Old Module codes/names
Ok, this has puzzled me for awhile… alot of the old modules/adventures are titled things like T1 The Village of Homlett, B2 The Keep on the Borderlands, and I6 Ravenloft… what the heck do the T1, B2, and I6 mean? Is that the order you are supposed to do them in?
Submitted July 10, 2019 at 03:34PM by rancas141
via reddit http://j.mp/2G7x6tI
Mothership Ship Calculator – First Draft
Just picked up Mothership. I think it's pretty good, but some of the rules are a bit too complicated to be "table ready". The character creation process is smooth and fast moving, but the ship creation rules are a slog, with multiple calculations requiring values to be stored and transferred across the sheet.
This is a first draft of a google spreadsheet, intended purely to simplify the process of calculation. You go from top to bottom, inputting the values you want into the green cells, and the sheet does the rest, populating the other fields and spitting out stats for your ship. It lacks the flavor of hand writing the paper sheet, but does all the math for you. You can use it to stat up a ship for players to use, or quickly generate an enemy or NPC vessel based on the numbers given in the book. It also gives you more immediate feedback on the cost of your creation than manually crunching the numbers, making it easier to build something within a specific budget.
There are a couple of immediate problems with it right now
It wasn't clear to me from the rules text where rounding was intended to be applied. The example ship seems to have no fractions so maybe it's intended to be done after every division. I've applied it at the final hull stage and a couple other stages of the process where it wouldn't make sense to have a decimal value, such as engines.
It's possible to break the automation through the right sequence of events. The number of computers is determined by a formula, since the minimum has to be equal to the number of jump drives. If you add extra computers beyond that, manually increasing the value wipes out the formula. That would mean that increasing the number of jump drives after that point wouldn't increase your mandatory maximum of computers
Once I know I've got the math and content nailed down, I might try to format it so that it outputs the results of the construction process into something a little nicer looking – something more closely resembling the ship sheet from the book. It might be good to put the formulas and construction process on one page, feeding into the ship stats and flavor/free response fields (weapons, name, cargo, etc) on another sheet.
(The holy grail would be something that outputs the values to a form fillable version of the PDF sheet, but that's a little beyond what I hope to achieve here. Right now the endgame is laboriously transferring the values to a printed sheet so you can draw your vessel, which is less than ideal)
Copy it to your google drive, play around with it and tell me what you think.
I made a couple dungeons that didn't quite fit the one page format so I made them into pamphlets. They are available as PWYW downloads from Itch and DriveThruRPG. Monster stats are written with Knave in mind but should be easy to use with other old school games.
Temple Of The Bat Serpent and The Mephitic Laboratory Of The Pescamancer
Submitted March 28, 2019 at 12:38AM by CajunNate
via reddit http://j.mp/2uzmUUx
Beautiful, mobile-friendly Hot Springs Island Generator
Submitted March 14, 2019 at 06:26PM by MercifulHacker
via reddit http://j.mp/2Hkxlnp
Did a lil banner for my Keep on the boarderlands campaign.
Submitted January 20, 2019 at 08:13PM by Vesvaughn
via reddit http://j.mp/2FDCpm5