills up like a
- 1:47:41large room or a building or a small building.
- 1:47:44A medium horde is like filling the streets or a city block.
- 1:47:48And then a large horde is a sea of undead flesh that can fill in
- 1:47:51entire entire city neighborhoods.
- 1:47:55Basically if they're the horde is the small, medium and large
- 1:47:59Hordes are their own stat blocks.
- 1:48:01They also do not have an AC. You can't.
- 1:48:04The only the only zombie stat line with an AC is the leaper.
- 1:48:08That's the only one you can miss.
- 1:48:11All the other ones you cannot miss the horde.
- 1:48:15So the horde is innumerable, which means they're effectively
- 1:48:17immune to like single target weapons.
- 1:48:19You need some kind of area of effect explosions or heavy
- 1:48:23automatic weapons or collapsing a building on them, or hitting
- 1:48:25with a car or some shit. Zombie hordes are considered
- 1:48:31ubiquitous. So if you're in an area where
- 1:48:35there's a horror where there's a horde, like in a building or
- 1:48:38whatever, you are considered within range of the horde
- 1:48:42everywhere in the building. Unless for some reason you you
- 1:48:45know some sort of fictional circumstance to get you out of
- 1:48:48quote UN quote range. Then they have an ability called
- 1:48:50savage where every round the horde will use a main action to
- 1:48:55use an attack against every single victim within reach.
- 1:48:58So if there's four players in the house and there's a horde in
- 1:49:01the house, doesn't matter where you are in the house, once the
- 1:49:05horde goes for a round, everyone takes an attack and then if
- 1:49:10nobody is within reach, the zombie will extend an arm.
- 1:49:14Quote UN quote of the horde, which just say a bunch of a
- 1:49:16bunch of zombies climb out from the horde at 10 meters per per
- 1:49:22round, 10 meters per move action.
- 1:49:24And once they reach the target, then you're going to be
- 1:49:26attacked. So they they can move.
- 1:49:29They're not just like stuck where they are.
- 1:49:31And then they have the ravenous ability, which is that you
- 1:49:34automatically suffer AD 8 of damage every round simply for
- 1:49:38being in the presence of the horde.
- 1:49:41You can also get hit for you can also take a traumatic hit from
- 1:49:44the automatic damage. So it could, you know, double.
- 1:49:51And then they have the roadblock ability, which is basically they
- 1:49:55can damage, they can do damage to a vehicle if the vehicles
- 1:49:58have been range. And then eventually if they just
- 1:50:02bring the vehicle down to 0 points, there's just too many
- 1:50:04zombies. It's just too jammed up.
- 1:50:07And then they have the grasping ability, which is if if you try
- 1:50:10to move through the horde, they can make a grapple attempt
- 1:50:13against you at a + 3. And if they succeed, you are
- 1:50:16grappled and also they get to do more free damage to you.
- 1:50:20So a horde can be quite dangerous if you're, you know,
- 1:50:23not being careful. But there are also rules for
- 1:50:31distracting and eluding the hordes.
- 1:50:34So in terms of distraction, you can basically make a series of
- 1:50:39checks to you know, like you can put yourself as bait and try and
- 1:50:43make a run for it or drive with a vehicle to try and break the
- 1:50:46horde up, again, putting yourself as bait.
- 1:50:50And then the GM will roll 2D6. And then if the total is lower
- 1:50:55than your check, if the sorry, if the total is let's do higher,
- 1:51:00first you make a roll. If the zombie horde rolls 2D6
- 1:51:04and beats your check, then that many clumps of zombies are left
- 1:51:09around. So if you roll A7 and the GM
- 1:51:14rolls A2 and A6, which would be an 8, that beats your check.
- 1:51:19There are 8 clumps of zombies still there after you tried to
- 1:51:22distract the horde. But if you roll a nine and the
- 1:51:27GM rolls a three and a four, OK, that's the total will be 7.
- 1:51:30That's less you take the lesser of the two numbers on the D6 on
- 1:51:34the 2D6. So the three in this case.
- 1:51:36So there would be 3 clumps of zombies left to deal with.
