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It's time for another Comfy Snow Apocalypse thread! The last one died a week or so ago due to mysterious sage and no one gave it another go, so I'm trying now. If you are interested in the setting, post and contribute so maybe we can put another brick in this building.

>What is this?
one of many of /tg/'s unfinished settings, originating somewhere in 2017. Description from the original thread ( https://suptg.thisisnotatrueending.com/archive/2017/51108339/ ):
>Your PCs are a team of couriers and mail-carriers tasked with delivering supplies and communications between remote mining and fishing communities in the frozen northlands.
>Together, you crew a large crawler vehicle, designed to haul cargo through the snow and provide comfortable if cramped shelter for its operators as they make their appointed rounds.
>As the government's presence and ability to respond to incidents and accidents in this region is tenuous at best, the PCs are often asked to help with a wide range of situations.
>Most of these are mundane in nature, like delivering a time-sensitive letter to the next town along their route, checking in on an elderly prospector or repairing a faulty generator.
>Sometimes though, the situation is more creepy, like running across a "cursed" unfinished rail line, like investigating mysterious disappearances or sighting otherworldly creatures.

>Why now?
The idea for this has been surviving in a bunch of anon's heads for years and keeps popping up now and again. It's always fun to discuss and certainly better than a lot of the other stuff that's shitting up the board.
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>>93852735
have only casually glanced at these threads, but if nobody has suggested it so far Twilight 2000 fits this shit to a T
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>>93853003
Yes, original twilight 2000 has a somewhat similar vibe, good call.
And that opens up a whole new venue of ideas: militaria and war. What forgotten weapon systems, bases, and supply depots still exist, locked in the ice? Why were they here? Are any of them still active? What was the war fought for? Are their defenses still active? What happened to the soldiers and technicians?
...and why, whenever you're in the area, does the radio receive an encrypted morse-code signal every night at 02:46 hours, undecipherable, but different each night???
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>>93853515
War: Easy, rapidly changing climate causes resource scarcity in the extreme. Could be the flip side of our circumstances where the temporary warm lull ended and dropped everything back to ice while only the equatorial regions are pleasant
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>>93853515
My personal reason for the cataclysm is more shrouded in mystery than outright war (although war was definitely in the mix, and I love the remnant echoes). I was thinking Earth just got suddenly teleported into a wholly unknown spot in the universe - the stars, satellites, climate and the seasons all changed over the course of one night. Why did this happen? What strange laws of physics and eldritch influences hold sway here? Do these anomalous phenomena have a supernatural origin, or is it simply some unexplored radiation? Is there any familiar constellation, any hint of our home galaxy? It gives you a lot of freedom to create creepiness, but also strange science, and exploration (charting a whole new sky for navigation).
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>>93852735
>The last one died a week or so ago due to mysterious sage
Threads on /tg/ are on a time limit and enter autosage one full week from the thread's creation. This was instituted some time ago, mostly to combat bumpfag and his incessant necroposting with aimless questions.
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>>93854393
310 posts, or one week, whichever comes first.
>>
What can be found in the frozen waste?
military base
military supply depot
research facility
weather station
wrecked tractor
abandoned outpost
abandoned town
wrecked airplane
wrecked ship
wrecked submarine
crashed satellite
crashed space station
a perfect helicopter, its engine still warm
snowmobile tracks
bare human footprints
drops of blood on snow
mysterious tractor tracks
trail of leaking oil from a tractor
a body
an empty parka
a blinking light in the distance
an eery, irregular sound on the wind
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>>93854506
What would this ice-bound society consider valuable?
Fuel
Insulation
Food
Survival equipment
Hydroponics
Electronics/radio equipment
Luxuries
Animals/meat
Knowledge/old books/manuals
Medical equipment/supplies
Prostitutes
Colorful things
Ancient technological relics
A good night's sleep
Bitcoin
Coffee
Liquor
A juicy steak
A flower
A seed
An end to the incessant howling of the winds
A sunny day
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>>93854393
>>93854467
good to know! also, there seems to be a notable amount of schizoposting these days, what the hell happened? Is the mental health crisis this bad? Don't answer that, we're talking about /tg/ here.

>>93854506
>>93856930
thanks for keeping the thread alive.

What should the role of military be in this frozen world? What factions might there be?
>Central Government: largely the force of order - perhaps the snow crawler crews are a branch of it.
>still has strong imperial undercurrent - people in opposition vanish, and rebelling colonies get their supplies cut off until they buckle
>lots of KGB vibes: secret knowledge, old military bases that are supposed to be lost. Sometimes players have to do a morally ambiguous or even outright wrong task for them.
>constant flow of weird scienece weaponry for players to try out!

I feel like in any case, border war should be largely cold (kek). Not a lot of fighting, but everyone keeps their fingers on the trigger. Only if points of interests change hands or the people decide to turn over to the other side, things can get nasty.
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PLOT TWIST/alt campain idea
This is planet Mars and terraforming failed halfway through, enough oxygen and nitrogen has been released into the atmosphere to make it breathable and the pressure is now suitable but the temperatures couldn't be raised after all/war on the planet or back on Earth halted the process
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>>93858409
I'd say that a Coast Guard equivalent would be much more important than any conventional military, given how most of the danger comes from the environment and the elements.
Don't exactly need battleship-tier armaments when most of the troublemakers you're dealing with are probably going to lean on the Somali pirate end of the spectrum.
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>>93858730
Agreed, large armies wouldn't fit or be feasable in such a setting. But perhaps some old tanks survived and are used for border patrols (and to keep tabs on the people in the outer reaches). I imagine a bunch of ragged, bored soldiers hanging around their stations for months on end - while the intelligence in the background still looks for ways to heighten their own influence. Maybe delusions of the nation they once were still prevail.
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>>93856930
>Bitcoin
kek
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>>93852735
I fucking love games, traditional or otherwise, that have some kind of mobile base. That sense of leaving the civilization in a mostly self-sufficient machine, of double-checking if you've gathered all of the necessary provisions and tools before embarking of your journey. Amazing.
I've gotten glimpses of what I'm looking for in stuff like Subnautica or Barotrauma, but nothing that can hit the spot completely.
Traditional RPGs where you venture into the wilderness technically do have that element of preparation, but in practice you don't ever need to worry about consequences if your preparations turn out to have been inadequate, so there's no tension.
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>>93861673
And with a snowcrawler-icepocalypse-type game, the consequences won't necessarily fall on the players themselves: if they didn't bring enough fuel, say, then the pc's and their crawler will be fine...but the last outpost on their supply run will get nothing........do the pc's abandon the people there to die? Try to make other arrangements to get fuel delivered? Load everyone into the crawler and try to ration supplies so that everyone can make it back? But what if there's no more room at the main base for extra people??
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>>93862807
I would definitely not say that indequate preparations have no consequences. If fuel runs out, the crawler stops moving. If the crawler stops moving, it's just a matter of time.

