diff --git a/issue03/Cover.svg b/issue03/Cover.svg index 810b9c1..84ffee6 100644 --- a/issue03/Cover.svg +++ b/issue03/Cover.svg @@ -93,7 +93,31 @@ style="text-align:start;text-anchor:start;stroke-width:0.5" x="170.64462" y="52.022324" - id="tspan6">happen at Sea ...happen at Sea ...7€ $@ +%.png: %.dot + dot -Tpng $< > $@ %.pdf: %.jpg convert $< $@ @@ -14,5 +14,5 @@ all: ${PDF} %.pdf: %.png convert $< $@ -clean: +realclean: rm -fv *.pdf diff --git a/issue03/img/Shipyard.png b/issue03/img/Shipyard.png new file mode 100644 index 0000000..8eeded0 Binary files /dev/null and b/issue03/img/Shipyard.png differ diff --git a/issue03/img/SquidVsWhale.pdf b/issue03/img/SquidVsWhale.pdf new file mode 100644 index 0000000..844c819 Binary files /dev/null and b/issue03/img/SquidVsWhale.pdf differ diff --git a/issue03/img/SquidVsWhale.png b/issue03/img/SquidVsWhale.png new file mode 100644 index 0000000..49d96f0 Binary files /dev/null and b/issue03/img/SquidVsWhale.png differ diff --git a/issue03/img/dungeon.pdf b/issue03/img/dungeon.pdf index c058928..928e5bc 100644 Binary files a/issue03/img/dungeon.pdf and b/issue03/img/dungeon.pdf differ diff --git a/issue03/img/dungeon.svg b/issue03/img/dungeon.svg index 8f3e28f..516f0d3 100644 --- a/issue03/img/dungeon.svg +++ b/issue03/img/dungeon.svg @@ -4310,19 +4310,24 @@ svg.blue #help { fill: #01b0f1; } continues to caves + style="font-size:13.3333px;line-height:1;text-align:start;text-anchor:start">Hier geht esin Richtung Höhlen Small Beach, Kleiner Strandlanding pier + id="tspan3">mit Landebrücke diff --git a/issue03/img/marooned.jpg b/issue03/img/marooned.jpg new file mode 100644 index 0000000..7a02d6b Binary files /dev/null and b/issue03/img/marooned.jpg differ diff --git a/issue03/img/marooned.pdf b/issue03/img/marooned.pdf new file mode 100644 index 0000000..c4964a1 Binary files /dev/null and b/issue03/img/marooned.pdf differ diff --git a/issue03/img/pointcrawl.dot b/issue03/img/pointcrawl.dot index 85506d4..4f4e85e 100644 --- a/issue03/img/pointcrawl.dot +++ b/issue03/img/pointcrawl.dot @@ -5,7 +5,7 @@ digraph pointcrawl { d [label="Piraten!"]; e [label="Das Piratenlager"]; f [label="Das Schiff"]; - g [label="Eine Höhle,\n ein Schwarm"]; + g [label="Die Krabbenhöhle"]; h [label="Das Grab des\n alten Piraten"]; i [label="Die geheime\nBucht"]; j [label="Ziegen!"]; diff --git a/issue03/img/pointcrawl.pdf b/issue03/img/pointcrawl.pdf index 1b0c26a..224428d 100644 Binary files a/issue03/img/pointcrawl.pdf and b/issue03/img/pointcrawl.pdf differ diff --git a/issue03/img/pointcrawl.png b/issue03/img/pointcrawl.png new file mode 100644 index 0000000..0fe2b6a Binary files /dev/null and b/issue03/img/pointcrawl.png differ diff --git a/issue03/imprint b/issue03/imprint new file mode 100644 index 0000000..2537633 --- /dev/null +++ b/issue03/imprint @@ -0,0 +1,57 @@ +.\" vim: filetype=groff nu relativenumber +.H1 +Impressum +.LP +.ad l +Beiträge in dieser Ausgabe von: +.DS +alex \[em] @kensanata@tabletop.social +kyonshi \[em] @kyonshi@dice.camp +lkh \[em] @wandererbill@tabletop.social +.DE +.I Grenzland +wird editiert und herausgegeben von Laurens Kils-Hütten (lkh). + +Erscheinungsweise unregelmäßig. Geplant sind zwei Ausgaben im Jahr. + +Alle Illustrationen mit Ausnahme von +.I "The Crown of Neptune" , +sind gemeinfrei. +Die übrigen Inhalte stehen, sofern nicht anders angegeben, +unter der Creative Commons Lizenz +CC BY-SA 4.0 +.br +\fChttp://creativecommons.org/licenses/by-sa/4.0/\fR + +Außerdem ist +.I Grenzland +ein Open Source Projekt. Du +findest die Quelldateien unter +.br +\fChttps://github.com/lskh/Grenzland-Zine\fR + +Das Grenzland als PDF ist kostenlos erhältlich auf: +.br +\fChttps://lkh.sdf-eu.org/grenzland\fR +.br +Gedruckte Exemplare gibt es nach Vorbestellung zum Selbstkostenpreis. +Bitte die Fristen auf Seite 32 beachten. + +Für jeden Beitrag der abgedruckt wird (Text, Illustration, was auch +immer) gibt es zwei kostenlose gedruckte Beleg-Exemplare. Außerdem +gerne Tausch gegen andere Fanzines! + +Du hast einen Rollenspielladen? Veröffentlichst selbst ein Fanzine? Du +willst Werbung für Deinen eigenen +.I "Open Table" +machen, oder auf interessante Termine hinweisen? +Inserate sind bis auf weiteres kostenlos! + +Zuschriften gerne an: \fCgrenzland@betola.de\fR, +oder +.DS +Grenzland +c/o Laurens Kils-Hütten +Planckstr. 8 +22765 Hamburg +.DE diff --git a/issue03/macros b/issue03/macros index e4b7cd8..44281f1 100644 --- a/issue03/macros +++ b/issue03/macros @@ -1,11 +1,13 @@ .\" vim: filetype=groff +.nr PORPHANS 2 +.nr HORPHANS 2 .nr PO 1c .nr LL 12.8c .nr HM 1c .nr FM 2.5c .nr PS 11 .nr VS 11 -.nr PI 1c +.nr PI 5n .OH '''' .EH '''' .OF '''%' diff --git a/issue03/minigame b/issue03/minigame index 97b8075..b774cc8 100644 --- a/issue03/minigame +++ b/issue03/minigame @@ -1,3 +1,4 @@ +.\" vim: filetype=groff nu relativenumber .1C .H1 Salt'n'Tar @@ -53,11 +54,11 @@ cbcb cl. 1d6 & Wind Speed (WS) 1 & Wind Speed = 1 (light breeze) -2 & Wind Speed = 1 -3 & Wind Speed = 2 (moderate breeze) +2 & Wind Speed = 2 (moderate breeze) +3 & Wind Speed = 2 4 & Wind Speed = 2 -5 & Wind Speed = 3 (strong breeze) -6 & Wind Speed = 3 +5 & Wind Speed = 2 +6 & Wind Speed = 3 (strong breeze) .TE .KE .KS @@ -67,10 +68,10 @@ Movement Various ship types have different .I "Speed Factors" depending on their bearing toward the wind. -Each ships speed in tabletop inches is then derived by multiplying +Each ships speed in tabletop inches (Mv) is then derived by multiplying Wind Speed (WS) and Speed Factor (SF): .EQ -Mv = WS \[mu] BN +Mv = WS \[mu] SF .EN .KE .KS @@ -88,7 +89,7 @@ Bearings in the 6 point wind system: .sp 5.2c .KE .PP -When moving ships may normally change direction by one point per turn. +When moving, ships may normally change direction by one point per turn. Changing direction by two points per turn is dangerous and causes Strain (see below). .H2 @@ -128,6 +129,12 @@ Beating & 2 Luffing & -1 (backwards) .TE .KE +.PP +At Wind Speed 0 or 1 (no wind or light breeze) Galleys and Longships may furl sails +and start rowing instead of sailing. Use Speed Factor for Quarter +Reaching as Movement Speed. It takes one round to furl sails and start +rowing. In the next round the rowing vessel may make half speed. +It takes two rounds to come to a full stop again. .KS .H3 "Viking Longship" A fast square rigged sailer, one mast: @@ -184,12 +191,15 @@ Beating & 3 Backing & -1 (backwards) .TE .KE +.sp 7 +\X'pdf: pdfpic img/CoastalLandscape.pdf -C 12.8c 0 12.8c +.sp 4c .KS .H3 "Sailed Warship" A Galleon or Man-'o-War, a massive ship with three or four masts, the -fore- and mainmast are always square rigged. One or more gun decks or at -least multiple catapults. -.sp -0.5c +fore- and mainmast are always square rigged. One or more gun decks or +multiple catapults. +.sp 0 \X'pdf: pdfpic img/Carrack.pdf -C 9.5c 0 12.8c .sp 13c .TS @@ -259,9 +269,13 @@ Playing the Game One player or the referee rolls a d6 to determine wind speed and possible change in wind direction (see Wind Roll below). .IP 2. 