- 1:51:40Distracted zombies will start filtering back to their to their
- 1:51:43horde in 3D6 minutes, which is not a ton of time, but when
- 1:51:48you're dealing with six seconds around is quite a lot if you're
- 1:51:51using initiative. And then the other option is you
- 1:51:54can, of course, just sneak past the zombies as long as you can
- 1:52:00justify how you're sneaking around.
- 1:52:02The GM will let you make some nature of like a deck sneak
- 1:52:06check or some other, you know, deck something check.
- 1:52:10Any kind of ability that you can kind of justify modified by, you
- 1:52:17know, a -, 2 or a + 2 if the GM thinks it's like a good or a bad
- 1:52:20plan. And if you win the check, you
- 1:52:24can sneak past that, the area that the horde is in.
- 1:52:29If you fail, you elude, you alert the horde and you have two
- 1:52:31D6 rounds to escape the territory before the horde is
- 1:52:34roused and they start to suffer and you start to suffer its
- 1:52:36attacks. So even if you fail to sneak,
- 1:52:39you have a chance to kind of deal with the situation.
- 1:52:43And if you are sneaking past a horde or through a horde or
- 1:52:46around them or whatever, but you stop to do something else, like
- 1:52:50loot a room or like rescue a rescue a stranded victim, you
- 1:52:54then have to remake the stealth check after that or the sneaking
- 1:52:58check, or however you're getting around them.
- 1:53:02But when you make the new check, the zombies get a + 1 bonus to
- 1:53:05their role to try and detect you.
- 1:53:07So basically the more shit you stop and do along the way, the
- 1:53:11higher chance that they will eventually notice you, which
- 1:53:14makes sense. And then there are some special
- 1:53:20zombie special abilities that work, like the special abilities
- 1:53:23for all the other stat lines of the cyborgs and the humans and
- 1:53:26everything. You know, things like zombie
- 1:53:30regeneration, or like zombies that can move really fast or
- 1:53:34zombies that are really big so they have a lot of health.
- 1:53:39One that's particularly creepy with the zombie special
- 1:53:41abilities is the one called False Friend, which is where a
- 1:53:44zombie is so intact that it looks like a perfectly normal
- 1:53:47human being. If withdrawn and quiet.
- 1:53:51It instinctively uses this appearance to to bait human
- 1:53:54prey. Oh, I don't like that.
- 1:53:58Yeah, I don't like that. It's cognizant enough to know.
- 1:54:00That, that is. Yes, that does imply some
- 1:54:03horrifying things. So yes, if you would like to
- 1:54:07throw some special zombies in there.
- 1:54:10And then there's a whole bunch of rules about dealing with the
- 1:54:13infection itself, different options for how do the PC, how
- 1:54:19can the PCs become infected, such as a singular bite from a
- 1:54:24zombie. You're infected, tough shit.
- 1:54:26Well, you make a Lux save if you fail, tough shit.
- 1:54:29Or like excessive exposure or the hot zone 1, which is
- 1:54:33basically like a radiation zone, but for a zombie infection.
- 1:54:38And then there's what does the consequent, what does the the
- 1:54:41consequences in the infection, which is to say, what does it
- 1:54:43actually do to the player? One thing that's a little weird.
- 1:54:48So like the is it the time bomb one symptoms become clear?
- 1:54:58No, it wasn't that one. Where's the one?
- 1:55:04There's one where it's like, oh, they become infected and but you
- 1:55:07have to, you have to track it in secret.
- 1:55:12But God damn it, now I can't find it.
- 1:55:15Oh, here it is. Zombie roulette.
- 1:55:17A very, a very few infected somehow recover.
- 1:55:20Once infected, the GM secretly rolls AD 10 on the Oh no it's
- 1:55:24not that one. No, it's not that one either.
- 1:55:27There's one where it was like you need to in oh it was the
- 1:55:29first. I can't read.
- 1:55:30It was the first one so it was time bomb.
- 1:55:33Once infected, the GM secretly adds 1D4 system strain to the
- 1:55:38victim every month, week, day, or hour, depending on how how
- 1:55:41quickly the the infection progresses.
- 1:55:44Symptoms become clear when their strain exceeds half their
- 1:55:47maximum. When it exceeds their maximum,
- 1:55:49they become a zombie. My question for that is system
- 1:55:53strain is a number that the player tracks on their sheet.
- 1:55:57How do you secretly add system strain to their sheet without
- 1:56:01telling them how? How would you?