It's true that it won't mean immediate party death, but the next adventure would be: find a way to escape an icy death. And I'd make sure sacrifices need to be made.
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>>93862959
Oh, my point about the crawler 'being fine' only meant that they'd keep the fuel for their journey back and not let the last outpost have it.
The pc's could well choose to give up their fuel to the outpost and then have to find some fuel, or a place to stay to await another crawler.
It's all about trade-offs and consequences.
It's survival-horror-comfy-mystery-resource management.
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>>93852735
Everyone stays in the north because the dogflesh dominates the equator.
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>>93854506
>>93856930
"Other" ice shaped into exotic lattices by pressure, radiation and stranger forces.
A sample boring station compete with in-situ freezer. Some irregularity halted drilling (perhaps the bits were broken or deemed insufficiently sterile?) yet the cores were left poorly labelled and in a pile.
A Stirling engine's vast wheel chugs along in the distance, extracting residual work from the waste heat of whatever processes are at work below. A hidden server farm perhaps? Or the steaming curse of a Place not of Honour?
The sun dogs here in the heights are intense and the air seems to sing. Effects of some atmospheric phenomenon which induces acute altitude sickness or something stranger?

>>93863637
>"I fookin told you old Prester would have at us with his cynocephali hordes!"
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>>93863950
A Prester John reference seems totally appropriate, based.
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I'd like to collect a bunch of aspects of a possible system for this that I've personally identified as staples for this setting - perhaps some helpful anons would like to chime in to find mechanics for these bits and pieces?

Staples of the game:
>Resource management (fuel, food, ammo, medicine, special cargo)
>Time management (night more dangerous than day, weather, resource usage)
>Travel (planning routes, mapping the land)
>Horror & Mystery (anomalies, creepy shit, monsters, weird science)
>Survival (safety, exhaustion, scavenging, risk & reward, physical & mental health)
>Your Crawler (pimping your ride, raising comfort to combat exhaustion, your vehicle and its personality)

I have concepts and unanswered questions to each and every one of those.
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>>93863597
And the NPCs can choose to try to take the fuel by force, even though they are otherwise good people, but they need to fight for their own survival. Which means the players might need to kill someone.
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>>93864204
For Crawler rules, I think Nechronica's part system is pretty great for "pimp my ride" customization.

In Nechronica, your moveset / options as a player character are tied to "Parts" that serve as both your ability pool and your health pool.
Hypothetically, adapting that system for Snowcrawling might look something like this:

Part: [Reinforced Treads]
Location: Undercarriage
Use Cost: 3 AP
Range: Self
Effect: Move 2. All incoming Damage to the Undercarriage Location is reduced by 1.


Part: [Workshop]
Location: Hull
Use Cost: 3 AP. Once per Turn.
Range: Self
Effect: Recover one Damaged Part in the same Location.


Part: [23mm Autocannon Turret]
Location: Deck
Use Cost: 4 AP
Range: 0-2
Effect: Roll 2d10. Each die result over 5 deals 1 Ranged Damage.


Part: [Basic Bridge]
Location: Deck
Cost: 0
Range: Self
Effect: +2 Max AP at start of Turn.


Altogether, a Crawler with just these parts would have 4 Hitpoints.
Say an incoming shell strikes the Crawler in the Deck location, dealing 1 Damage.
Rolling the dice, it would damage either the [Basic Bridge] or [23mm Autocannon Turret].
Assuming it strikes the [23mm Autocannon Turret], that Part would then be disabled and no longer usable.

I think the system's way of treating persistent damage and system disabling makes it a pretty good abstracted option for Crawler customization, as well as being very homebrew-friendly.
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>>93866918
Reminds me of Cogmind and the eponymous monsters of Monsters and Other Childish Things. The latter's especially relevant to >>93864204 as the One Roll Engine can apply its succinct yet deep theme character creation as well as other gameplay. Basically as always you roll a pool to randomly build backstory, stat and skill spread. The more matches of a given number you get the more specialised in that particular aspect you are so instead of a stint of vagrantry as part of a storied career you became regional beggar king, same can apply to 'crawlers in a tuned engine Vs overclocked speedster.
>>93864204
This might be of use too.
https://www.bastionland.coahp82m/2022/09/universal-hex-profile.html?m=1
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>>93866918
that's a pretty good take, I like it. Gotta look into Nechronica now.

After screwing around with what's important on a crawler for a couple of... years? shit. Anyway, I distilled its parts down to four systems to reduce granularity a bit:

Hull: the outsides of your crawler, from the windshield to chassis and wheels. If it breaks it might reduce your speed, compromise your cargo, or even expose your comfy, warm sleeping quarters to the harsh world outside.
Engine: dictates your crawler's speed and fuel consumption. If it breaks, you stop moving. Might even blow up if you fuck with it too much.
Navcom: all computers on board. radio, scanners, and that one video game you own. A good setup increases your signal reach and clarity. If it breaks, your crawler's eyes and ears are gone and there's no one to call.
Life Support: heating, ventilation, hygenics, food. It's a bit of a catch-all, but if it breaks, the clock starts ticking quick.

All of these systems can be affected, damaged, or completely broken. You might be able to go on for a while with a stuttering engine, and you could survive a few days without clean water if you drink the schnaps instead.
The reason for breaking things down to those four is mostly because I don't want to design a huge number of parts for a large amount of "slots" on the crawler. With four systems, it's simpler – if you want to get granular, parts like your undercarriage could simply add +1 to Hull. More specific addons like the workshop or autocannon could be slotted into whichever of these existing systems works best and break when they break, or you could create a fifth system for Auxiliary things.
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>>93854506
red glow on the horizon
strange lights under the ice
eerie cry on the wind
abandoned satellite relay/spying station
outpost greenhouse
secret storage vault
strange stone circle, much like stone henge
tip of a pyramid, completely undamaged
large rectangular entrance carved into a mountain side
evergreen forest, refuge to many animals
forest full of large boulders, with skeletons scattered in the trees and on the ground.
nomads following their herds
iced over lake
abandoned mine
ancient abandoned whaling station
ancient greek trireme
ancient sailing ship, crew still aboard
abandoned lifeboat, miles from shore
partially buried skeletons of many extinct animals
train tracks
abandoned train
remains of an ancient fortification, clearly from a time when the climate was very different.
Lost convoy of military vehicles, carrying something valuable...or dangerous.
Geothermal hotspring pools, with blue mud and comfortably warm water.
Hotspring within a small valley, surrounded by trees, like an oasis within a desert.

