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TL;DR... in space! Star Saga 1: Beyond The Boundary [CYOA/board game/RPG]

Erebus

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Alas, the heathens have triumphed this time !

Still, the professor and his/her quest are fairly interesting. The terrible frustration of a xenobiologist unable to look for new alien life forms is quite understandable ! On the other hand, I hope he'll be cautious when coming back to the Nine Worlds ; his very mission means he'll get near many alien creatures, which makes contamination a very real possibility.


On a different subject, can we visit the grey area on the map ? There are no numbers in it, but the fact that there are space walls and a few triangles suggest we can go there.
 

CappenVarra

phase-based phantasmist
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Gosh, you guys are slow.
Well, the timing of the posts happened to coincide with a phenomenon known as "Saturday night" in Europe :)

I appreciate your prompt updates, but would propose stating the deadline for votes ("24 hours" or "first 5 votes" or a combination as the Barbarian used to do), if it's not too much of a bother...
 

Crooked Bee

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On a different subject, can we visit the grey area on the map ? There are no numbers in it, but the fact that there are space walls and a few triangles suggest we can go there.

It is a mystery, yay!


I appreciate your prompt updates, but would propose stating the deadline for votes ("24 hours" or "first 5 votes" or a combination as the Barbarian used to do), if it's not too much of a bother...

Sure, as soon as the next big choice comes up. For smaller choices, such as the one we're about to make at the end of the next update, I will only wait for 2-3 people to reply so we can move on.
 

Crooked Bee

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Update 1

No matter what version of Star Saga you have (and I'm playing the Apple IIGS version), the interface is extremely basic.

01starsaga_0001.png

Title screen; "Version 1.1" probably means some kind of patch has been applied, but who knows.

01starsaga_0003.png

Choosing to be Professor Lee Dambroke!

The game hand-holds you through the first five turns and picks up slowly, so prepare for a heavy text dump (that I'll break up in several chunks to make it easier on you). In the tutorial, the game wants you to learn how to use the computer GM, plot your course, trade, and act on the information given. And hey, there will be a minor choice at the end of this post for you to vote on!

Harvard-Moiron.png


You begin the game with your ship token placed on your home world of Harvard in the green trisector marked "Nine Worlds". You have just passed through the Boundary with no sign of having been detected by the Space Patrol. Now you must decide where to go from here.

You, like most people in the Nine Worlds, know almost nothing about the area of space beyond the Boundary. You do know, however, that there were several colonized planets that either chose not to be included inside the Boundary as it was being constructed, or were callously abandoned by the government because they were just a bit too far away. These "Ghost Worlds", as they are called, are marked on your map. You decide to go first to "Moiran", which is one such planet.​

In order to go to Moiran, we must first take off; this action takes one phase. Then we take four move actions (RYBR for red-yellow-blue-red); each of them also takes one phase. Finally, having arrived to the Moiran trisector, we must take the Land action. Landing will take seven phases because we've never landed on Moiran before. We only have two phases left in this turn, however, so we'll have to borrow five days from the next week.

01starsaga_0009.png

And here's the way plotting the course looks in the interface!

After we've finalised our actions, the CGM (computer game master) takes us to the consequences. In this case, we've successfully made it to Moiran and are told to read a couple of text paragraphs:

01starsaga_0011.png


Paragraph 348

Approaching the planet in this system, you instruct your computer to run a geophysical survey as well as scan to see if it has any information in its computer banks on the world known as Moiran.

"I've got some data for you, Boss," it says, "The physical characteristics are as follows: climate, warmer than Earth; polar regions, habitable due to minimal axial tilt."

While the computer is busy scanning its memory for any historical data it might have, you take the opportunity to view the planet first hand. From space Moiran seems somewhat smaller than Earth and not nearly as pretty. The clouds look grey and the oceans have a brownish tint to them. All in all, a dirty-looking planet.

The North Pole seems to be the site of a very large complex, discernible from space as some sort of industrial works surrounded by a more typical-looking small city. The rest of the planet is well-developed, with a number of large cities. One of the largest is located in close proximity to the planet's only spaceport, which is both busy and well-equipped.

From reading the information your ship comes up with in its data banks, you learn quite a bit about Moiran. The planet was colonized during the early days of the expansion by a party of explorers searching counter to the general Core-ward trend.