- 1:56:07You probably just have to either keep note of what their system
- 1:56:10strain is or no maybe. I guess you would just tell them
- 1:56:14like above board like oh just like take one system strain and
- 1:56:17just never explain it. But that's not secretly.
- 1:56:21You see what I, because it says secretly, adds 1D4 system
- 1:56:24strain, right? How does that work?
- 1:56:28I don't understand that. That confused the shit out of
- 1:56:30me. I was like, how would you do
- 1:56:30that? There was another one that has a
- 1:56:33similar thing. I can't remember what it was,
- 1:56:34but there's a similar one in here too.
- 1:56:36I was like, what? Maybe you could keep a separate
- 1:56:39system strain like you just duplicate theirs.
- 1:56:43But their system strain's going to go up and down.
- 1:56:46True. And if you say to the player
- 1:56:48like, hey, make sure you tell me what your system strain is at
- 1:56:51all times, they're going to be like, that's a suspicious thing
- 1:56:53to say. Why would you say that, GM?
- 1:56:55Yeah, Why'd you say it like that?
- 1:56:56You know, like, I don't know, that's just a weird one.
- 1:56:58I just don't understand how. I probably would do what you
- 1:57:01said and just be like, yeah, add to system strain.
- 1:57:03If they asked why, you just kind of shrug at them.
- 1:57:05But like, yeah, I thought that was very weird.
- 1:57:08I was like, how would you do that secretly?
- 1:57:10I don't understand. Anyway.
- 1:57:15And then that gives you a couple options for curing infections. 1
- 1:57:19is you just can't cure it. You're fucked.
- 1:57:23One is you can do like, a drug treatment.
- 1:57:25Another one is a golden bullet, which is to say, like it.
- 1:57:28You know, there's a beautiful mad.
- 1:57:30There's like a miracle drug. The other one is cutting it out,
- 1:57:33which is you can, like, remove the infected tissue.
- 1:57:38Yeah. And then of course, we have
- 1:57:40someone roll zombie plague generator tables and then we
- 1:57:44have some zombie encounter, quick reference tables, some
- 1:57:48more shit to roll on just to like basically generate some
- 1:57:51really quick zombie horror groups to the players to deal
- 1:57:55with. And then we get to the last
- 1:57:58little bit, the nemesis traits. Did you get to?
- 1:58:00Did you look at this? I I'm going to be honest, I did
- 1:58:03not. Oh, you should have looked at
- 1:58:05this. Oh, so the nemesis traits.
- 1:58:08This is a really cool. This is the last thing we're
- 1:58:10going to cover. This is a really cool system for
- 1:58:13like making like really impactful antagonists.
- 1:58:19The nemesis traits are basically you give you take a really like
- 1:58:25an explicitly super important NPC.
- 1:58:28They don't have to be an antagonist, but they are.
- 1:58:31The nemesis traits are assumed to go on antagonists, but it
- 1:58:34could technically go on any NPC. Basically you give the NPCA
- 1:58:38superpower that is like intentionally broken.
- 1:58:44Like straight up it literally says these foes have nemesis
- 1:58:49traits. These are special qualities that
- 1:58:52are explicitly unfair and unreasonable.
- 1:58:57They may completely foreclose certain ways of dealing with
- 1:59:00them or make conventional methods impractically difficult.
- 1:59:05So the idea is you take like a, a, you know, a notorious NPC of
- 1:59:13some nature and slap one of these traits on and this
- 1:59:16particular element of them, they are like unstoppable in this
- 1:59:20regard. So for example, one of them is
- 1:59:22called the invincible. This foe simply cannot be
- 1:59:26killed. They just can't die.
- 1:59:28You just, you just cannot kill them in any way.
- 1:59:31Just get fucked in. There's another one called the
- 1:59:36Killer. This one I think is particularly
- 1:59:39funny just because I imagine doing this in play would be
- 1:59:41hilarious. The Killer can as a main action,
- 1:59:45the foe can choose to attack a target susceptible to their
- 1:59:48current weapon. That target must make a luck
- 1:59:50save. On a failure, they die
- 1:59:52instantly. On a success, they are left
- 1:59:54mortally wounded with a major injury.