3 -Each side \emph{may} roll a luck die (see Luck Roll below) +Each side +.I may +roll a luck die (see Luck Roll below) .IP 3. 3 -Each vessel that has marked Strain \emph{must} do a Strain Roll (see +Each vessel that has marked Strain +.I must +do a Strain Roll (see below). .IP 4. 3 Both sides move their full move according to the movement rules, @@ -274,9 +288,13 @@ Next turn starts at 1. .IP 1. 3 One player or the referee does the Wind Roll. .IP 2. 3 -Each side \emph{may} roll a Luck Roll. +Each side +.I may +roll a Luck Roll. .IP 3. 3 -Each vessel that has marked Strain \emph{must} do a Strain Roll. +Each vessel that has marked Strain +.I must +do a Strain Roll. .IP 4. 3 If some kind of initiative system is being used, roll for initiative now! @@ -298,6 +316,7 @@ the combat system being used. Next turn starts at 1. .KE .PP +.KS .H3 "Maneuvers" Optionally, at the end of each game turn ships may declare a maneuver: .DF "Reef:" @@ -310,7 +329,7 @@ the ship drops it's anchor, and will stop drifting. Only ships with furled sails can anchor, lest they have to do an immediate Strain Roll. It takes two game turns to thus come to a full stop, and three game turns to light the anchor and set sail again. - +.KE .KS .H3 "The Wind Roll" A single roll of the d6 decides, how the wind changes in direction and @@ -321,10 +340,10 @@ cbcb cl. 1d6 & Effect 1 & Direction change clockwise -2 & Wind Speed = 1 -3 & Wind Speed = 2 -4 & Wind Speed = 2 -5 & Wind Speed = 3 +2 & Wind Speed = -1 +3 & Wind Speed = no change +4 & Wind Speed = no change +5 & Wind Speed = +1 6 & Direction change counter clockwise .TE .KE @@ -351,10 +370,13 @@ was rolled for. However Luck Rolls may change things for everyone, if two or more sides roll the same result: .BU Two or more rolls of a 1: ``Sails luff ...'' cause the wind to -reduce by 1 for \emph{everyone}. +reduce by 1 for +.I everyone . .BU Two or more rolls of a 6: ``Wind Speed +2 ...'' increases the -overall windspeed by 1 for \emph{everyone} (thus, those who rolled a +overall windspeed by 1 for +.I everyone +(thus, those who rolled a six still have the advantage of Wind Speed +1 compared to those who didn't roll a 6). .PP @@ -368,7 +390,7 @@ some other kind of propulsion may be possible. Wind Speed of four or more (4+) makes sailing difficult and dangerous. With sails furled or masts broken, ships drift downwind at Wind Speed. Ships with their sails still up may sail downwind at Wind -Speed plus (!) Bearing Number for Running, but have to mark 1 Strain +Speed plus (!) Speed Factor for Running, but have to mark 1 Strain every round. .H3 "The Strain Roll" The forces of wind and waves are taxing on ships and crew. It's @@ -388,10 +410,12 @@ d6 + Strain & Effect 11 & a mast breaks, reduce all speed by 3'' or drift 12+ & it's over, ship's sinking in 1d6 turns .TE +.ta 12.8cR .PP With an effective Strain Roll of 12 it depends on whether it's a one masted ship or not. Naturally one masted ships without a mast can only drift. A ship with more masts may still sail downwind at reduced speed. Whenever the resultant speed reaches 0 or less, the ship can only drift -downwind at Wind Speed. -.Au lkh +downwind at Wind Speed. \[em] \fIlkh\fR +.LP +\X'pdf: pdfpic img/GalleyAshore.pdf -C 10.5c 0 12.8c diff --git a/issue03/report b/issue03/report index 2235984..facf388 100644 --- a/issue03/report +++ b/issue03/report @@ -1,3 +1,4 @@ +.