r/HG_AdventureSeries

Level 2

As I have said, the plan was always that the Adventure series would get upgrades rather than expansions. So when I:embarked on the first set of updates earlier this year, I had three aims.

The first was to fold back in anything I had improved on when writing the new editions. So there’s the new covers, the new formats for the tables, proper titles on the QRS so you can remember which is which if you have more than one, purely cosmetic stuff. Then there’s tweaks to the rules like how to pick up weapons off incapacitated friends or adversaries, becoming disarmed in hand-to-hand, having a roll when throwing grenades, little things that improve what we have rather than changing them. The only big change was to do away with “uncovering story arcs” and moving the completely random scenario picker to an Optional idea.

The second was to introduce some new rules. I’m wary about doing this though, so what you’ll find this time around is some additional ideas in the Optional sections of the rules and in the first four it’s only small stuff, like giving players permission to assign experience instead of randomly deciding who gets it. When I got to Guild and Squad though I was already toying with adding more RPG like elements to the games, so I’m trialling a couple of small things so to see if there’s appetite for more. One is a different look at injuries, that gives a roll for where the injury is and then the concept that if you get injured twice in the same way that creates a lingering term niggling effect (or immediately if the character took a major injury). The other is defining experience in terms of gaining skills instead of just a bland +1 on a stat. I’ll be interested in feedback on these once you see them. If they go down well then the next round of updates can improve on them and roll them into the whole set

The third, and main, plan was to keep adding story arcs. The Arcs are the “big thing” that differentiates the Adventure Series from other solo games as far as I know, so that needs to keep being the hook. A funny thing happened though. As soon as I started on the new ones I realised that the 5 special and 10 random formula was limiting me. The original idea was that writing arcs would be easier if I only needed 5 new scenarios each time, but instead it became more difficult trying to work in the more superficial random scenarios into a complete story. I also had the thought I’ve expressed here already, that players are more likely to run a different arc than to replay one, so the mechanism to make them all easy to replay is probably wasted, especially if I stick to my promise to keep adding new ones.

So all the new Arcs became 15 brand new scenarios, and that created more involved stories, which in turn led me to think of them as “level 2” stories. Which means again that by the time I got to Guild and Squad I was ready to run with that as the concept. So that’s what I’m finishing off right now and will be publishing next week, the updates to Guild and Squad that are specifically adding follow-on arcs for your Party or Squad to keep going instead of starting fresh. In both cases I’ve ended up re-writing the tenth Arc that was already there as well as adding two more. Tomorrow I’ll tell you what these stories are.

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u/DinoHorrendous — 6 days ago

The current status

Now I’ve introduced the first four in the series, I thought it worth a comment about these games release process and the current schedule.

The plan is that every Edition will get an annual update. While the updates will mainly be to add new Arcs, this will also give me the opportunities to keep all the core rules aligned, and add optional rules to enable experienced players to keep spicing things up.

All of the first four have recently been done and the next two are in progress right now. These updates have also improved the layout of them in line with more recent games and replaced the “art” covers with pictures of miniatures (after concerns that they might be AI generated even though I used them in good faith).

After these six were released I did some full on solo campaign skirmish wargames that I’m not planning to talk about here, hence the gap before and after Wardens. There will likely be more of those (I’m soon to release a big battles system at 10mm scale for example) hence more gaps. So with a release scheduled every two months, I have a further five Editions in the queue through to summer 2027.

This is where you come in though, please. If you want me to change the order, I’m up for it. If you think there’s another genre that deserves an Edition, l’d love to hear it.

Likewise, if you want more content to make these games RPG Lite, shout out (there’s probably a first stab at some of that coming in the next round of updates).

Remember, I’m creating games I want to play, but publishing them because I think others will want to too. So that only works if I get feedback, please!

u/DinoHorrendous — 13 days ago
▲ 17 r/HG_AdventureSeries+2 crossposts

Plunder and Fighting - The Rivals - Game 10

I’m hoping people will give us reports on their games, so to lead the way, here’s the game game I played today while hiding from the heat in the UK.

We need Grog!

This is one of the random scenarios and the Arc is at Medium difficulty now, so there are more adversaries in the pool, 8 Ruffians it turns out.