- 1:59:58No attack role, no nothing. They just point at the target
- 2:00:01and say you Dinah. They just power word kill their
- 2:00:04ass. And they can do that infinitely
- 2:00:07many times as they want. Wow.
- 2:00:11There's another one called the Messiah, which is basically you
- 2:00:15can, you're like a super ultimate charismatic cult leader
- 2:00:18that can brainwash literally anyone, including the PCs.
- 2:00:22Now technically they're still PCs.
- 2:00:24So like they can't you can't like straight up mind control
- 2:00:27them fully, but the Messiah they can't act against like he can
- 2:00:34mentally influence everybody that well.
- 2:00:38There's the Omend which lets you just cause roles to change.
- 2:00:46The foe and any allies present with them always succeed any
- 2:00:49saving throw and are treated as having Veteran's Luck Edge while
- 2:00:53enemy and while any enemies present always fail any saving
- 2:00:56throws or skilled checks. Twice per round as an instant.
- 2:01:00Twice per round as an instant action.
- 2:01:03The foe can dictate the outcome of any die roll in their general
- 2:01:06vicinity, even if they would normally be unaware that the
- 2:01:08associated action is being taken.
- 2:01:11That's the Omond. The Perfected is just amazing at
- 2:01:19everything. This foe gains a bonus main
- 2:01:21action every round. Also, every attack roll, every
- 2:01:24saving throw the foe makes is automatically treated as a
- 2:01:27natural 20. Every skill chick is treated as
- 2:01:29a natural 12. They just don't miss.
- 2:01:32They're just that good. They just don't miss.
- 2:01:35This doesn't extend to damage roles, but they do crit you
- 2:01:40every hit. So yeah, the protagonist
- 2:01:49basically you just whatever they want to do, there's no way to
- 2:01:52set to there's no set back that will stop them.
- 2:01:55They just they will push to their their goal no matter what.
- 2:01:58And life see the world seems to bend around them for what
- 2:02:02they're trying to do. The strategist who always knows
- 2:02:06what. The I think the protagonist is a
- 2:02:07little crazy. Sorry, just the they cannot be.
- 2:02:10They cannot be killed. They cannot be defeated.
- 2:02:13No, they can be killed. Antagonist says they cannot be
- 2:02:16killed. Oh, does it say they can't be?
- 2:02:19Killed. Yeah, they cannot be killed and
- 2:02:20they cannot be defeated for long and incredible luck.
- 2:02:23And what? That's kind of wild.
- 2:02:25Yes, incredible luck and blessed coincidence will conspire to
- 2:02:28carry them through the worst set back.
- 2:02:30You're basically glupshidow fighting Daryl Dixon from
- 2:02:32Walking Dead. The the protagonist plot armor
- 2:02:37ends as soon as their grand goal is achieved.
- 2:02:41The Strategist, they just always know what their enemy is
- 2:02:45planning. They just always have the
- 2:02:46perfect they're just Batman on cocaine.
- 2:02:49They're just like they're Batman, but they can see every
- 2:02:52possibility across every timeline.
- 2:02:57And then you have the tactician, where they just always make the
- 2:03:01smartest possible plan, always know exactly what the best
- 2:03:04manoeuvre is, and can always intuitively guess what the foe
- 2:03:07is going to do. Strategist and tactician are a
- 2:03:11little similar. And then the unseen, they can
- 2:03:14just if, if they don't want you finding them, you just can't.
- 2:03:18You just will not find them. What they like it, whether it's
- 2:03:21like they're elusive, they have disguises, they're invisible,
- 2:03:25you just, you just can't find them.
- 2:03:29So yeah, the nemesis traits are wacky.
- 2:03:31Woo Hoo. I do kind of love the idea that
- 2:03:34you're just fighting Rambo. It's like there he is and then
- 2:03:36he's gone and. Then he's gone.
- 2:03:37Yeah, he's bye. Bye.
- 2:03:40And the idea is that if the nemesis shows up, if the PCs
- 2:03:43want to stop them in some way, they need to come up with a very
- 2:03:47complicated plan, maneuver to get around their bullshit.
- 2:03:53Which I think for all of them, it definitely I could see how
- 2:03:55you could get around pretty much all of them except for maybe the
- 2:03:58protagonist. That one I'm like, I don't know.
- 2:04:01Yeah, it it Well, so it says you have to either persuade them to
- 2:04:04change their goals or twist their plan to serve the party.