\" vim: filetype=groff nu relativenumber .H1 Schiffbruch .sp -0.6c @@ -82,3 +83,5 @@ die Nachbarinsel! Den Leuten dort konnte man noch nie trauen. Alles Schlechte kommt von Bendai! .Au lkh +.LP +\X'pdf: pdfpic img/Bilander.pdf -C 5.3c 0 6.3c diff --git a/issue03/saltntar.tex b/issue03/saltntar.tex deleted file mode 100644 index 16845f9..0000000 --- a/issue03/saltntar.tex +++ /dev/null @@ -1,342 +0,0 @@ -\section{Mini-Game: Salt'n'Tar} - -These rules for sailed movement on gaming tables are inspired by the -1968 3M Game \emph{Regatta}. Numbers are adjusted to work well with the -original fantasy role-playing games of the 1970's: speed is always given -in tabletop inches (``). - -\subsection{Initial Wind strength and -direction} - -On a playing surface without a grid, or a square grid, use 8 points of -wind directions: 1 = North, 2 = Northeast, 3 = East, 4 = Southeast, 5 = -South, 6 = Southwest, 7 = West, 8 = Northwest, - -on a hexagonal grid, use 6 points of wind directions, if hexagons are -aligned vertically: 1 = North, 2 = Northeast, 3 = Southeast, 4 = South, -5 = Southwest, 6 = Northwest, - -or, if hexagons are aligned horizontally: 1 = Northwest, 2 = Northeast, -3 = East, 4 = Southeast, 5 = Southwest, 6 = West - -Thus, the initial Wind Direction may be diced for with a d6 or d8. - -The initial Wind Speed may be determined by rolling on this table: - -\begin{tabularx}{\columnwidth}{cZ} -1d6 & Wind Speed (WS) \\ -1 & Wind Speed = 1 (light breeze) \\ -2 & Wind Speed = 1 \\ -3 & Wind Speed = 2 (moderate breeze) \\ -4 & Wind Speed = 2 \\ -5 & Wind Speed = 3 (strong breeze) \\ -6 & Wind Speed = 3 \\ -\end{tabularx} - -\subsection{Ship types} - -\subsubsection{Large Galley} - -A Trireme or Quadrireme, ships with three to four rowing benches and -probably more then one lateen rigged mast: - -\smallmap{img/Trireme.jpg} - -\begin{tabularx}{\columnwidth}{Zc} -Bearing & Bearing Number (BN) \\ -Running & 9 \\ -Broad Reaching & 10 \\ -Quarter Reaching & 8 \\ -Beating & 3 \\ -Luffing & 1 (backwards) \\ -\end{tabularx} - -\subsubsection{Small Galley} - -A Bireme or smaller, ships with one or two rowing benches and a single -lateen rigged mast. - -\begin{tabularx}{\columnwidth}{Zc} -Bearing & Bearing Number (BN) \\ -Running & 8 \\ -Broad Reaching & 9 \\ -Quarter Reaching & 7 \\ -Beating & 2 \\ -Luffing & 1 (backwards) \\ -\end{tabularx} - -\subsubsection{Viking Longship} - -A fast square rigged sailer, one mast: - -\smallmap{img/Longship.png} - -\begin{tabularx}{\columnwidth}{Zc} -Bearing & Bearing Number (BN) \\ -Running & 11 \\ -Broad Reaching & 12 \\ -Quarter Reaching & 9 \\ -Beating & 4 \\ -Backing & 2 (backwards) \\ -\end{tabularx} - -\subsubsection{Large Merchant} - -A square rigged trading vessel with full lines and two to three masts. A -Hulk, Carrack or Caravel. - -\smallmap{img/Galleon.png} - -\begin{tabularx}{\columnwidth}{Zc} -Bearing & Bearing Number (BN) \\ -Running & 9 \\ -Broad Reaching & 10 \\ -Quarter Reaching & 8 \\ -Beating & 3 \\ -Backing & 1 (backwards) \\ -\end{tabularx} - -\subsubsection{Small Merchant} - -A small trading vessel with full lines, and usually just one mast. A -Cog. - -\smallmap{img/Cog.jpg} - -\begin{tabularx}{\columnwidth}{Zc} -Bearing & Bearing Number (BN) \\ -Running & 8 \\ -Broad Reaching & 9 \\ -Quarter Reaching & 7 \\ -Beating & 3 \\ -Backing & 1 (backwards) \\ -\end{tabularx} - -\subsubsection{Sailed Warship} - -A Galleon or Man-'o-War, a massive ship with three or four masts, the -fore- and mainmast are always square rigged. One or more gun decks or at -least multiple catapults. - -\smallmap{img/Carrack.png} - -\begin{tabularx}{\columnwidth}{Zc} -Bearing & Bearing Number (BN) \\ -Running & 10 \\ -Broad Reaching & 11 \\ -Quarter Reaching & 10 \\ -Beating & 4 \\ -Backing & 1 (backwards) \\ -\end{tabularx} - -\subsubsection{Cutter} - -A fore-n-aft rigged single masted boat. - -\smallmap{img/Cutter.jpg} - -\begin{tabularx}{\columnwidth}{Zc} -Bearing & Bearing Number (BN) \\ -Running & 6 \\ -Broad Reaching & 8 \\ -Quarter Reaching & 7 \\ -Beating & 5 \\ -Luffing & 1 (backwards) \\ -\end{tabularx} - -\subsubsection{Schooner} - -A fore-n-aft rigged boat with two or more masts. The foremast may have -square sails. - -\smallmap{img/Schooner.jpg} - -\begin{tabularx}{\columnwidth}{Zc} -Bearing & Bearing Number (BN) \\ -Running & 10 \\ -Broad Reaching & 12 \\ -Quarter Reaching & 11 \\ -Beating & 8 \\ -Luffing & 1 (backwards) \\ -\end{tabularx} - -\subsection{Movement} - -Each ships speed in tabletop inches is derived by multiplying Wind Speed -(WS) and Bearing Number (BN). The latter refers to each ships bearing -relative to the direction of the wind: - -Bearings in the 8 point wind system: - -\smallmap{img/movemnt8pt.png} - -Bearings in the 6 point wind system: - -\smallmap{img/movemnt6pt.png} - - -When moving ships may normally change direction by one point per turn. -Changing direction by two points per turn is dangerous and causes Strain -(see below). - - -\subsubsection{Examples} - -At Wind Speed 2 a quarter reaching small galley would sail at speed 14'' -per round. - -At that same wind speed a viking long ship would be at an advantage and -make 18'' per round. - -At Wind Speed 3 a proud Galleon would have a hard time beating with no -more then 12'', while the fore-n-aft rigged Schooner would race to -windward making 24''. - -\subsection{Playing the Game} - -\subsubsection{Game Turn when Racing and -Chasing} - -\begin{enumerate} -\item - One player or the referee rolls a d6 to determine wind speed and - possible change in wind direction (see Wind Roll below). -\item - Each side \emph{may} roll a luck die (see Luck Roll below) -\item - Each vessel that has marked Strain \emph{must} do a Strain Roll (see - below). -\item - Both sides move their full move according to the movement rules, - possibly changing direction by one point. -\item - Next turn starts at 1. -\end{enumerate} - -\subsubsection{Game Turn in Naval Combat} - -\begin{enumerate} -\item - One player or the referee does the Wind Roll. -\item - Each side \emph{may} roll a Luck Roll. -\item - Each vessel that has marked Strain \emph{must} do a Strain Roll. -\item - If some kind of initiative system is being used, roll for initiative - now! -\item - Both sides make their first half move, possibly changing direction by - one point. In case of initiative being used, sides move in reverse - order of initiative. The side with the highest initiative moves last. -\item - Both sides may launch missile attacks, magic spells in the order of - initiative. -\item - Both sides move the second half of their move in reverse initiative - order, possibly changing direction by 1 point. Any ship that does a - second change of direction must mark 1 Strain! -\item - Roll for ramming, boarding and any kind of other actions allowed by - the combat system being used. -\item - Next turn starts at 1. -\end{enumerate} - -Optionally, at the end of each game turn ships