>>93856930
Wood
Lightbulbs+torches.
Needles, thread.
Iron tools, power tools, batteries.
Bullets, Guns.
Wood
Furs
Lard
Salt and spices.
Cheese.
Cured Meat and fish.
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>>93864204
I'd make it a tile map game, where you can only see the adjacent tiles, and have to plan your route accordingly. I'd let them see some geological features (e.g. mountains), and one or two main settlements, but not the actual details.

Resource management:
-Crawler:fuel (movement), fuel (heat), parts (damage or random event).
-Crew: food, fuel (heat), medicine (damage or random event), lighting, clothing.
-Action: weapons, ammo, accessories.
e.g. Spotlight-allows movement at night, reduces weapon accuracy penalty at night-uses batteries.
e.g. Radio-allows taking quests remotely, can be used to request help or receive warnings-uses batteries
e.g. Map-allows "discovery" of some existing settlements or geological feature.
e.g. Telescope-allows viewing further tile.
e.g. NVD-removes nighttime movement penalties, uses batteries.
e.g. Emergency heater-keeps crew warm if crawler is faulty or broken or low on fuel, uses batteries.
-Quest: delivery items (take X to Y), collector's items (Find Z).

Travel and time management:
-limited visibility
-travelling uses fuel
-cannot travel over certain obstacles/features
-more dangerous at night or inclement weather
-slower in bad terrain, risk of damage or obstruction
-risky terrain which offers shortcuts but also actual danger e.g. lake ice, crevasses, moving ice sheets, thawing river, geysers, horrible creatures etc.
-weather warnings-snowstorms, fog, lightning
-travelling at night is impossible without certain gear, is slower, added danger and more limited visibility
-certain areas have active threats
-predators are more active at night
...why bother? = delivery deadlines-lose substantial bonuses/ food management/fuel management/safer to leave an area ASAP.

Potential missions/goals:
1) Deliver X
2) Find ancient/abandoned location/ item
3) find missing settlement or person(s)
4) map certain area/find end of river etc.
5) Then sometimes something more spicy like steal X or sabotage Y.
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>>93858409
I dont think the entire world should be frozen, just an appreciable part of it, like in the previous ice age, with pack ice, cold weather, multiple ice sheets, and heavy snows effectively extending "the zone" even further during the winter.

No single government or entity, different governments with different vibes.
>tsarist-esque empire with large penal/exile colonies, monasteries, forgotten bases, and cossack-esque hordes with their own crawlers. Actual arctic battalions with tanks near a few vital places e.g. reclaimed oil refinery, secret uranium processing city etc. Most civilian settlements are welcoming enough and have minimal government presence.

>Outposts of Germanic/nordic themed countries which still exist further south, largely neutral and welcoming, often in the remains of a formerly significant city, or securing a resource, or a military base to enforce their borders. Mostly overseen by a gendermerie/rangers style force.

>ruthless oligarchy which is mostly reasonable (if money is involved) but definitely up to something. Lots of research outposts, a few legitimate civilian settlements, several military bases and prisons.
Small settlements have nothing.
Medium ones have a police force.
Large ones and research bases have PMCs with increasingly esoteric shit.

>ruthless communist republic which is completely unreasonable and up to something. Large forbidden cities, largely exists in the frozen zone and simply forbade it's citizens to move.
Military capabilities unknown.

>breakaway settlements or coalitions who largely want to be left alone. Either remnant populations from before the frozen times or those seeking to escape oppressive governments elsewhere, plus a few crazies. Largely and loosely overseen by volunteer "rangers" sponsored by a few of the larger settlements.


>nomads
-just following herds of reindeer through more boreal zones
-seal trappers/hunters
-fishermen following the migration of some bullshit fish along the ice packs
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>>93854506
Monsters:
-Tuunbaq (inuit bear demon)
-Chenoo (similar to the wendigo)
-Ice Wyrms (gigantic unnatural worms of ice and rock)
-Ice elementals (unexplainable vaguely humanoid figures who bring blizzards with them)
-Wandering Anomalies (contact=death)
-Knocking demon (knocks to draw people outside, only visible as a pair of hands except via NVD or at sunset/rise, will try to strangle or mislead people)
-Imitation demon (takes the form of a man in the party's clothing, always facing away)
-Electricity parasite (lives in circuits, eats electricity, not hostile but very annoying)
-Shadow demons (grip something then when it moves, the part they have gripped does not)
-Elves (do not touch their stone circles)
-Kraken
-Deep creatures-someone dug or drilled somewhere they shouldn't have. e.g.Fossil Vampire from Veins of the Earth, tentacle creature, virus zombies, lovecraftian spawn etc.

Dangerous Animals:
-Yetis
-Basolisaurid-esque serpentine whales.
-Polar Bears
-Brown+Black Bears
-Wolves
-Snow Tigers
-Snow Leopards

Typically neutral animals:
-Sperm, Pilot, and Baleen Whales
-Leopard Seals
-Walruses
-Mammoths
-Wooly rhinoceros
-Ground Sloths
-Meese
-Giant Elk
-arctic Daeodon
-arctic pigs
-reindeer

Harmless animals:
-Seals
-arctic hare
-arctic fox
-penguins (inb4)
-flying birds e.g. arctic redpoll, puffins etc.


>>93860456
Russia has (had) two arctic brigades under the Russian Navy's 14th army corps (dont ask), one on the finnish border, one on the norwegian border. The 80th and the 200th. The 200th had an extra infantry company, a full SPG battalion, and had a tank battalion, but both had SPGs and AA vehicles. They were recently merged to form an new arctic division. Its not unrealistic for dedicated forces with vehicles to exist in an arctic setting, especially as tracked vehicles do well in the snow. They irl have a few crawler-esque things like the DT-30.
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>>93860456
Could have this....thing as being the more common firepower.
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>>93867295
Cool resources, thanks! Being able to roll crawlers and map tiles quickly is gonna be an important aspect of this game. Basically whenever you meet another crew/find a ruined crawler/go to a workshop, you'll need a bunch of randomized gear - while the map needs to continuosly grow with each move you make, map you find and rumour you hear.