The discovery of a giant cave system beneath the North Pole, capable of functioning as a magnetic pinchbottle, made the manufacture of Phase Steel possible on Moiran. For this reason, the planet rapidly came to assume an important place in interplanetary commerce, despite slow population growth.

Ultimately, however, the isolationist movement came to Earth, on the heels of the Space Plague, and Moiran's doom was sealed. Within a few decades the Space Patrol had assumed power over the consolidated eight worlds (there were only eight at that time) and erected the Boundary. Moiran, due to its distance from Earth, was excluded. Like Wellmet and the other Ghost Worlds, Moiran was soon forgotten by the in-Bounders.

Your computer hypothesizes that the Space Patrol took an active part in destroying all information within the Boundary about the Ghost Worlds, although they obviously missed some references. The computer can only guess at what actual living conditions will be like on the planet now.

Your landing proceeds without a hitch and you prepare to disembark.

"Um, Boss?" your computer asks hesitantly as you head toward the hatch.

"What is it?"

"You may want to consider using the environmental suit while you are exploring outside."

"You know how much I hate wearing that thing," you complain. "Besides, you've already said it was safe out there. Did you find something dangerous?" you ask anxiously.

"Well, no, not as such," is the cryptic reply.

"Out with it! Why do you recommend I wear the suit?" you snap, as you lose patience with this alleged paragon of logic.

"The, er, readings indicate a high concentration of sulphur in the atmosphere."

"High enough to be dangerous?"

"No, but I don't think you're going to like it."

You don't want to hear any more of this foolishness and you head outside...

And run into an almost palpable wall of noxious odors. You reel for a minute as you struggle to overcome the sense of vertigo you experience from the overload on your olfactory nerves. How do these people live on such a disgusting, smelly planet?

You are almost forced to return to your ship and don the environmental suit, but you convince yourself that if the inhabitants survive here, so can you. People must grow accustomed to the smell after a while.

You rapidly clear the spaceport officials (who speak a slightly accented Earth Standard) and explore the city. After several days of exploring, you do get used to the four odor... sort of... well, not at all, but refusing to surrender to your nose, you decide to tough it out for the duration of your stay. You have the following possibilities for further action:

  • FPIB7Y (3 phases) Visit a really dirty and disgusting part of the city where you are told the Commodities Market is located.
  • VPKBVY (5 phases) Slog your way to the North Pole, to the home of the Moiran Metal Works, and see what you can discover regarding the availability of Phase Steel.
  • F9ID7Q (5 phases) Stop by the decrepit-looking building that sports the sign, "Moiran Interstellar Shipyard", where you might find worthwhile ship weapon systems and other improvements for sale.
  • V9KDVQ (4 phases) Investigate rumors about a man called Tony the Shark, who apparently runs an illegal arms and armor business somewhere in the South End, a place your mother would certainly disapprove of.
  • BPYB9Y (3 phases) Visit one of the "hot spots" in town, Dee's Pleasure Palace. The less said about that place, the better.

This being a tutorial, the GM decides our next action for us. The paragraph does, however, tell us we should make a note of the present action codes -- they are the actions we can undertake next time we visit Moiran, therefore I'm putting them in the OP. For now, however, the game wants us to visit the marketplace...

Paragraph 382

You decide you should visit the market first to see what sort of trades are available out here in the wilds of outer space. This will take three phases, two from this turn and one from your next turn.

Turn to 487

Paragraph 487

The Commodities Market is located in a sleazy part of town, but then, on Moiran, what isn't?

The warehouse to which you are directed is old; rodents and dirt mingle in every corner. You try not to look too closely at the darker areas behind shelves and under counters, where bigger things may be lurking.

The old woman standing behind the counter doesn't seem pleased to see you, but you don't take it personally; she probably isn't pleased to see anybody.

You tell her you are interested in trading and she tells you in a bored tone of voice that crystals are all she has for trade.