may declare a maneuver: - -\begin{itemize} -\item - Reef: reduce speed by half. It takes another turn to unreef the sails. -\item - Furl: drop sails, the vessel is now adrift, down wind at Wind Speed. - It takes two game turns to set sails again. -\item - Anchor: the ship drops it's anchor, and will stop drifting. Only ships - with furled sails can anchor, lest they have to do an immediate Strain - Roll. It takes two game turns to thus come to a full stop, and three - game turns to light the anchor and set sail again. -\end{itemize} - -\subsubsection{The Wind Roll} - -A single roll of the d6 decides, how the wind changes in direction and -strength. - -\begin{tabularx}{\columnwidth}{cZ} -1d6 & Effect \\ -1 & Direction change clockwise \\ -2 & Wind Speed = 1 \\ -3 & Wind Speed = 2 \\ -4 & Wind Speed = 2 \\ -5 & Wind Speed = 3 \\ -6 & Direction change counter clockwise \\ -\end{tabularx} - -\subsubsection{The Luck Roll} - -A gust of wind might prove fortuitous to gain that extra speed needed, -then again, bad things happen at see \ldots{} - -\begin{tabularx}{\columnwidth}{cZ} -1d6 & Effect \\ -1 & Sails luff: Wind Speed -1 \\ -2 & no change \\ -3 & no change \\ -4 & no change \\ -5 & a fortuitous gust: Wind Speed +1 \\ -6 & Wind Speed +2, mark 1 Strain \\ -\end{tabularx} - -Wind Changes due to Luck Rolls usually only apply to the ship the die -was rolled for. However Luck Rolls may change things for everyone, if -two or more sides roll the same result: - -\begin{itemize} -\item - Two or more rolls of a 1: ``Sails luff \ldots{}'' cause the wind to - reduce by 1 for \emph{everyone}. -\item - Two or more rolls of a 6: ``Wind Speed +2 \ldots{}'' increases the - overall windspeed by 1 for \emph{everyone} (thus, those who rolled a - six still have the advantage of Wind Speed +1 compared to those who - didn't roll a 6). -\end{itemize} - -By way of a cumulation of luck rolls, wind speeds of 0 = Calm, or 4+ = -Storm are possible. In case no other rules are provided for these -situations use these: - -\textbf{Calm} no sailing is possible, ships drift. Oared movement, or -some other kind of propulsion may be possible. - -\textbf{Gale} Wind Speed of four or more (4+) makes sailing difficult -and dangerous. With sails furled or masts broken, ships drift downwind -at Wind Speed. Ships with their sails still up may sail downwind at Wind -Speed plus (!) Bearing Number for Running, but have to mark 1 Strain -every round. - -\subsubsection{The Strain Roll} - -The forces of wind and waves are taxing on ships and crew. It's -dangerous to overstrain. Any ships that have marked Strain, have to roll -a d6 every turn and add their current Strain to the roll: - -\begin{tabularx}{\columnwidth}{cZ} -d6 + Strain & Effect \\ -5- & no effect \ldots{} not yet! \\ -6 & spars and stays creak: mark 1 extra strain \\ -7 & ship makes water: reduce all speed by 3'' ongoing \\ -8 & stays snap, mark 1 extra strain \\ -9 & deck's awash, reduce active crew by 10\% \\ -10 & sails tear, reduce all speed by 3'' ongoing \\ -11 & a mast breaks, reduce all speed by 3'' or drift \\ -12+ & it's over, ship's sinking in 1d6 turns \\ -\end{tabularx} - -With an effective Strain Roll of 12 it depends on whether it's a one -masted ship or not. Naturally one masted ships without a mast can only -drift. A ship with more masts may still sail downwind at reduced speed. -Whenever the resultant speed reaches 0 or less, the ship can only drift -downwind at Wind Speed. -\by{lkh}