Showing posts with label Star Wars. Show all posts
Showing posts with label Star Wars. Show all posts

Tuesday, May 2, 2023

The Garbage Planet

The garbage planet - the "si-fi analogue" of a garbage dump.  A world where people fly in from all over to dispose of waste. 

Star Wars seemed fond of the idea (see for example Lotho Minor ) 

Is this likely? Does it make sense to launch garbage into space?  

To do this analysis, I will use the economy from the rather good Star Wars SAGA system.  Energy costs are cheap in star wars - it costs about 50 credits to launch a small cargo ship in space, a ship that can carry 100 tons.  Compare that to current space launch costs that are in the 10 000$ per kg!  

I did run a campaign with the SAGA system about 15 years ago; where commerce was important.  Based on that experience, I know that hauling goods in a light freighter can be profitable-ish with a 20 credits/ton margin.  Larger ships can do much better (meaning they only need to make a few credits per ton to make a profit).  So shipping garbage makes economic sense in star wars, there is quite likely that there are several garbage disposal ships in operation - we don't hear much about it because I suppose it's very unglamorous - scrapy smuggler or salvager sure, but garbage hauling - not cool enough for the movies.  Heavily populated planet probably have *fleets* of such ships.

That's just half the equation though.  Does this mean the existence of a "garbage planet" is plausible?  Well... the big flaw with the concept is *why* - why bother flying a long distance to a garbage planet instead of just using a nearby gas giant or star?  Star Wars fuel is cheap yes, but it still takes time and effort to go on long journeys. So why have specific "garbage planets"?  There has to be an economic reason for doing so... 

- I think a more likely explanation is that the garbage planets are more... immense salvage yards.  The economics of such a place could be varied, but they (some sort of overseer group) could purchase the salvage, then have low cost labor (droids? jawas? slaves?) extract "value" from this salvage to re-sell to merchants, perhaps in exchange for supplies.  It could be that the control of vital supplies is how the "overseer group" stays in power.  Or it could be a cooperative?  Definitely room for various forms of governance, and possibly adventuring hooks.  There could be planets where there is no more significant inlay of salvage/garbage, but there is so much build up that scavenging operations are ongoing.

It's also possible, even likely, that these large salvage yards are causing significant environmental damage to the planet.  Depending on what the planet was before the garbage dumping started, or who lives there, this could lead to all sorts of conflict.

And I think all this is fertile ground for adventure, more than just a mere garbage planet "existing".  The more one knows about a planet and what makes it "tick", the more avenues for adventure exist!

Wednesday, July 29, 2020

Troika! Star Wars: The force

So!  A while back I thought I would do a 5e-GLOG hybrid.  However, it seemed that not many people wanted to do that, except 5 Torches Deep who did it 10 times better and... well I found Troika! and that was a big distraction.

Troika is a fun, fast system with a sort of fantasy sci-fi setting.  And you know what else is a fantasy sci-fi setting?  Star Wars!  Troika! is also a setting (very quirky, extremely well written) and a system.  They are interwoven but they can be separated.

A fundamental part of Troika! is a list of backgrounds, ie "classes".  Writing the new backgrounds for a new setting is fundamental in making a new setting for Troika!  If I was doing another fantasy setting like say Warhammer, this would be 90% of the work.  But in Star Wars there are a few more things to convert, so I'll keep the backgrounds for last.


Instead, I'll start by replacing the magic system with THE FORCE!

How does the Force work?  Instead of starting 100% from scratch (and having to do a lot of research), I will using the SAGA system as a reference.  I will keep the basic mechanical structure of Troika's magic system - each "spell" (ie force powers) has a cost in stamina, and a skill check to use successfully.  However there will be a difference.

1:  There will be a "use the force" skill, which will allow you to make small force effects.  "Use the force" is the gateway skill to force powers, but some people have it without powers - they are "force sensitive" but have never been trained.  Use the force may be used in conjunction with certain powers.

2:  Several powers will have two "steps" - you can increase the impact of the power by spending luck along with the stamina.

3:  A few powers are a hybrid between a skill check and a spell - they don't have a stamina cost, but they *can* be enhanced by luck.

4:  There will be no "oops" table, it's just not what happens in Star Wars.