- 2:04:11Yeah, which is kind of crazy. It's just like you cannot stop.
- 2:04:15Them. Yeah, I I think it's like, yes,
- 2:04:18but if you blow up this town, we put your daughter in that town
- 2:04:22too, and you're like, oh, fuck, that's pretty much you.
- 2:04:24Yeah. I kind of like the idea of
- 2:04:26fighting the protagonist because you might have to turn
- 2:04:28yourselves into villains just to, like, survive.
- 2:04:32Right, Right. You might start doing shit that
- 2:04:34you're like, are we the are we the baddies?
- 2:04:42Yeah, that's the and that's the nemesis traits.
- 2:04:44And then there's a brief bit of advice on creating your your own
- 2:04:48nemesis traits if you would like.
- 2:04:51Also, the, the, the game is very explicit.
- 2:04:54If you give a character a nemesis trait, the PCs need to
- 2:04:58know. You can't just pull some
- 2:05:01bullshit where you pretend like it's a like you can't pretend
- 2:05:04like it's a normal enemy. And then, oh, actually they have
- 2:05:07the killer trait and they just one shot the players completely.
- 2:05:11Like, you know, they, they need to know it's the, it's a guy
- 2:05:16with the killer trait. Now, however you deliver that
- 2:05:18information is up to you, right? Like what kind of in universe
- 2:05:21information? But they need to know that this
- 2:05:23guy is not to be fucked with. Don't.
- 2:05:28Don't pull some. Don't pull some gotchas just for
- 2:05:30the lols. Because if your objective was to
- 2:05:33pull gotchas just for the lols, you could always just say rocks
- 2:05:36fall and you die. Do you think it's the The idea
- 2:05:40is so funny. It's like, I I shoot him in the
- 2:05:42face, all right? You shoot him in the face,
- 2:05:44nothing happens. You're like what?
- 2:05:46Yeah, yeah. Nothing happens.
- 2:05:48All right, I'd stab him. You don't stab him.
- 2:05:51What? Hey, you just don't.
- 2:05:54Do I get to roll? No, no.
- 2:05:57Yeah, no, you don't get to roll. I just say no.
- 2:05:59See, I just look at you and say no.
- 2:06:02I hit him with my truck. Don't.
- 2:06:04Yep. Shielding.
- 2:06:08That's where we're going to bring it to a close where Ash is
- 2:06:11without number. If you're curious what the rest
- 2:06:14of the book has in store. So there's the Albuquerque Death
- 2:06:17Zone, which is the the preset setting, which is kind of a
- 2:06:22weird like Borderlands fall out, but also cowboy weird W thing
- 2:06:30going on. There's also an edge in the
- 2:06:33Albuquerque death zone called the Cowboy, which basically
- 2:06:37gives you a cowboy class. Oh.
- 2:06:40That sounds so much fun. Where you have cowboy things
- 2:06:43like trusty steed, eagle eye, iron belly, lightning hands.
- 2:06:48Something called the Big Iron. There is not the big iron.
- 2:06:52Missed opportunity. Yeah.
- 2:06:55But yeah, there's basically a cowboy class in there.
- 2:06:58And then the supplementary material, by the way, I really
- 2:07:01love that for this book, he actually just marked it off as
- 2:07:04supplementary material because in all the other books, like the
- 2:07:08the deluxe edition content is it is towards the back, but there's
- 2:07:13no delineation necessarily. Whereas this, it's literally
- 2:07:16under a big section called supplementary material.
- 2:07:20Thank you. Just for organization's sake.
- 2:07:23I like that you know, in the supplementary material you have
- 2:07:28evil techno Wizards. I don't think I need to explain
- 2:07:31what that is. They're evil.
- 2:07:33It's rules for playing an evil techno wizard or using them as
- 2:07:37antagonists. You have ash sorcerers, which
- 2:07:40are basically like weird post apocalyptic mages but with like
- 2:07:44a little bit more subtle magic, not like full on wizard shit.
- 2:07:48And then you have Mentalist, which are if you want to play a
- 2:07:53survivor with psychic powers, but you don't want to have, you
- 2:07:56don't want to use the psychic abilities from Stars Without
- 2:07:59Number, which are a little more higher power and require a bit
- 2:08:02more of like an investment, Then you can play the Mentalist.