I especially dig the concept of easily generating not only a kind of biome per hex, but aspects of it – including hazards within parts of the landscape is super useful for a survival game.
>>
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>>93867979
Could make it so the ozone layer is fucked over the equator, so that part of Earth isn't suitable for human life at all (but would have weird animals and genetically modified creatures), frozen places are easier for humans.
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>>93867869
agreed, exploration would be such a cool aspect of this. And having to plan your route creates a lot of player agency. Maps found in game would become a very valuable reward, as you'd be able to gain information on hexes you haven't even entered yet.

regarding your list:
>Resource management
- mechanical parts totally need to be another resource to track (how could I forget?)
- I've thought about spending extra fuel for warmth, but actually decided against it for simplicity's sake – if fuel is being fed into the crawler and it is in good shape, imo all functions on board should simply work normally. There's plenty of stuff to track already.
- accessories: I was thinking of having a slot-based inventory system for PCs, in which items use 1-3 slots based on their size/weight. Having to choose between that extra flashlight or a medkit before you venture out is a cool mechanic in my head. Same for the crawler, on a bigger scale – slots here are a certain amount of resorce units: one slot could be filled with a fuel barrel, or meals for a week, or that spare engine they never got around to hook up. Always having juuust too little space for everything to fit comfortably is key.
>Travel
- I think terrain is reasonably easy to design, as most of it only becomes dangerous if you travel through. However, I'd love to find some solid mechanics for anomalies, supernatural threats, and weather. Things that move even if you don't. Things that might become stronger in the darkness. This would creative good incentives to think about where to spend the night, when to keep moving and when to spend resources.
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>>93867979
It's unrealistic maybe, but I dig the hopeless feeling of knowing you can't just go south and escape the ice. No place just a few days' travel away that is warm, and livable, with perhaps even a functioning society.

It's tricky to keep this idea up, also because the images I have in mind when thinking about this setting still involve snow-covered forests and half-frozen lakes – things that wouldn't make sense in an eternal winter. But then again, why not go overboard in a world that's riddled with anomalous weather patterns, mutated wildlife and creepy monsters?

I'd be totally down with 'the south' being tundra – not exactly a place for growing crops maybe, but habitable. There's gotta be a reason for animals to exist, too. Maybe there's a short season of snowmelt each year, a time to be celebrated and really just home in on that comfortable feeling of being able to sit outside in the sun, just for a few days – before the clouds return...

I dig the factions you outlined. Nomads and 'natives' could also come with their own philosophy and spirituality regarding the creepiness in the world. They could (or claim to) be able to commune with the spirits and creatures that walk the land.
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>>93868440
Something to consider: how fucked are you if your engine dies?
Solitary crawlers will have some way of avoiding crew death in case of vehicle failure.
Do they carry a backup engine? Or another way of generating power?
Is the onboard machine shop sufficiently equipped to fix even big failures?
Do they have a smaller vessel, a "lifeboat"?
Are they prepared to walk the rest of the way? Maybe with a manually pulled sled for supplies?
Do they depend on radio to call for help? Will they expect other travelers to come to their aid, or some kind of rescue service?
Do they have signal flares to visibly call SOS?
Are they stocked with enough food that they can just wait for someone to pass by?
Do they just wait to die?
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>>93868968
I think all of those questions can be up to the players. Whatever your solution is, a good amount of thinking on your feet should be involved.

If they truly get into a situation where they cannot save themselves, there are plenty of interesting hooks to be introduced without railroading or the GM saving them:
>a group of native hunters find them, half dead, in the frozen remains of their crawler. It will take a couple of days to fully heal, during which they must help the hunters where they can - supporting the crew and themselves is impossible on their own.
>they find shelter in a cave, but rations are dwindling and a storm draws near. If they cannot find food before it hits, they might have to find... other means of surviving.
>the crawler breaks down in an area where the laws of spacetime seem off. They keep seeing themselves a few days ago, driving into this very predicament, but cannot make themselves heard. Now that they think about it... wasn't there a strange shouting on the wind shortly before they stranded?
etc.
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>>93868968
I was thinking about this some. (Working on hexcrawl rules atm, so important for scale/balance questions).

I think a good scale is something where a hex can be crossed fairly quickly (hours) in a crawler, or fairly slowly (days) by foot. That means that if you break down in the middle of nowhere, you still have the option of hoofing it out, but it'll be a long annoying trek. You'll have to decide if you should a)wait for rescue, plausible on more traveled routes if you've got plenty of food, b) start walking, plausible if you're not too far from a settlement, or c) try to fix the thing yourself, plausible if you've got a good mechanic or the breakdown isn't too serious. Or perhaps some combination of the three: Maybe you send the best outdoorsmen to hike for help, and the ones who will slow you down wait it out in the rover. Maybe the mechanic tries to fix it but he needs a part from the rover wreck you bypassed a few miles back. And so on.

By the way, do we have a resolution mechanic locked down? I'm kind of tentatively leaning towards a dice pool where 1s add exhaustion, either downgrading the die or just removing it from the pool entirely.
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Wow, the thread is still up! You gentlemen are awesome. I caught a ban yesterday and thought for sure that this happy thread would have died. But you all kept the generator going and the crawler moving...
>>93868537
This guy >>93868402 solves your problem: the south is uninhabitable. The critters and plants have adapted - how? why? - but humans don't like to stay there - too many monsters? bad air? radiation? alien abductions? too many god-damned bugs? disease? the degenerated masses of once-humanity now a ravening horde of flesh-eating gibbering howlers? mormons?
And I like your idea of anomalous weather/locales.

So many good ideas are flowing in here - keep going!

>>93869551
Players should be rewarded - or at least, not overtly penalized - for making their own decisions. What I mean is, player decision-making is the focus: no right or wrong decisions, necessarily, but varying degrees of trade-offs.
If they make stupid decisions, they should definitely suffer; but generally, once they figure things out, players ought to be able to avoid dumb choices.
That being said, introducing random problems and difficulties should also be a thing. My concern is that the randomness not overwhelm the players' decision-making: players shouldn't suffer bad luck every single time - if that's the case, then their decisions become less meaningful.
I feel players should worry more about their decisions than the luck of the die...although they should be constantly worried about bad luck, too........
I hope that was clear.
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>>93868440
Mechanical parts yes, but i wouldnt have them as a distance/time=consumed resource like fuel, even if that might be realistic, as its a pain to keep track of. I'd have it as, e.g. each tile you roll a dice and on a 1 a part has broken down, and if you roll a 1-2 its fucked and you have to replace it, on a 2-4 you jerry-rig it but take a penalty, and on a 5-6 you are able to fix it completely. Not sure how to allocate which part it is though, i like the idea of a few "parts" like in >>93866918. Perhaps with 6 parts to accomodate a dice roll. e.g.
1)-Engine (movement)
2)-Treads (movement)
3)-Bridge (crew+movement+action)
4)-Hull (crew)
5)-Turret (action)
6)-Comms (action)
That being said i'm not sure if potentially 3 dice rolls per tile before you even encounter a threat or obstacle is very fun, especially if you get a run of abysmal luck.

