Gigacrawler question.

Looking again at the ‘logic puzzle’ element of Gigacrawler, I wanted to know if people found this too hard, too easy, or what.

The situation is essentially this:

There are three people, A, B or C. One always lies, one always tells the truth, and one might lie or might tell the truth.

Both A and B tell me that C is the one who might lie or tell the truth.

What, if anything, is it possible to work out from this? Answers in the comments.

None of this is a spoiler btw, because the angels are different each time.

Gigacrawler draft–second playtest–part 3.

I’ve changed the rules so that characters have to recover from a successful attempt at magical travel.

My Atlantean character has found themselves in the Navel of God, a rare area of wilderness in the Gigastructure–but home to no animal life larger than an insect.

Unable to travel by magic, and too feeble to risk traveling on foot, my character is forced to try to survive here. I spend a month living on what I can gather, and heal half the damage from landing badly.

I’m now able to travel by magic again, and choose to do so. This time I invoke Yafir, the Exalted Crone of the Far Places.

I find myself in another example of the repeating city of Telelee.

I could spend the last of my shells to catapult to the southwestern angels’ hex. However I’m going to need to get some money eventually, and I decide to do so here (a city) rather than there (a town). Thus I decide to beg. Rather than dance and sing, or pretend to be crippled, I just sit looking downtrodden. Several weeks of begging earn me 15 shells.

There are several options for how much money to spend on food and shelter. I decide to spend nothing, and live on the streets. This causes me to suffer in both mind and body (Willpower and Physique).

I decide to travel by catapult again, for the cost of 5 shells. This was a bad idea because, with my low Agility, I should have predicted what happens: I land badly, and almost kill myself.

However, I’m where I want to be. I visit the second group of self-proclaimed angels. These angels are said to look like human shapes made of fire, with six wings, which they must fold over themselves to avoid burning those to whom they appear. I visit their temple, and their priest tells me that “The false, beautiful angels of the southeast sometimes lie and sometimes tell the truth.”–exactly the same thing that the angels of the north told me.

My character, nearly broken physically and mentally, ponders what this could mean.

Agility 7
Charisma 11
Willpower 5 / 3
Physique 11 / 1
Intelligence 15

Year 1 Month 3

Technology: 15
Magic: 15

15 shells

Keywords:
KW3 [Atlantean]
KW90 [last temple I visited was the southwest one]
LOGE, LOGF [keywords from consulting temple priests]
KW28 [have generated the Navel of God]
KW88 [can’t travel by magic until rest]
KW11

Notes:

The angels of the north, AND those of the southwest told me that “The false, beautiful angels of the southeast sometimes lie and sometimes tell the truth.”

The map looks like this:

M29, M30 and M31 are the locations of the beings claiming to be angels.
M14 is the town I started in.
M24 is Telelee. There are two instances of Telelee. I’m in the one to the south.
M20 is the Navel of God.

Gigacrawler draft–second playtest–part 2.

My character, an Atlantean, finds themselves in the repeating city of Telelee.

I decide to use Telelee’s system of long-distance transport catapults. This costs 5 shells, leaving me with 5.

Nothing happens on the way, and I was aimed at the correct hex. However, having a low Agility, I land badly, losing 4 points from my Physique (the equivalent of hit points).

The movement number of the new hex is 2.

In this hex there’s a town, built around the temple to a supposed group of angels. They’re said to look like a wheel within another wheel, both rimmed with eyes. Characters can do normal things like stealing, begging or looking for work in this town, but I decide to go to the temple and consult the priests. The priests tell me that “The false, beautiful angels of the southeast sometimes lie and sometimes tell the truth.”

I decide to travel on immediately, to the temple in the southwest. Once again I decide to travel by magic. The option that will get me closest to my desired destination is to evoke Yiraf, the Maiden of the Spaces Between, who will allow me to move ‘diagonally’.

Once again I’m successful, and end up in “a rare area of wilderness in the Gigastructure: a valley called the Navel of God”.