5:  However, there is the Dark Side...

6:  Luck is heavily related to the Force, and how Luck works

So here we go:

LUCK:  Luck will be usable as a "saving throw" as in basic Troika! and also to increase your damage.  But two extra effects are possible:   (This represents the Force being a living thing that infuses all things - ie really lucky people are people who subconsciously use the force to their advantage.)

First, you can do a luck check (spend 1 luck).  If you succeed, a skill check has advantage. Second, you can "search your feelings" (same procedure) to get an inkling about a situation.  Think "I've got a bad feeling about this!!".

ADVANTAGE:  Roll 3d6 and take the best 2  (in some cases this means the lowest 2, in some cases the highest).  Disadvantage is the reverse.


USE THE FORCE:   Use the force is a skill that some people can learn (who can learn this skill after initial character creation is something best decided by individual GMs).  Use the Force is used for the following feats

- Sense the Force:   You can detect disturbances in the force (a location strong in the dark side, a friend in great danger/pain, a huge catastrophe).   A check can allow the detection of a force user in a region (about 100 km).  A force user can attempt to conceal their presence by doing a use the force check, the check becomes an opposed one (ties goes to the person trying to hide).

- Move light objects:  move up to 5 kg with the force.  If this object is use to batter someone, does club damage - you must do a use the force check to lift, then a second one as an attack

- Sense your surrounding:  Do a Use the force check instead of an awareness check, ignoring penalties for cover or concealment.

-  Telepathy:   exchange a single thought with an intelligent and willing creature (such as "run!", "danger!", "help!", "attack!").  The check is done with advantage if the person is on the same planet, normal if done in the same system, and at disadvantage at interstellar range.

- Force trance:  Enter a meditation.  At the end of this meditation, do a use the force check.  If successful, gain 1 stamina per hour spent meditating.


-----------------------

The end or a new beginning?

I stared this post a long time ago - January - and then I started running a UVG campaign, the pandemic hit etc etc.  But I was recently asked about this project, and although I'm not sure I will finish it... well others could pick up the torch I suppose, and it's a start.

I would also recommend using the "general Troika! improvement" from this post to generate slightly more competent heroes.

What's left to do are actual force powers (ie "spells"), weapon damage (my work on UVG will help for that), lightsaber combat, space combat rules (oh boy...) and backgrounds.  And on that, I do have some ideas...

WARRIOR
11 Mercenary (heavy gunner)
12 Pirate
13 Armored Fighter (someone pretending to be a mandalorian? An actual Mandalorian? A runaway stormtrooper? Really ugly?  Whatever the reason, you are seldom seen outside your armor)
14 Gunslinger
15 Sniper
16 Combat droid

ROGUE
21 Twilek Smuggler
22 Sly Protocol Droid 
23 Gambler
24 Twilek dancer
25 Bothan Spy
26 Runaway Scion

SCOUT
31 Hunting guide
32 Runaway Farmer
33 Bounty Hunter
34 Archeologist
35 Tusken exile
36 ADORABLE CREATURE (1d3:
 1: Force wielding frog-like creature
 2: blood thirsty Ewok
 3: insufferable child pilot

TECH
41 Jawa Scavenger
42 Scrapyard Rat
43 Medic
44 Undercity Worker
45 Wookie Spacer
46 Repair Droid 

PILOT
51 Duros Pilot
52 Corelian Freight Pilot
53 Landspeeder Racer
54 Biker 
55 Runaway tie fighter pilot
56 Astromech Droid

JEDI
61 Swamp witch
62 Desert Hermit
63 Kel Dor mystic
64 Jedi hopeful
65 Hutt Gym Mystic 
66 Reformed Dark Sider

EDIT:  As requested:

Hutt physique mystique 

Your fellow Hutt are busy building empires, but you are building your body.  You know that if you want to master others, you must first master the self.


Advanced skills
Force Powers:
- Mind Trick 2
- Move Object 1
- Force Slam 1
- Farseeing 1
Advanced Skills
- Use the force 2
- Strength 3
- Galactic Knowledge 1

Possession:  
Ill fitting brown robes
A set of weights
A useless twilek hanger-on

Special:  You are a Hutt. Your thick skin acts as modest armor (and does not take inventory slots), but you are slow, moving only 8 meters (4 squares) per move instead of 12. 