Fuel for warmth is legit, as the radiators need more engine output, and i was thinking that you can try and use crew items (heaters+batteries) if the hull or engine gets damaged, or if you're low on fuel and need to save it, but i understand removing it for simplicity. I'd possibly lean towards a crew "thermometer", with things like outside temperature, wind speed, crawler condition/heating, and clothing quality being taken into account, but that might be too complicated for tabletop.

I was thinking for accessories much the same, with slots for crew and slots for the crawler, but very limited so that each crewmember is valuable and the crawler cant just carry everything. I'd possibly make it take up potential cargo space like the inventory system in Mount&Blade.

Yeah, i'd lean towards a hidden threat mechanic where theres a random chance per tile, but certain tile types choose from a different table. The problem is that we approach territory where theres 10 dice throws per tile and a lot to keep track of. I think perhaps this is a setting which may need a GM and to be played more like a party adventure game.
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>>93868968
I'd say have some sort of communal / government-operated service that functions as a Coast Guard in safer areas (so that players are less scared of losing their crawler earlier on), while more dangerous but lucrative routes might require a lifeboat or other contingency.
Systems of rescue might also just vary depending on faction or manufacturer.

>>93869551
Not super experienced with hexcrawl, but I know Across a Thousand Dead Worlds had a system for random terrain, encounters and psychological damage to player psyches.
Also resource management in the form of time counters and oxygen/ammunition, though not sure if their mechanic for it can be adapted directly here.

>>93868440
>>93872404
Personally think fuel tracking could be done via a Tiles per Unit Fuel (Tiles per Gallon?) stat, based on the sum of Fuel Cost stats from all parts installed on the Crawler.
Maybe have each power-consuming Part be represented as a negative digit that reduces your TPG from an initial nominal amount.

Say for example a crawler has 4 parts
Base TPG of 10
[Old Gasoline Engine] with TPG of -4
[Efficient Transmission] with TPG of 2
[High-Temp Floodlights] with TPG of -1
[Old Heating System] with TPG of -3

From which we might derive a normal operating TPG of 4. That would mean simply removing a Fuel Unit from inventory every 4 Tiles of movement, rather than the messy business of working with large fuel unit numerals each time you resolve fuel consumption.
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>>93873499
Followup: Could also have different TPGs based on which Parts are active at any given time, with players having choice of cutting power / resources from certain parts to conserve fuel.

A mechanism to convert time passed to "tiles" to use for the TPG calculation could also be useful to try and determine how much fuel is consumed while hunkering down in one spot or loitering.
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>>93868402
I mean, under the last ice-age model global temperatures are 6 degrees colder, and fully >90% of Europe is under snow or ice all winter, and this connects continuously to Siberia, and via the sea ice through to North America, with the entire arctic ocean being completely iced over, and sea ice even covering a substantial amount of the north atlantic.. its a really massive area. (Plus the antarctic ice sheet extending to South America and Australia and the glaciers in SA and Asia). Much of the remaining landmass not under ice was at this time either desert or steppe/tundra or steppe/forest. There were pockets of tropical or temperate rainforest or grassland but they're far away and few. I dont think you really need a justification for all of humanity not living in the deserts or a few islands/pockets of tropical weather.
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>>93869551
>I think a good scale is something where a hex can be crossed fairly quickly (hours) in a crawler, or fairly slowly (days) by foot.
I think something like 100 m2 / 60 miles across a hex makes sense? With a vehicle driving approximately 50kmh / 30mph, this distance is covered within two hours, but people walking through snow? It'd take a day of constant trekking. This might sound slow for a crawler, but keep in mind you'd have to drive carefully at times, and constantly evade obstacles and cracks in the terrain, even if there are roads left.
>By the way, do we have a resolution mechanic locked down? I'm kind of tentatively leaning towards a dice pool where 1s add exhaustion, either downgrading the die or just removing it from the pool entirely.
I like the idea of dice pools a lot (if only for the feel of it) – the thing about exhaustion isn't completely solved for me yet. If you keep all 1s, it becomes kind of a punishment if you have a large pool. Why would you have a higher chance of getting exhausted if you're good at something?
My next thought was to make exhaustion a seperate die (d4 or d6) in its own 'pool'. It doesn't change your checks, but adds exhaustion on 1s. Then I realized this is just an annoying way to do HP. So I'm not totally there yet. I don't like HP because they feel unimmersive. I don‘t want someone to be almost dead, but still act like nothing‘s wrong.Exhaustion should, ideally, cover cuts and bruises, but also exhaustion, exposure, hunger, stress and risk, while still being easy to track.
Having a pool of „bad“ dies to roll simulates a nice trickling effect, but does terribly at hands-on, gun-in-your-face danger.
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>>93871753
Absolutely, I am always amazed and grateful when this things gets going! Cheers to all the anons participating here.
Regarding the south, I think it can also be kept up to the GM how exactly the world works – since the focus undoubtedly is on the arctic side of things, whether there may or may not be a habitable south is just fluff. I like the idea of it being warmer, but fucked for humans, and the source for many of the haunts and horrors that plague the land.

>My concern is that the randomness not overwhelm the players' decision-making: players shouldn't suffer bad luck every single time - if that's the case, then their decisions become less meaningful.
That's a good take, and a thing to keep in mind for me. In my quest to introduce grittiness and random encounters, I have to keep in mind that 1. boredom and the strange comfort of riding in what is essentially an above-land submarine for hours and hours without anything happening and 2. player agency actually accounting for a lot of threats before they happen, are important parts of this game. If they have prepped the necessary tools for a job, and are willing to spend those resources, players should absolutely be able to nullify some obstacles.

>>93872404
Agreed, mechanical parts should only be a catch-all resource for fixing things. Nuts, bolts, scrap metal, wires, that kind of stuff.

Breakage during travel, and keeping track of damages is another can of worms. I'd make it a check in steps, rather than rolling for every single system every single time. Here's my approach:
>Crawler travels to another hex: spend 1 fuel and 1 tick of time.
>Party rolls together for piloting, spotting, navigating, whatever. Roll is modified by terrain.
>Did they roll well? Great, no damages, we're done here.
>Did they roll shit? Uh, oh.
>Roll to allocate damage to systems, but only if Hull has been compromised. Otherwise, always affect Hull first.
You end up with one roll for the players and 1-2 rolls for the GM
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>>93872404
It's fair if you want to track heat, and my first instinct would've been to do that, too. In my process of designing something usable, I simply got overwhelmed with the amount of resource trackers. But you do you anon!
>>93873499
>>93873662
Interesting take (and do I spot some drawing capabilities there, anon?)
I'm a fan of fixed, understandable stats. 1 fuel unit per hex is easiest, but if it's a clear gallons per hex, that's fine too. I like the possibility to change it, make it more efficient etc, but am also afraid of players constantly optimizing the fun out of just... driving to the next hex. Apart from switching lights on and off, there's a lot of room to make your crawler better here, which is one of the staples of the game. Good stuff.
Regarding time/tiles – if you save fuel by switching off the engine, why not take the time you'd need to get to another hex as one tick?