At this point I realize a flaw in the rules: with my Magic as high as it is, it’s possible to travel by magic using up little or no time. So I’m going to add a new rule which forces you to spend time recovering before you can travel by magic again.

At this point my character is as follows:

Agility 7
Charisma 11
Willpower 5
Physique 11 / 7
Intelligence 15

Technology: 15
Magic: 15

Keywords:
KW3 [Atlantean]
KW89 [Last temple I visited was the north one]
LOGE [keyword from consulting temple priests]
KW28 [have generated the Navel of God]

Notes:

The angels of the north told me that “The false, beautiful angels of the southeast sometimes lie and sometimes tell the truth.”

The map looks like this:

M29, M30 and M31 are the locations of the beings claiming to be angels.
M14 is the town I started in.
M24 is Telelee.
M20 is my current location, the Navel of God.

Gigacrawler draft–second playtest–part 1.

I’ve written a lot more of Gigacrawler since I tested it, so I’m going to do so again.

Rolling for attributes I get the following:

Agility 7
Charisma 11
Willpower 5
Physique 11
Intelligence 15

Once again I have at least one high (13+) and one low (8-) attribute, so I don’t have to alter my attributes (I think it will be quite rare to have to adjust attributes).

Since the character’s highest attribute is Intelligence, they’re an Atlantean. This means that they have high Technology and Magic:

Technology: 15
Magic: 15

Being an Atlantean gives them various disadvantages, such as being bad at fighting and bargaining.

Keywords:
KW3 [Atlantean]

As with all characters, my character starts with 10 cowrie shells (the currency of the setting).

They start in settlement type M14–“A town which is relatively tolerant of wandering adventurers such as yourself.” The movement number of the hex is 2 (this affects moving to a new hex).

Since last time, I’ve added another way of winning to the game. There are three hexes, each of which contains a group of beings who claim to be angels. Choose one, and you’re taken to Heaven or Hell, instantly winning or losing the game. You work out which group is the true one using statements they make, which are in a similar format to ‘knights and knaves’ logic puzzles (the ones where some people always lie and others always tell the truth).

The starting hex isn’t very good. So, since my Magic is high, I think I’ll leave the settlement immediately, using Magic to travel instantly. I decide to travel north, invoking Yafir, the Exalted Crone of the Far Places, to move 1 more than the movement number.

I roll two dice, counting 1s as -5 and 6s as 12. The result is 7, which is a success since it’s under my Magic score.

The new hex turns out to have code M24–the repeating city of Telelee, and the best place in the game to find companions–and a movement number of 2.

I’ll leave it there for now, while I decide whether to look for companions, or travel on immediately.

The board currently looks like this:

M29, M30 and M31 are the locations of the beings claiming to be angels. M14 is the town I started in, and M24 is my current location of Telelee.

Someone’s been reading my unpublished novel

(source)

Actually I think there are two main kinds of cliche fantasy settings. The first, which this map is going for, is probably ultimately derived from Middle-earth. The main cultures are vaguely Dark Ages northern European (although this map has one ‘exotic city’, just as Middle-earth has Southrons).

The other main kind of setting is the ‘kitchen sink’ setting where each area is a different thing that the author thought was cool. The original of this is probably Robert E Howard’s Hyborian Age, where you have one country of chivalrous knights, one that’s ancient Egypt, one that’s vikings and so on. This is a science fiction version of the same idea:

(source)

Published role-playing settings seem to tend towards ‘kitchen sinks’, such as Rifts and D&D’s Mystara. I suppose this is partly a commercial decision, so they can keep putting out setting material.

An untested expansion for my non-existent game

Some more rules for my chess/wargame idea:

Pieces that have at least one action can try to taunt or intimidate enemy pieces.

To taunt a piece, they have to be able to take you, and have higher adds (including bonuses for assists). The enemy player rolls one die. If the result is higher than the enemy piece’s Quality, it immediately attacks. Taunting only counts as an action if the roll is lower than or equal to the piece’s Quality.

