Landing page for the STS Fulton campaign I've been running in Troika.
Session Count:102 (as of 12/28/2023)
Tempo: Every Thursday night
Landing page for the STS Fulton campaign I've been running in Troika.
Session Count:102 (as of 12/28/2023)
Tempo: Every Thursday night
When I first started running Troika I had a hard time with Luck Tests. I
didn't really know how to use them and, with one memorable exception,
my players never really got in precarious spots from their luck being
low. For context, Luck is a stat that can vary from 7 to 12 and you test
it by rolling 2d6 under or equal the stat. Succeed or not, your Luck
goes down by 1, making you less likely to succeed on following attempts.
After almost 80 sessions of my STS Fulton campaign I think I've got a better handle on it so figured it's
worth sharing what's been working for me. Of course I'm curious to hear
what others' experiences or tips are as well!
1. Don't say "Test your Luck"; always ask "Would you like to test your Luck".
The
specific phrasing of a Luck Test being a player choice is right in the
Troika rules but it's something that I worked to internalize so wanted
to repeat it. Luck is a resource that decreases whenever used, making it
harder and harder to succeed as it goes down, so it should be up to the
player whether they choose to expend it. It gives my players a greater
feeling of control over the outcome which is always what I'm going for.
2. Luck is for stuff that happens to you.
Rough
equivalent to a saving throw in other systems, used for somehow
protecting yourself from dragon breath, airship mounted miniguns,
getting horrible spores in your mouth, and other similar events.
3. Luck is also for fixing undefined details
If
the players ask a question about the situation that I don't already
have an answer to and doesn't follow from establishes facts then I will
sometimes ask them if they want to Test Luck to make reality match what
they're looking for. "Is this important enough to spend your Luck on
it?" For smaller questions I'll often just agree, but testing Luck gives
an avenue for finding out if something more impactful goes the player's
way.
4. Use Luck to power special abilities
I've
primarily used this so far for a couple special abilities for
backgrounds, like the ole "pull something momentarily useful out of your
sack-o-crap", but there's no reason you couldn't more broadly apply it.
Stuff like finicky equipment, unreliable cybernetics, or cold calling
potential contacts could all work. I also just put a straight "+1 Luck"
in a particularly fortune favored background.
5. Use Luck for supernatural favor
I
said "favor" very specifically because it felt too mean (to me) to take
away from the meagre Luck reserves that most players seem to have. It's
not come up yet (soon!), but I could see giving a bonus over and above
the normal Luck cap to represent divine influence or exceptional
fortune. Maybe more to come on this one.
A lot of the follow-on complications in my longish running STS Fulton campaign stem from an incident in a cake shop that escalated very quickly. A critical stage in that escalation involved James' character accidentally killing a town guard. The PC in question attacked with a club, wanting to subdue the guard, but I interpreted it as a killing blow based on the damage. Oops. We talked about it and decided to let it stand, but it never felt quite right. It's come up a few times since in discussion but was intensely relevant during last week's game.
During the session we came up with basically "if it reasonably makes sense you can incapacitate someone" (i.e. the "good plan doesn't require a roll" approach) or that they could try to use Wrestling to restrain someone and then if they could maintain it then they could tie that person up. Still wasn't really satisfied but just had a flash of inspiration so wanted to get it written down.
First thing to note is that all weapons in Troika do damage based on a roll of a d6 and then compared against a lookup table (see below for a sample).
d6 Roll -> | 1 | 2 | 3 | 4 | 5 | 6 | 7+ |
Axe | 2 | 2 | 6 | 6 | 8 | 10 | 12 |
Club | 1 | 1 | 2 | 3 | 6 | 8 | 10 |
Greatsword* | 2 | 4 | 8 | 10 | 12 | 14 | 18 |
Hammer# | 1 | 2 | 4 | 6 | 8 | 10 | 12 |
Knife | 2 | 2 | 2 | 2 | 4 | 8 | 10 |
Longsword | 4 | 6 | 8 | 8 | 10 | 12 | 14 |
Mace# | 2 | 4 | 4 | 6 | 6 | 8 | 10 |
Maul*# | 1 | 2 | 3 | 6 | 12 | 13 | 14 |
Polearm*# | 2 | 4 | 4 | 8 | 12 | 14 | 18 |
Shield | 2 | 2 | 2 | 4 | 4 | 6 | 8 |
Spear | 4 | 4 | 6 | 6 | 8 | 8 | 10 |
Staff | 2 | 4 | 4 | 4 | 4 | 6 | 8 |
Sword | 4 | 6 | 6 | 6 | 6 | 8 | 10 |
Unarmed | 1 | 1 | 1 | 2 | 2 | 3 | 4 |
The second bit is how dying works in Troika. If you go below 0, you die instantly. If you hit 0 exactly, your friends have until the end of the round to get you back up above 0 or you die at end of round.