Black Bart is livid, it’s time to start cooking up a plan, but he takes some crew off plundering in the meantime, and as the crew are complaining that their throats are dry, they head to town and aren’t going to let these local thugs get in our way!  Not the injured Easy of course, and Salty Bob and Nutter have Scurvy, so Charlie stays to look after them.

Zeb and The Kid go ahead to spy out the best target, and then the Captain leads The Crow, Big Boy and Bart towards their target, the inn in the middle of town. Zeb has a great view from the balcony and can see five ruffians that are not visible from where the Captain is.

Round 1 - Zeb throws a powder flask down at one of the ruffians to alert the Captain. It goes off with a satisfying bang and despite not quite landing where he wanted it to, still wounds the ruffian. The Captain does indeed take it as a warning, and the crew with him scatter. Weirdly the ruffian who was wounded in the blast merely dives for cover, whereas one of his comrades runs off! The blast also serves to bring another ruffian out of hiding.

Round 2 - Zeb fires his pistol at a different ruffian, but misses, it’s enough though to clue in the rest of the crew that the adversaries are all the other side of the inn, so they run to get into the fight. Those ruffians not too busy seeking cover start to converge on the building where Zeb and the Kid are watching their every move. Though Zeb cannot see two of the Adversaries, but Big Boy and Harry can now that the Bystanders have started to clear out.

Round 3 - With the pair on the balcony biding their time until any adversaries get close enough to jump on, and the Captain and the Crow continue running to their aid, it’s Harry’s turn to try a shot, but he also misses. This leave Big Boy to barrel into a fight with a ruffian, who he just gets the better of. These ruffians on the right aren’t made of very stern stuff and both head away from the oncoming Barracudas, while on the left it’s a mixed bag of reactions, but two do at least head towards instead of away, though that of course just means they have made themselves targets!

Round 4 - Zeb leaps down, and slices into one ruffian while The Kid waits for his chance. The Captain is thankfully a better shot than his crew as his target gets a wound that floors him and The Crow pounces on him from the crates and runs him through. Meanwhile Big Boy and Harry pursue their targets only to find it was a ruse as both spin round and lay into Big Boy. The first comes of worst in the encounter but the second does land a wound.

Back over on the left the ruffians there have also suddenly discovered their backbones, all closing on the crew menacingly. Only the one fighting Zeb makes an attack though and he comes away with another wound, so nothing to worry about yet.

Round 5 - Zeb can’t quite finish off his opponent so The Kid jumps down and joins in, taking the ruffian out. The Crow however comes off the worse in her fight, while the Captain lands another blow on his opponent. Harry’s opponent is disarmed by his attack while Big Boy gets his own back. Staying on that side, the two ruffians decide to stay and fight, which is fatal for Harry’s opponent while Big Boy and his can’t either get the upper hand. 

Back on the left, the remaining three adversaries also decide to fight on, unfortunately, as while Zeb wins, The Crow loses, and the Captain goes down!

Round 6 - On the right, it’s two-on-one and both crew members land blows, but the ruffian is not out of it yet. Likewise with Zeb and The Kid both landing blows but their opponent is still in the fight. The Crow has the opposite problem though, and is already carrying two wounds, so when the first ruffian disarms her she’s in trouble!

The ruffian facing Zeb and The Kid has had enough, he’s off.  The one facing Big Boy and Harry also breaks off, but doesn’t quite get away. The one facing off against the Crow lands another solid blow, and she is also out of the fight! The one that took out Captain Bart heads over towards Zeb in time to see his companion making a run for it!

Round 7 - Harry and Big Boy have no idea what’s going on over there other side of the inn. Big Boy chases down their opponent and finishes him, while Harry calmly reloads his pistol. While it’s still two-on-two over the other side. Or would be if The Kid and Zeb didn’t both attack the same guy and take him out, revenging the Captain. This left the other, final, ruffian also deciding not to push his luck and running quickly away.

Aftermath - Captain Bart and The Crow were unconscious rather than injured, so are both soon back on their feet and happy to join in the raucous voyage back, their bellies full of grog! 

u/DinoHorrendous — 12 days ago