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TTRPG Tuesday: Unwise

Recovering from wisdom teeth.  Wrote this Saturday? Sunday? Forgot to post earlier.  Here you go.

Ok, so my teeth are coming out shortly, time to pre-write a TTRPG Tuesday because I used up all my post-vacay glimmers (that would have made for a good Mechanic Monday) on this past week’s post.  So.  TTRPG Tuesday.  As I asserted in my last Company check-in, I don’t think I can complete the scenario - on my own.  And I want to meet with the RPG’s creator before I spend more time going down dead ends.  But I do want to bring more LEGOs to that playtime, and it’s going to be a bit before I can really hold a meaningful conversation with anyone, so let’s get some more things together.

First off, I’ve made a crude but serviceable map; mainly it fulfils the basic need I had for a foundation based loosely on reality, that is sized and sectioned interestingly enough for the storytelling purposes but simple enough that it can be changed around to suit future edits.  It feels as difficult to safely traverse as the original Company scenario, while being distinct with room to push your luck out a little bit further. 



Next, I need something for the Shepherdesses.  I’m thinking a table, where one axis is determined by a dice roll, and indicates which Shepherdess is encountered, and the other axis states what they’re doing and what they’re accompanied by based on which deck of the ship they’re on.  What triggers this encounter? It can be tied to a specific event, increment of time, item interaction, or accumulation of certain die rolls.  Maybe it’s tied to the haxxing challenge!

So the Hacking challenge.  I’m thinking that the Employees have a device that searches for a signal strong enough that they can decrypt it and direct it towards a waiting receptor.  Which I’m just now realizing is very Winter Soldier, but that’s not such a bad thing.  In each new section that they enter, their device may reveal such a signal.  If the section contains one, chunks of time may be spent on die rolls to try and locate the signal, which can then be hacked.  Alternatively, we go the New Hope route, where a certain number of signals need to be hacked in order to grant remote access / disrupt the crucial systems / get far enough out to be picked up.  But I like the honing-in-on-the-signal aspect.  Especially as each room or deck may have different parts of the coup conflict catch up with the players.

Alright, that’s enough of that.  Gotta get some playwriting did! Til next week.

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