So how do you knock someone out in Troika? A player can decide to pull their punch and take a -2 on their damage roll. If they get their enemy to 0 exactly, the PC knocks them out instead of killing them.
This makes Clubs decent at subduing, Unarmed the best, and Hammers and Mauls unlikely but possible. It also means it's pretty hard to knock someone out with stabby / slashy weapons. Weapon choice has an impact and while you're trying to knock someone out you're leaving yourself open to getting wailed on. The player also has a choice to make on how many full power hits to do before trying to soften the blow and take a prisoner. All of these are about the right feel I was going for, but will see how it plays and update as needed.
I saw a post from Archons March On about this quarter hour of writing challenge from Library of Attnam, who I was not previously tracking. I’m going to do 25 minutes instead because that’s how long the pomodoro normally goes for and that’s the only way I will actually buckle down and do it.
Anyway!
A good prompt for someone still running a post-post-apocalyptic hard(ish) SF game with at least a possibility for further space travel. There’s a post at Rotten Pulp I’ve been marinating on about a creature called a Contaminant that doesn’t explicitly name radiation but has a lot of the same considerations. There’s also a post from Incunabula about radioactive sorcerer organs (Slumbers) that I used in my last game that springs to mind. They’re real good, go read them! Was going to put a caveat that my players shouldn’t read about the Contaminant but honestly don’t think it would matter.
How will I use radiation in my game? I’ll probably utilize Contaminants in certain areas tied to certain threads (secrets). The post itself has a lot of good examples of telegraphing danger that are broadly applicable for any kind of invisible hazard. The negative effects of being in the same space as such a creature (e.g. blurry vision, heat, bloody cough, etc) are broadly applicable to other sources as well.
Where a Contaminant is a mobile hazard, more fixed and difficult to bypass blockers could be used in dungeons to block off areas of interest. Power leaks, radioactive explosive residue, or alien technology are all possible emitters. In a tech-poor environment like my players are in, these might hopefully inspire creative use of limited resources to bypass. A fixed locale also lets you use more environmental warning signs like red trees, strange spider webs, or other animal tweaks.
How do you mechanically represent accumulating radiation damage? The first thought I had was clocks. Maybe you have three levels of clock like this:
Minor Effects (2-4 slices)
Moderate Effects (6-8 slices)
Severe Effects (12 slices)
All three clocks get filled concurrently with exposure so a minor effect will pop off earliest to clue the players in that they are in a bad spot. When a clock fills and the player suffers an effect the clock resets and starts filling again. Rolls on effects tables are increased based on how many conditions are currently affecting the player (e.g. two Severe Effects gives a +2 on your next Severe roll).
I’d make some tables of effects but I’m already a bit over time! Oops.
Oh but you should also totally make a dragon with radioactive breath.
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| Shin Godzilla was so incredible. |
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| Chum, by Vegas |
We talked for a bit after the end about how the game
encouraged player expertise and gave a different vibe in terms of
lethality. Yes, you can die pretty easily but also that’s fine! gg go
next! The driver in not dying is not preservation of character but that
next bit of information that you can glean to make the next run easier.
As Gen 4 continued the players did start to become more careful with
their characters but that could have been a function of time spent
playing (Gen 4 took by far the most time) or perhaps the idea that they
were so close was a stronger motivator. I think if they had died at that
point, after so long, I’m not sure I would have had it in me to run
another long generation.
After returning the crown to The Deep
Queen, we had all agreed that we didn’t think we’d want to play A Rasp
Of Sand for a bit, at least not how we had been. Someone threw out the
idea of trying to see how far we could get in a single, dedicated day
and I latched on to it immediately. So here we go!