(Required disclaimer: this post an independent production by me and is not affiliated with the Melsonian Arts Council. Also, I hope I won't get sued by the big D)

Sunday, January 12, 2020

Star Wars Economics - energy, shipping and labor.

Someone asked in the OSR discord group about sci fi economics, and so I have a few comments.

First we have to narrow our scope - I'm going to stick to Star Wars economics, as expressed in the Star Wars Saga system.  The prices in the system seem vaguely calibrated to 1 credit = 2 dollars.  I suspect the original intent was that 1 credit = 1 dollar, but with inflation that sum shrunk (interesting mental exercise:  if 10 000 credit (Han Solo's fee for transport) was in 1977 dollars, that's about 41 000 dollars today... I wonder if Disney will make those adjustments).

1:  Energy
So anyway, we need our "economic yardstick".  What is the "most true" price that we can use?  I suggest energy, more precisely "starship fuel" (I forget the term) It's worth 50 credits per kg, and 1 kg can power a modest start starship for 1 day.  Other "high energy" operations (taking off a planet, jumping into hyperdrive, fighting) also take 1 kg of fuel.  If a light freighter can carry 100 tons, fuel, even if 90% of it is "packaging"  (containment fields etc, I imagine this is very "volatile" stuff, perhaps an exotic form of matter), i.e. 100 kg of fuel per 1 ton of carrying capacity, that's still a whooping 5000 credit per ton, or half a million credit for a full load.  That's a large sum to be carrying around.

So energy is super valuable right?  Well... no.  The amount of energy to have a spaceship reach orbit is *staggering*.  Modern rockets are what, 90% fuel by weight?  We know that this fact is also reflected in game.  The GNK power droid (the "Gonk droid") carried about 1 kg of fuel and could power a startship for a day... or power a house for an indeterminate period of time - it would eventually run out after a number of years, but it's essentially "day to day" power for a fraction of a credit per day.  So your monthly power bill, for the average citizen living in an ordinary dwelling, would be trivial - a few credits at most, possibly far less.  This means that energy is *very plentiful*.  Only high energy users (spaceship, heavy industry, planetary defences) need worry about its cost.  A light freighter bringing a load of starship fuel to a distant outpost is going to be disappointed, they will probably only need a few tons *at most* for the year.  The main demand is probably the starport, who would resell it to other spaceships.

The fact that a GNK can transform startship fuel into usable energy (electricity I'm assuming), means that the process of using this starship fuel isn't *that* complicated.  You can't burn it in a boiler, but if a semi-smart walking generator only costs a few thousand credits at most, clearly these generators are pretty plentiful too.  This means that energy is "fungible", probably easily converted from one form to another.  You can import all your energy need in starship fuel as a planet, why bother with bulky and dirty things like crude oil?  Let them burn it on their planet and pollute it, you aren't dirtying your own!

If energy is fungible and very plentiful, it probably means that there may not be be that much money selling it; because the margins are probably pretty thin.  So as a light weight freighter captain, unless you are selling to a place with a very high demand (isolated, disaster/war area) or finding a very cheap source of energy (a planet close to a star that specialize in making fuel and sells it for less than 50 credit/kg; or perhaps battlefield loot), it's not that exciting.


2:  Shipping cost
This leads us to a next consideration:  are you, as a freight captain, buying and selling, or are you carrying other people's stuff for a fee?  How big should this fee be?  In other words, what are the shipping costs?

So I'm going to be considering 2 ships - firs the YT-1300, in part because it's famous (Millennium Falcon) but also because it's a good example of a generic light freighter (we'll be using the generic stats, not the souped up millennium falcon).  The second will be a large volume cargo ship, but not something amazing - so the GR-75 medium transport (ie the "rebel transport") will do.

The YT-1300 can carry 100 tons, has 2 crews and a hyperspace speed of 2
The GR-75 can carry a whooping 19 000 tons, has a crew of 5 and a hyperspace speed of 4 (bigger is worse in this system).