Personally, I've decided on a tick system to count time, in hopes of (again) simplifying things a little:
>1 tick = 1-3 hours
>24 hours = 8 ticks
>1 hex = 1 tick, unless terrain is more complex
(this also works well with my idea for hex sizes here >>93875586 )
>a day consists of dawn (1 tick), day (3 ticks), dusk (1 tick) and night (3 ticks)
>these times can have fixed rule modifications regarding visibility, creepyness, etc.
>ticks are easier to use as measurement than always figuring out how long EXACTLY it'll take to fix up that engine.
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>>93875906
Just an overview of things to keep track of:
>Time
>Fuel
>Food
>Crawler status
>Other consumables: Ammo, Medicine, Parts, Cargo
>Weather
>Exhaustion
>Map
and these are just the bascis, pretty much. That's why, wherever possible, I try to reduce complexity, hopefully without compromising the cool aspects of each part.
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>>93873662
That was kind of why i wanted the option of fuel to be used for heating so that the crew can make a choice about buying heaters and batteries or just risking it, if theyre low on fuel and need to stretch to the next settlement.

>>93875906
I feel like heat is an inherent part of any arctic themed game, but i dont want it to be overly complicated as its hard enough to get people to play any kind of tabletop game with sustained enthusiasm. I sometimes feel like this kind of thing is better suited to a turn based video game. I think perhaps if either:
a) There is a sub-game for disembarking the crawler or for when the crawler is broken i.e. seperate "field"(crew) mechanics are used which the "map"(crawler) mechanics dont really use, and these are kept in a kind of small notebook for the party.
b) Roll up fatigue/food/temperature into a catch-all "crew condition" status, which each will impact, but to the same effect. e.g. broken cabin heater = -2 crew condition per turn, can be counteracted with a portable heater (cancels out frost maluses while in crawler). Then crew gain condition per turn if all of their needs are met.
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>>93875586
>100km2 per hex
That might be too large. I think 50kmph for overland speed is more like a theoretical maximum - the overland speed record to the South Pole is something like 1100 km in about 40 hours, so right around 30kmph, but that's following a marked route where they've leveled obstacles and filled in crevasses. Still unpaved, but probably the high standard for this setting. And when they do supply runs along that route, it apparently takes more like 40 -days- (stopping at night, using slow-and-steady tractors pulling sledges, etc.)
Something more like 10 kmph for flat, double speed when using a road, 1/2 speed (or worse) for more challenging terrains. That gives a hex of more like 20km, which is still a lot to cross on foot in a day, especially through any kind of snow. That also means that in very rough terrain, your spotter is keeping pace with the crawler on foot, which is probably accurate.
Plus, a 100km2 hex is just huge. You could fit some US states inside that. I like the idea of traversing vast distances, but because area goes up with the square of distance, these huge hexes become basically impossible to imagine searching thoroughly. I would lean toward a bigger grid of smaller hexes rather than a smaller grid of huge ones.
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>>93877080
(con't)
>Dice pools & Exhaustion
My thought was something like: dice pools of Ability + Skill, with each one a number of 'dots' between 0 and 5. You roll a d10 for each dot, sum the total, and that's your result. (You can do pass/fail by just having to hit a certain value, or progress checks where each check takes ex. 1 hour and you're summing towards a larger number. This might be good for complex repairs, for example.)

For each 1, you put a slash through the dot to indicate that it's 'exhausted'. Exhausted dots only give you a d6 instead of your usual d10. If you roll a 1 on a d6, you put an X through that dot, and you don't roll it at all anymore. So you've got a single pool that gradually drops in quality, and you don't get to replenish it until you can rest comfortably. This way bigger pools take longer to deplete, but there's a diminishing-returns effect that dissuades overspecialization.
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>>93877080
Fair. I suppose smaller hexes would also limit interesting terrain changes less.
>>93877085
I think I like the idea of diminishing returns, but I'm not sure I understand correctly: what exactly is going down when rolling a 1, your attributes? Or do you have a set dice pool for each skill?
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>>93880967
You could think of it as a temporary decrease in your attribute, yeah.
Let me do an example, see how it'd play out:

Misha the Mechanic is trying to repair the engine after it started sputtering halfway up a mountain pass. He has 3 dots in Intellect and 2 dots in Engineering, for a total pool of 5 dice. It's a tricky repair, so he'll need 80 total to fix it, and each check is an hour's work in the cramped engine compartment.
>O O O O O
On the first check, he rolls 5d10 and gets 1, 3, 4, 7, and 10, for a total of 25/80. Because he rolled a 1, he puts a slash through one of his Intellect dots to show that it's exhausted.
> (/) O O O O
On his second check, he rolls 4d10+1d6 (due to the exhaustion). The d10s come up 1, 8, 8, 9, and the d6 is also a 1, for a total of 27 on this roll, putting him at 52/80. Because of the 1 on the d10, he slashes out another dot of Intellect. Because of the 1 on the d6, he puts a second slash (forming an X) over the first dot, indicating that it is totally unusable.
>(X) (/) O O O
On his third roll, he rolls 3d10+1d6, and gets 2, 4, 5, and a 3, for 14 total, putting him at 66/80 overall.
>(X) (/) O O O
Fourth roll, another 3d10+1d6, this time getting 1, 5, 8, and a 5, for 19 total, putting him at 85/80. He's completed the repair, after 4 hours, but his third and final Intellect dot is exhausted. He'll need a hot bowl of borscht (and maybe something from Ivan's flask) to warm his bones before he's much use to anyone.
>(X) (/) (/) O O

That would be an example for a 'progress check'. For a pass/fail, you just set a target number (say, 20) and if it's not met, the check is failed. I'm not 100% decided on whether you should be able to take exhaustion to your skill dice - I think probably you should, but there are arguments to be made for either side.
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>>93875906
To clarify: Hex per Gallons, not Gallons per Hex - so that you're only reducing fuel count every X hexes rather than making a calculation for each time you traverse a hex. Would sacrifice fuel tracking granularity for less tracking load.

And yes, I dabble.

>>93876180
For Heat tracking, I think we could take a page from Frostpunk's book and abstract it into different Heat levels based on weather conditions, relevant crawler Parts and time passed (for residual heat).