Going to
start at 930am on Saturday and go till we can’t or we win. I’m making
only a few changes from stock A Rasp Of Sand but these are all things I
had also changed from the beginning, when I ran it the first time.
Temple
level maps will be generated ahead of time. Originally I would roll
them up and draw them by hand, before going to sleep, and it was a very
relaxing process. I didn’t want to make them on the fly at the table
because all the rolling seemed too cumbersome for live play. It also
allowed me to connect the rooms in somewhat more organic fashion. This
time rather than hand drawing I am going to use the excellent and very
pretty Shifting Sands generator to roll up the maps to save myself some
work.
Generating maps ahead of time requires changing the Sailor 4
ability “Current Construer.” Rather than allowing the Sailor to
influence the room generator roll, they instead get an idea of the
relative danger of adjacent rooms.
Doing XP per room, 150 XP each
like in the book, but since the map is generated ahead of time it
creates a choice for the players of if they want to push on exploring
when they find the stairs down or if they want to keep pressing on.
Slugs
effects do not reset between generations. I wanted the players to be
able to hold on to the little bits of knowledge they scrape from the
temple and this seemed a good way to contribute to that. This meant I
had to change the Academic 5 ability that let the players prevent slugs
from re-rolling. Instead, an Academic 5 can now simply identify any slug
on sight.
That’s pretty much it though! I really liked this game
the first time and hella pumped to run it again in a different way.
It’s funny, was talking with my crew last night, about how I enjoyed
popping off little stories when the Academic would hoover up sand from
artifacts and Vegas said something like “Oh no, we don’t have time for
dialogue or cutscenes, this is a speedrun!” Their wheels have been
turning for a minute, it’s gonna be good.
Speaking of minutes, I
definitely want to try and capture some stats, maybe like time per level
/ generation, number of rooms, something, but not sure yet. Will
marinate on that as the day goes on.
This kind of turned into
more of a review than I intended but can't talk about what I’m gonna do
without talking about what I changed the first time. When my comrade’s
review drops I’ll link it here, I’ve seen the draft and it’s a good
read.
It's looking more and more like my A Rasp Of Sand game is going to come to an end in the next couple of weeks so I've been trying to get things together for the follow-up game. I do not like using lore dumps or giving reading homework for games, much preferring to have players learn about (or create!) the world through play. I use this "Five Things" technique to help hit the right balance. I picked it up from someone way back on google wave and I've found it very useful.
It's simple enough: you need to write exactly five interesting pieces of information. If you have too many things you want to say then it forces you to whittle down to only what is essential for the topic. If you can't come up with five things then maybe the topic needs some work to make it pop more for the players. Here's what I wrote up and sent to my potential players to pique their interest in the game.
Hopefully it worked! In my last campaign I used Five Things at different world levels to highlight important things that the characters would know, taking it a step further than just the campaign ad. Start off with Five Things about the game / world overview, then give a Five Things for major political entities and so on as needed. You could do historical events too depending on how complex they are, or just put them under some other topic's Five Things.
It's not a world-shattering technique, just one that helps me focus on doing only exactly the amount of prep work that I need and nothing more. Everything else can be invented or decided along the way.
One of these days I need to write an actual review of A Rasp Of Sand but the short take is that we've been having a lot of fun and it's real good.
I had a post drafted up about running A Rasp Of Sand, call it halfway between impressions, tips, and a review. I have kind of a need to be thorough and detailed so there were a lot of different aspects to it. I made the mistake of drafting it in the actual blogger post drafting interface on mobile, so it's gone now. BOOM.
Oh well. Instead, here's a sweet Family logo that my player Vegas made. His family's trade is Slug Farmer.
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| DeGastropoda Family Crest |
I cannot describe how tickled I was! It was so great. We were starting our fourth session with two dead generations and I asked for everyone's family crest. Vegas was all "hold on lemme get out mspaint." Truly someone committed to the glory of slug farming.
That third generation died in the first room (sometimes two awful shark people show up), so they quickly rolled up new characters and started Generation 4. We'll see how far they make it!
Overall A Rasp Of Sand has been a fun diversion after a multi-year campaign and we're all enjoying the change of structure. Maybe deeper thoughts later if I end up re-writing that post and I'll release the (SUPER BASIC) character generator I made sometime soon.