Let's first look at trip lenght and fuel cost.  Let's assume that the trip is form the surface of a planet to the surface of another planet in another s

Fuel wise, a YT needs one unit of fuel (1 kg) to take off the planet.  Then it will take a day (another unit) to reach the outside of the system.  Jumping to hyperspace requires one unit of fuel.

The lenght of a trip in hyperspace is (to use the simple Saga rules) 1d6 x hyperspeed rating (we're going to assume 3.5 average, and ignore complications or hyperspace lanes etc).  So 2x3.5 = 7 days in space, or 7 units of fuel.  Then 1 more day to reach the planet, and 1 unit to land.

This means that the YT 1300 will need 12 units of fuel (600 credits) and 9 days to do a delivery.

The GR-75 has a similar calculation, except that its hyperspeed rating is 4, so it's trip in hyperspace will take twice as long - the trip will be 16 days, and require 19 units of fuel.

We'll take a pause here and talk about fuel consumption.  In SAGA, a starship uses 1 kg of fuel as a "unit", but a capital ship (frigate-class) uses 100 kg.  But what about ship that are bigger than a light freighter, but not quite a capital ship (like the GR-75).  It doesn't say.  I changed this in my game - corvette sized capital ships used 50 kg, and I would eyeball (sorry) the GR-75 to use about 30 kg per unit.  This results in 19 X 30 = 570 kg of fuel, or a whooping 28 500 credits worth of fuel!  

But what about other costs?  Consumables (oxygen, water etc) is 10 per person per day, so this means 180 credits for the YT, and 960 for the GR-75.   Docking fees are about 20 for a small freighter and... 200 for a bigger one?

General maintenance is 4 days worth of fuel in cost per 20 trips.  This can be spread over each trip for accounting purpose so 10 credits for the YT, and 300 for the GR-75

3: Labor
Last is the crew cost.  This is... harder to estimate, but we can give it a go.  There is an "upkeep" cost (ie cost of living) given of 1000/month credits for average, and 500 for struggling.  How much is the average spacer paid?  I'm going to say 500, because they also receive benefits - they have a place to live inside the ship and they get "space food".  That leaves 500 credits to buy clothes, drinks at the port etc etc.  Seems reasonable.

So crew salary is 9/30 X 2 X 500 or 300 for the YT, and 1600 for the GR-75.

Back to Shipping cost
Total cost for the trip in a light freighter is 600 (fuel) + 20 (docking) + 10 (maintenance) + 180 (consumable) + 300 (salary) = 1 110 credits, or about 11 credits per ton of cargo.  If you want to run a profit, you probably want to charge at least 20 credits per ton of cargo (or 2000 for a load), much more if there are any risks involved.

The GR-75's total cost is 28 500 (fuel) +200 (docking) + 300 (maintenance) + 960 (consumable) + 1600 (salary) = 31 560 credits, which is enormous.  *However* your cost per ton of cargo is *much much* lower, 1.66 credit per ton.  You could ship at 5 credits per tons of cargo and make way much more money than a light freighter.

This means that as a light freight captain, if you are buying and selling (and not merely transporting for someone else), you need higher margins to operate than a large cargo ship. If you buy 100 tons of Trandoshan beans at 120 credits a tons, you better hope that you can sell them for 140 credits a ton!  Meanwhile, the GR-75 captain would only need to sell them at 125 to be profitable (but needs to find someone willing to buy 19 000 tons of it).

So why are light freighters used at all?  Well, not all shipments are 19 000 tons.  The light freighters tend to be faster and can make more runs per months than a large cargo ship.  They are better at avoiding detection and trouble.  They are more flexible, and can respond to opportunities and emergencies better (oh planet such and such has a famine?  Let's bring them beans, we'll make a fortune!)  They are useful to smuggle illicit goods, or pick up passengers.   The last 2 are probably particularly important.   In fact, I suspect that for many light freighter crews, the "normal" cargo was just a way to cover some costs and, more importantly, provide them with a cover of legitimacy.  "Why are we here?  Why we are delivering Trandoshan beans, that is all sir!  Everything is in order!"