To intimidate a piece, you have to be able to take it and have higher adds (again including bonuses for assists), and the enemy piece has to have an empty square behind it (behind meaning ‘towards the enemy player’). The enemy player rolls one die. If the result is higher than the enemy piece’s Quality, it immediately retreats one space. Intimidating only counts as an action if the roll is lower than or equal to the piece’s Quality.

In this example position, the white pawn might want to taunt the black bishop so that the queen can attack the king. Similarly, the black rook might want to intimidate the white knight.

Anyway, I know posting ideas and not testing them is annoying, but I’m spending all my writing time on my Gigacrawler game. Hopefully I’ll be able to come back to this.

A game idea.

People on Boardgamegeek told me that the following idea wasn’t commercially viable. Does anyone think it sounds interesting?

An add-on for chess, inspired by Song of Blades and Heroes.

Components are as follows:

  • 32 counters.
  • Markers to indicate pieces that have moved in the current turn.
  • A track and marker to keep track of the maximum number of pieces that can move in a turn, and have already moved.

The players have to provide a chess set.

Each player has 16 counters, each giving numbers for Quality (2-5) and Combat (0-3).

White places one counter randomly beneath each piece, and black copies white’s layout (the counters have letters to make this easier).

The game works the same as Song of Blades and Heroes: you attempt to move a piece by rolling your choice of 1-3 dice. Results between 1 and the piece’s Quality are successes. Each success lets you move the piece once (although if a piece attempts to take, it can’t move any further that turn). Two failures on the same piece mean the end of your turn. You can only roll for a given piece once per turn.

There is a maximum number of pieces that can be moved per turn. This starts at 2, and goes up by 1 each time it’s reached, to a maximum of 8.

When a piece attempts to take, the two players roll 1 dice and add the relevant Combat rating. Doubling the other piece’s total destroys it. Otherwise the losing piece moves 1 square backwards, being taken if that square is occupied or the move would take them off the board. The attacker wins ties, and gets +1 for every piece on their side that could have moved into the disputed square.

You have to declare check, but the other player isn’t obliged to get out of check. The object is to actually destroy the king.

Gigacrawler draft playtest, part 2

I have a new computer now, so I can continue testing what I’ve done of Gigacrawler.

My character is a vampire, with the following (above average) stats:

Agility 11
Charisma 15
Willpower 13
Physique 6
Intelligence 14

Technology 7
Magic 7

keywords: KW2.

10 shells.

I start in a hex with the location code M14 (a relatively tolerant town) and a movement number of 3 (which is unlikely to have much effect at this stage).

I start by trying to get more money. I think I’ll beg. Given several options, I choose to just sit looking downtrodden. An entire month of begging gains me only 3 shells.

I now have to choose how much to spend on food and shelter. I can only afford a hovel, which costs me 5 shells (it would have been 15 shells, but it’s cheaper for vampires, since animal blood is cheaper than human food).

This leaves me with 8 shells. Poverty also reduces my Willpower by 4 points.

As the second month starts, I realize I’m going to need more money. I decide to resort to burglary. This succeeds, gaining me 150 shells. However I lose another 2 points of Willpower, either from guilt or the temptation to become a full-time burglar rather than a wandering adventurer (Willpower is specifically your character’s will to continue wandering).

I decide to look for companions. I spend 2 shells (down to 156 shells), and meet an otherworldly child named Alice Liddell, who claims to be able to teach me magic.

I decide to spend the rest of the month recovering, and to live as well as a prosperous citizen, which costs me 45 shells (leaving 111) including paying for Alice, and brings my Willpower back to its full value.

In the third month, I decide to look for somewhere better. Three months’ rations for Alice and myself costs a total of 54 shells (leaving 57). As it turns out, the journey only takes 2 months, but the destination is disappointing: a village (at least one which is tolerant of wandering adventurers).

That, I decide, is enough testing for today. The systems I’ve done seem to work well enough. However I think getting companions is far too cheap and easy, and I would prefer begging to get you more money, but also carry more risks (getting kidnapped for example).