We could then confer different penalties or bonuses to player stats / options depending on the Heat level, such as follows:

[5] Luxurious - +2 to Skill Checks
[4] Comfortable - Remove 1 "Exhausted" per X ticks / hexes
[3] Chilly - No effects
[2] Cold - Roll on Sickness Table per X ticks / hexes
[1] Freezing - Roll on Injuries Table per X ticks / hexes
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>>93883875
You could have Heat feed directly into Exhaustion:

[5] Luxurious - No Exhaustion & Comfort rolls at +1
[4] Comfortable - No Exhaustion
[3] Chilly - Exhaustion on 1s only
[2] Cold - Exhaustion on 1s and 2s.
[1] Freezing - Exhaustion on 1s, 2s, and 3s.

It fits in how everything gets more tiring when you're working below comfortable temperatures, but without applying a direct penalty to the roll itself. So the job itself doesn't get harder, but doing it takes more out of you. And it means that taking steps to raise the temperature to remove the Heat penalty before starting a complex task ("Let's try to get the boiler started up before we explore any further, it's freezing in here.")
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>>93885220
I think Freezing should have a more severe effect than just exhaustion to reflect serious issues like hypothermia or frostbite.

Little bit lost, do we have any mechanics covering individual wounds or injury?
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>>93888352
My thought there was that when dots get X'd out entirely, that represents a more lasting injury - maybe permanent, maybe just requiring a longer period of R&R, or maybe requiring something specific to get resolved. They could be specific to the ability impacted, so an injury to a physical start might mean losing a few toes to frostbite, while an injury to a mental stat might be a nervous breakdown etc. So you're naturally more likely to get frostbite the longer you stay out in colder temperatures.

There's a bit of a disconnect if you're using a nonphysical skill in extreme-cold temperatures, but that's probably kind of an edge case (most of your social/mental tasks should be taking place indoors, in theory). I would rule the player (or maybe the GM?) could choose whether to roll the injury on either the physical table or on the one normally associated with the start, in that case.
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>>93868440
>Things that move even if you don't.
Could tie rolls on the anomaly/weather tables to time ticks passed, as in >>93875906.
I know Across a Thousand Dead Worlds partially ties its psychological damage / horror table to a mental stress system, so we could also have it be a consequence of >>93889770
where mental exhaustion pips run over.

Shapes moving in the dark sensing a tenuous grip on reality, moving in for the kill. Or something like that.
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>>93882135
So, broken down, it means two 1s in the right place can lead to an attribute point being lost.
I think skill exhaustion doesn't really make sense to me (you get worse at shooting, hunting, spotting because you are physically/mentally drained, not because your skill diminishes). However, we then still have the issue of bigger pools raising the chance of hurting you.
If you are an excellent trapper and have, idk, 7 dies (3 from your good Intellect and 4 from your skill), that means you have a 7/10 chance to roll a 1.
If you then add >>93889770 lasting injuries, that gets really punishing really fast. You could potentially fail in trying to convince an NPC to drop their weapon twice, and if you roll badly (first a 1 and then a 1 on the diminished d6) you get a lasting mental injury?
I do like the idea of attribute dies being somehow seperate (perhaps colour coded) and diminishing in size though!

Perhaps we could solve it like this:
1. If you are great at something, you don't have to roll the entire pool. You can roll UP TO your max in dies. The trapper mentioned above could decide how much energy to extend. If they roll all 7 dies, they push their amazing capabilities to the extreme, where others couldn't even keep up. But they also open themselves up to exhaustion.
2. Exhaustion gets counted on a tracker (one for physical/mental each) and only diminishes your attributes every couple of points. Lasting injuries only come into play if you've been ignoring your tracker for a while and kept going.
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>>93883875
>And yes, I dabble.
Show us some more!
>>93883875
>>93885220
Regarding heat tracking: For simplicity's sake, I've been assuming that inside the crawler there is an adequate amount of warmth to operate comfortably (as long as all necessary systems are in the green) – basically meaning that you gain much less or no exhaustion at all.
It ends up as a binary GOOD/BAD for most of normal play, then when it is about comfort and resting, I figured you could get a bit more granular. Still, personally I'd keep three stages of Heat at most: Freezing, Livable, Cozy.

>>93888352
You touched on another important building block here: injuries! Fun!
I would like wounds and trauma to have a bigger importance than just being low HP. I was dabbling with a Conditions system where maybe you roll on a table or draw index cards from different stacks to see what ailment you got. In my head, you'd get to this point by racking up exhaustion. The issues I encountered are these:
>Work in the field, cutting trees to create a passage for the crawler.
>Exhausting work, you eventually get tired and lose focus (attributes lowered).
>Then, a misstep. A branch falls on you, and you're too slow to dodge (Exhaustion reaches Condition point). Draw a physical wound. It's a broken arm: you can't use it anymore and your Strength is lowered.
The questions here: does your exhaustion drop due to being wounded? If yes, does it go back to zero, basically transferring its effects into the Condition you just gained? If not, do you then get double negative effects from both the wound and your exhaustion? If exhaustion drops below the Condition threshold and then goes back up, do you gain another? etc.
>Second situation: Combat. You are being shot at. A monster swipes at you.
Do you gain exhaustion when rolling badly? Or do we use HP this time? Then when do you use HP and when do you use Conditions?
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>>93892826
Not sure HP is necessary, just have heat/exhaustion/composure tracks and whenever you take more stress to one than you can handle you cook up an injury of some sort. You dip and dodge until the bullet that hits gets you or you scramble around the infrastructure as it shakes itself apart until one overlooked detail gets you injured.
>>93876034
Not sure consumables ought to be in that much detail. I imagine that once a "tick" you could roll to simulate gradual attrition and do additional rolls to boost pools by pouring more resources into it. Something like starting with a D12 where getting a 1-2 (or more depending on usage modifiers) lowers the dice size by 1 for all further rolls. The closer you are to empty the more desperate things get.
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>>93892684
I'll have to check out Across a Thousand Dead Worlds then!
>>93893168
- interesting approach, having heat/warmth a personal tracker for each PC! I never thought about that. I kinda figured you'd track the locale (most times the Crawler), but your solution might be better.
- That was basically how I thought about exhaustion and character health until now, but then sometimes in really dire situations it kinda falls apart in my head. >the monster is there, RIGHT in front of you, and doesn't leave a mark until you're too exhausted to run.
How do you simulate scratches, punches, outside force? Right now we have Exhaustion, which basically only rises when PCs do stuff and roll 1s.