Conclusions:

1:  I am satisfied with using the kg of fuel as an economic yardstick.  Always think of energy when designing planets.   I imagine some rickety outposts have power generating stations consisting of little more than a few dozen Gonk droids standing in a room, wired to the ceiling and gonking away.  Even though it is plentiful, energy still remains fundamentally important.  Wars will be fought over it, just like today.  Shipping is the lifeblood of the economy, and to do that, you need starship fuel.

2:  Time is money.   The easiest way to cut costs for a starship is to get a better hyperdrive.  If the GR-75 had a hyperdrive rating of 2, its cost would almost drop by half.

3:  There is a need for light freighters, especially on the fringe - and for GMs, that's good because that is where the interesting stuff happens!

4:  Labor costs explain droids, economically speaking.  Another way for a ship to cut costs it to replace a few crew members (who costs 6000 per year) with droids.  Droids costs a few thousand credits each, but would pay themselves off in less than a year  (there must be a "job stealing droid" sentiment...).  I'll also note that "adventuring ships" (ie light freighters with the party on board) will cost more than the standard light freighter because of all those extra people, not to mention all the extra guns and shields the adventurers probably want to have on board...

5:  When Han Solo asked for 10 000 credits to give Luke and Obi-wan a lift, considering the circumstances, wasn't completely outrageous

6:  In the Mandalorian, when Mando says "5000, that barely cover fuel costs these days" … either his ship is *very* fuel inefficient, fuel costs have gone up drastically, or bounty hunting involves several jumps.

7:  Piracy is interesting because of logistics.  If a band of pirates convert three YT-1300 into gunboats and capture a GR-75, there is no way that they can steal its entire cargo, they don't have the hold!  So either they collect valuables and steal fuel *or* they steal the entire ship, but now selling the cargo is difficult...

8:  There is more to say about this - economies are complex, even more so galactic one.  But a full simulation is impossible AND not necessary.  How to use this in a game will have to be another blog post...



Saturday, November 30, 2019

The Mandalorian, 7 samurai, and gaming as pizza

I've been watching The Mandalorian and it's very, very good. The season hasn't ended yet (and they might ruin it with a bad ending), but I'm quite hopeful that it will continue to be so engaging.

(This will contain vague spoilers for episode 4 - nothing specific, but you'll learn the "general shape" of the episode).

Episode 4 has the same basic scenario as the Seven Samurai: farmers plagued by bandits ask wandering mercenaries to help. This basic scenario *really* works well - it's been redone in the Magnificent Seven (twice!), the Mandalorian and many others, in various eras and settings. It also works perfectly for an adventure. It works so well, and has been done so frequently, that it's almost like pizza. Pizza is great, but it's not original. It's also easy to do, but if you don't put any effort into it, it can be a pretty boring meal. So to avoid this being a ho-hum peperoni and cheese frozen pizza of a game, let's look at our toppings shall we?


The farmers/villagers/peasants/people who need help:
Getting these people right is important. They can't be abject cowards. They aren't resisting now because they *know* it's a hopeless battle. But hiring the PCs is changing the odds - there is hope now, and they will be willing to fight. They have to be sympathetic, and they also need a reason why they simply haven't fled their area. Maybe it's good farming land, they have a lot of infrastructure built (building huts and fences is a lot of work!). Maybe their ancestral burial grounds are nearby. Whatever it is, they have to stay. The villagers should have a bit of money buried somewhere to pay the PCs. Not a fortune, but for penniless sell-swords, enough to try. Lastly, making them interesting in some way certainly is recommended - they could be farming something unusual, have strange customs, even have wondrous or useful abilities (clearly, not battle abilities). Basic relations, petty rivalries etc. can also be fun. Every village has an idiot, after all.


The bandits/raiders.
This faction has to be dangerous, but not so dangerous it's ludicrous (if they are so bad-ass, why are they wasting their time picking on a small village?). They are actually *farming* the village: raiding periodically to steal food/valuable, but not doing so much damage to destroy it. They want to be back - in fact they probably have to, they need to eat! This indicates a certain level of intelligence and discipline... but they also aren't that smart - if they were, they would set themselves up as feudal lords and tax the peasants instead of raiding them. They need to be powerful enough that a 1vs1 fight with a peasant will result in the brigand winning, but a 1vs1 vs a PC should be a fight that the PC will win... however there are a lot of them, too much for the PCs to defeat by themselves. The peasants will have to help - but they are willing to do so if they are given hope.