- 2:08:06And then there's rules for modular power armor, which is if
- 2:08:10you want your Fallout style, whatever the fuck it's called,
- 2:08:14the Brotherhood of Steel armor or whatever, right?
- 2:08:16Yeah, yeah, the power armor. Yeah.
- 2:08:19And then there's rules for Hub settlement, which is basically
- 2:08:24you take the enclave stuff and you make an even more detailed.
- 2:08:29You take the enclave that the PCs live in and you make a more
- 2:08:33detailed like survival game style mini game out of the hub
- 2:08:40where there's like extra rules for like feeding food and water
- 2:08:46and pop it. Basically you turn the game into
- 2:08:47like cult of the lamb mode with the hub settlement rules, which
- 2:08:53actually might have been something that you wanted.
- 2:08:55Even more so if you want to, if you want to look at that section
- 2:09:01in the future for ideas. But yeah, basically turns that
- 2:09:06whatever enclave the PCs are in, the hub settlement rules, turns
- 2:09:09it into this little mini game of managing their home, their home
- 2:09:13enclave. You could use this you know, I
- 2:09:17mean watching Trigun kind of on the brain right now, but if you
- 2:09:21gave the players the plot armor like health condition you can do
- 2:09:25a pretty solid job making a trigun style game.
- 2:09:29Yeah, yeah, pretty easily actually.
- 2:09:34I want to play in that. I don't want to.
- 2:09:36Once again, I don't want to run that, but I want to play in
- 2:09:37that. The only thing you're really
- 2:09:39missing out on is like Vash's weird plant powers, but that's
- 2:09:42probably fine. I mean, you can put that in a
- 2:09:45mutation, like obviously you can't do the fucking Angel arm,
- 2:09:47but like I was. Going to say you can't do the
- 2:09:49the shoot the moon gun. No, you can't shoot the moon
- 2:09:51gun, but you could do like knives as like grow blades out
- 2:09:54of your back and like that's true.
- 2:09:57I mean shit, you can do Legato's fucking like LED powers.
- 2:10:03Yep. So yeah, that's where we'll
- 2:10:06we'll wrap it up on Ash's outnumber the 4th of the without
- 2:10:10number games. And like we said before, maybe
- 2:10:13the last one, the 4th and potentially final, potentially
- 2:10:16final, I have no idea. Yeah, that's been us.
- 2:10:25Give us a follow on the socials if you want.
- 2:10:28You could do a fucking dodo Hey dodo campaign.
- 2:10:30It'd be so you could literally be kind of oh.
- 2:10:34You could, yeah. Fuck yeah.
- 2:10:42Yet another banger I this might Side note, this might be the
- 2:10:47best of the without number games.
- 2:10:50In terms of its general design, I'm inclined to agree.
- 2:10:53It's been streamlined a lot. You know, my, my general feeling
- 2:10:59towards the writing of these games, it is, is the writing is
- 2:11:03simplified and like, I think it's organized a little bit
- 2:11:06better. Yes, I think there's better
- 2:11:08organization. I also just feel like the this
- 2:11:11one has the most interesting like bespoke mechanics for it.
- 2:11:16It does, although like the disease and the radiation and
- 2:11:19the stress rules and like the zombie rules.
- 2:11:22I love the zombie shit. You know, the the the different,
- 2:11:26different enemy this this, this has the most like diverse enemy,
- 2:11:30like creatures of the waste, like bestiary bit.
- 2:11:35So yeah, I don't know, probably his most solid work, which is
- 2:11:39good, but also it's even better because his most solid work and
- 2:11:45then you can just take all of the good bits from this game
- 2:11:48that you want and put it in the other games no problem.
- 2:11:52So it's kind of a win win across the board.
- 2:11:56It really is the the modularity in mind does wonders for this
- 2:12:01game Dine and longevity yes, and and also makes the older games
- 2:12:08like more valid yes, better stars without number becomes
- 2:12:12better by Ash's existing. It really does.
- 2:12:17Yeah, so and. If you were playing Stars and
- 2:12:20you wanted to have Tatooine, now you have bespoke rules for
- 2:12:22making Tatooine. It's true.
- 2:12:24It's true. All right, get the fuck out of
- 2:12:28here.