Maybe my question is: How does combat work?
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>>93858409
scary image
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>>93892720
The problem of larger pools generating more 1s is definitely something to be careful about. The reason my first thought was to allow taking exhaustion to skill dice was that it sidesteps that problem: it makes skill dice into a sort of ablative armor, because even if a bigger pool rolls more 1s, you can take the ones on your skill dice and be less likely to take attribute loss.
But like you said, it isn't exactly intuitive that your skills get exhausted. Maybe it's better to described it as: very skilled characters are less careless/better aware of dangers, hence why don't lose attribute dice until they've used up their skill dice. And just on the recovery side, either lost skill dice recover easier, or lost attribute dice come with those additional injuries which make them more serious.
The solutions you proposed would also work. Things to keep in mind about each:
#1 adds a little bit for players to think about (not automatically a bad thing) but probably only really gets used in edge cases: on a progress check (where the total builds gradually) it would still be worth rolling as many dice as possible (you don't roll more 1s rolling 9d10 once than you do rolling 3d10 three times, statistically). And on a simple pass/fail, I'd assume most of the time the price of failing would be higher than the price of risking exhaustion. Also, would that mean you can simply choose not to roll your d6s?
#2 works fine, of course, but adds a bit of bookkeeping that I was trying to avoid. Putting a slash through your dot keeps the information all in one spot without adding any extra trackers. It also means that each one can diminish independently. There's some logic in a combined tracker (depleting your stamina probably impacts your dexterity, for example). But that also might mean the tracker fills up more slowly for repeats of the same attribute, or (other extreme) more quickly for using a variety of different attributes, neither being intuitive.
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>>93893286
>>93893286
Having players individually do the Heat tracking for their characters as opposed to the GM doing so for the crawler does seem like an elegant solution.
Wondering how to balance Crawler Heat Source vs. Fuel Consumption in such a case, though.

What kind of value range are we talking here for Heat tracking? I feel like there should be a bit more granularity here to account for the differences in magnitude for Heat Sources / Removers (ie. Electric heater vs. Small campfire, Exposed elements vs. Freezing water immersion)


>>93893286
Bit of an aside, but I think it'd be interesting if we represented Crew as Parts in crawler combat to represent the possibility of crew injuries when the Crawler is struck. Maybe have them be a special Category of part with multiple hitpoints so that they're not too squishy.
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To keep this thread alive, how about some fun worldbuilding to shake things up?

>near Central there's a remote radio tower being used to boost the city's signal.
>it sort of marks Central's radius of influence, as it is about 1-2 days' travel from the city walls.
>its sole inhabitant is ol' Tom, an old drunkard, who keeps an eye on the tower.
>always has a stash of whiskey on hand, and due to him listening to the radio chatter is an absolute treasure trove of rumours, which is always good to have when exiting the city.
>He can't participate in the conversation, but you just know he's always on the line.
>"Just remember, when you're out there, in the darkness, and you feel all alone, ready to give in to the cold... Ol' Tom waits for you right here."
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>>93896180
I think 3 heat categories is too few, so maybe 5 but the ones on the extremes should be pretty unusual to come up during play. Maybe "luxury"-level heat is the only one that costs extra fuel, "comfy" is standard inside, "cold" is normal outside but wearing proper thick coats reduces it to "chilly," and especially-bad weather drops everything one level (so inside the rover becomes chilly unless they spend additional fuel, outside with a coat is now cold, and no coat is freezing and basically impossible to work in. Getting wet/immersed drops you two levels (or 1 plus your coat doesn't work now?) until you can get yourself dry and warmed up.

Side note: should there be a mechanical effect to alcohol/cigarettes/other stuff? They come up a lot fluff wise, and are important "creature comforts," but maybe treating vodka like a "+1 Heat Potion" detracts from that. And if course, actual alcoholism isn't very comfy.
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>>93902803
>should there be a mechanical effect to alcohol/cigarettes/other stuff?
Morale, anon.
Heat and Supplies must be tracked, but so too must Morale.
Food, warmth, comforts, distractions, anything to keep spirits up.
From card games to cigs to booze to dirty magazines to coffee to cookies to musical instruments to.....you get it. Little things that boost morale and make life livable and fun, and that counteract the boredom, cold, and constant gnawing fear of breakdown or snow demons.
High Morale could offset certain levels of Cold, and/or make Skill checks easier. Morale might also be infectious: a cheerful fellow may lighten everyone's spirits, and a dour one might bring everyone else down.
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>>93868234
>Might I also recommend including the Akhlut?
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>>93902803
Personally speaking, I'd classify the 5 Heat Levels as follows:

>[Luxurious]: High fuel consumption. Rarely necessary other than as a special condition (ie. certain sickness recoveries, incubating eggs, carrying a special passenger). May have morale implications if we're going to implement that as a mechanic.
>[Comfy]: Standard positive state - if all is going well and both crew and crawler are operating with enough resources, this should be the default.
>[Chilly]: Tightened pursestrings or damaged equipment. Mild / small chance of sickness, may dissuade certain pickier NPCs from travelling on your ship. Default settlement exterior temperature.
[Cold]: Moderate chance of sickness, mild chance of physical injury due to frostbite etc. Default wilds temperature.
[Freezing]: Especially dire straits - Crawler runs out of fuel, party gets caught in severe snowstorm etc. High chance of sickness and frostbite with potentially lethal consequences. Should be reserved for special circumstances, especially as a way of applying pressure or tension on players.
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>>93906254
It's this thread still bumpable?
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>>93910580
Today is the day it will begin to die, sadly.
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>>93910738
Still, not a bad run. I've been going back through suptg, scraping through the old threads. First one was back in 2017. Hard to believe sometimes how the time goes.
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>>93912160
I wish I could have contributed more this time. Stupid real-life ruins everything...but great progress with this thread - lots to work with.
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>>93910580
>>93910738
>>93912160
>>93912530
OP here. I'm also super pleased with how this thread turned out and wanted to say thanks for participating. It's really cool to see people be inspired to build onto this idea (which originally isn't even mine!). I'll gladly keep this thing going every so often and if there's a new thread, shovel some coal into the engine.
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Just came across this thread. Sad I didn't get the opportunity to contribute before bump limit but this is a really cool concept, I'll be paying attention to any more threads in the future. Good job guys.
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>>93912530
>>93915497
There's always gonna be a next time - I find it best when threads like this have downtime for people to marinate their ideas for a bit to bring in for the next one.
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>>93915497
>>93916790
Thread's archived here https://suptg.thisisnotatrueending.com/archive.html
If you search by tags winter or crawler you should be able to find all the threads, even the old ones, just in case you want that deep immersion.

Until the next one! Time to go down with my ship.
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>>93917681
Great minds think alike, only yours was faster - thanks brother snowcrawler anon!
Hopefully folks can dive in and be inspired by all that has gone before.
We WILL get this old rusty drafty tractor up and running eventually...



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