The special weapon.
Things can be made a lot more interesting if the bandits have some kind of "special weapon". Maybe it's an ogre. A small cannon or a catapult. A spellcaster. A troll or some other big monster. A small tank. Simply their leader, or some unusual tactic. Whatever this is, it is what is giving them such a big edge over the villagers and is making them bold and confident enough to be raiding entire villages instead of travelers or isolated farms.

The party will have to deal with this special weapon to achieve victory. In the Mandalorian, Mando had spare blasters to equip the villagers with, but he didn't have some kind of "anti X gun" to simply eliminate the raider's special weapon. They needed a plan, effort and a bit of daring. Likewise, the party will have to be clever and courageous to neutralize the special weapon. If they do, and kill a few of the bandits, the rest of the villagers should be able to win relatively easily, if they are properly prepared that is.


The party
The party needs to be powerful enough to make a difference, but not so powerful they can just crush the brigands while the villagers cheer and applaud. The timing of this adventure as part of your campaign matters. The party need the villager's help to win, or at the very least they need a good plan and good fortifications. I think level 2-4 would be ideal. Level 5 there is a bit of a power jump (in 5e at least) but it could still work, since in 5e low level creatures have better "to hit" numbers (a 2nd ed goblin has a thaco of 20. a 5e goblin has +4 to hit, ie the equivalent of thaco 16).

In the Mandalorian the "party" is higher level (I would describe Mando as level 5-7?) but fewer in numbers. An aspect that made the show interesting was that the party was "new" (the Mando and his ally didn't know each other at fist), but I think it would be preferable if the party, in a D&D game, have worked together for a few adventures at least. It *could* be a good starter adventure to unite the party, but this will be a bit more challenging to run. Even for an established group, this could mark the turning point in how the party sees itself - not just a rag tag of tomb robbers - but heroes too.

In the Mandalorian, Mando also had a special objective (defend Baby Yoda) but this isn't necessary for the scenario to work well. However, having some kind of vulnerable (but maybe useful?) NPC they have to protect on top of the general mission could be interesting?


The preparations and terrain.
The terrain should be interesting and varied - there should be opportunities for the villagers and party to put down crude fortification (barricades, a ditch etc.) and traps, funnel the enemy in subtle ways, hide a flanking team, whatever. The proper set up should give them a good edge over the bandits, or at least even the odds.

Hopefully, the PCs should be able to arm the villagers somewhat (missile weapons would be best) and train said villagers, so that their massed fire gives the edge to the party/villager alliance. Even improvised spears could help, as some of the bandits will try to close in and rush the barricades. Besides basic weapon training, the villagers should also learn what their part in the battle plan is. The kids shouldn't fight directly, but maybe they can be used to put out fires, activate traps and otherwise help. Almost everyone can pitch in, but the villagers won't accept some of them being used as cannon fodder.

It is possible that the village also has a "special weapon" of its own, but clearly it's not usable at the moment - something has to be done to assemble it, activate it, repair it, recruit it, create it, whatever. Perhaps they are beekeepers and some of the bees could be weaponized? If the party comes up with a clever idea, let them! It's important that this be a winnable fight, but it doesn't have to be the way you thought of as a GM, just a way that is plausible and fun.


The battle.
For the love of god, don't roll for every single peasant and bandit! It will take forever and not be fun. The battle should be narrated in the background, and the PCs should turn the tide by reinforcing areas that are buckling, and by taking out the "special weapon". Once the special weapon is out and a number of bandits have been killed, the rest run away, not to return - they know this village is too tough for them now. They aren't fanatics, they just wanted to steal their food or valuables.


The aftermath.
The party gets their reward and moves on! Will some of them decide to stay behind and become farmers? Why not? It could be a good point for someone who doesn't want to keep their current character to retire said PC and start anew.

Another alternative of course is that this village becomes a base of operation. Maybe there are other adventures to be had in the area?


If you get most of these ingredients right, you can have a few very good sessions with this scenario.  It won't be the most original, but everyone loves pizza.

Special thanks to Words for Yellow for discussion and feedback on this topic!