You may trade for them in the following deals:
  • 1 Crystals for 1 Fiber
  • 1 Crystals for 1 Tools
  • 2 Crystals for 1 Food
  • 3 Crystals for 1 Computers
You may select this option again.​

Whenever the game tells us that "you may select this option again," it means you can revisit this place later. Crystals is one of the galaxy's basic commodities:

Crystals: One of the twelve standard commodities that serve as the basis for interplanetary commerce. Crystals are used to collect and control energy, and are used in power generators, spaceship hyperdrives, and navigation equipment.​

Our ship is only carrying Fluids, Food and Medicine currently, so the only trade we can make is 2 Crystals for 1 Food. Star Saga's economy is completely barter-based. Here's the FAQ on trading as given in the manual:

Q: Why do I want to trade?

A: You trade to get the things you need to achieve your character's goals. Some of your acquisitions you can use directly, some you can build other items with, and some you can exchange for goods or services you need.

Q: What's the best strategy for trading?

A: The best strategy is to keep as balanced a load of cargo as possible until you know what you really need. The most important thing is to learn where commodities can be found. You can always return to a planet later if you need to get more of the items they have for trade.

Q: I have the chance to trade one unit of my Iron for three units of Fluids at the marketplace. Should I make the trade?

A: If you're short of cargo, you should probably take the deal. As in real life, three for one is a pretty good trade. When you learn more you can become more discriminating -- for example, you might not want to trade one unit of a commodity for which you don't have a reliable source, just to obtain three of a commodity that you know you can get easily.​

With all that in mind, dear readers, do we trade 1 Food for 2 Crystals? Vote so we can proceed.
 

Kz3r0

Arcane
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27,026
No, and this game reminds me a lot of the equivalent Codex game.
 

Mrowak

Arcane
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Project: Eternity
Jesus Christ... Bee, are you human? o_O

Because the amount of LPying, admining, interviewing is clearly superhuman. Will follow, but... just looking at this LP... wow.

EDIT: That reminds me - it's yet another proof you are a rogue AI, bent on destruction of Bethesda and Bioware. Admit it - Bioware fuckup with ME3 was your doing. :thumbsup:
 

Kz3r0

Arcane
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Messages
27,026
What's the equivalent Codex game?
Didn't we have that space simulator where you traveled back and forth buying something on a planet and and selling it back with a modest profit on another, with different prices from planet to planet that you should account in when making your deals?
There was even the whole upgrade your ship with weapons, armor and engines that could be done only in specific places, probably is a staple of this kind of games but this LP reminded me a lot of the game done by DU for the Codex.
 

Erebus

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Messages
4,845
It is a mystery, yay!

Grrrr !!!


Let's make the trade. Food is of course a precious commodity, but it's not going to help us build anything. And crystals seem pretty useful ; we'll surely be able to find other people willing to offer a good price for them.
 

Crooked Bee

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Alright, 3 votes are in, and the voting's closed so I can start working on an update.

Crystals win over food (what would we need food for anyway?).
 

Crooked Bee

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Update 2: The big reveal

01starsaga_0015.png

We trade our Food for Crystals at the marketplace...

01starsaga_0016.png

...and after we're done, we have 2 Crystals but no Food. I hope we've got Booze, at least. Unlisted, naturally. Not for trade.

Alright, let's keep going now. The game wants us to leave Moiran and travel to Wellmet, another planet, next.

Moiran-Wellmet.png


Paragraph 538

You know that before the Boundary was built, the planet Wellmet was the main center of all exploring activity. You wonder if this is still true. Since you need to get as much information as possible about the galaxy, you decide to make Wellmet your next stop.​

BYVBR-end turn-OB is the way to go! (I hope you follow.) Getting to and landing on Wellmet costs us two weeks. We've even borrowed two phases from the current turn.

01starsaga_0029.png


Paragraph 166

As your drives cycle back and you slide out of hyperspace, Wellmet's sun is already lined up in the center of your viewscreen. Like the first planet you visited, Wellmet is one of the few worlds outside the Boundary whose positions are clearly documented on standard star maps. Thus, among the multitudes of stars and planets that sift through the fringe of the galaxy's spiral arm, Wellmet is easy to find. Your ship, now powered by conventional thrusters, begins to decelerate in a carefully calculated curve that will bring you to the planet at a velocity suitable for making a landing approach.

"We'll be in orbit in six point seven three hours, Boss."

The idea of the computer speaking out loud never ceases to amaze you. It is newly equipped with what it calls a "three-sigma intelligence emulation package", which allows it not only to understand and answer questions in plain Earth Standard dialog, but to volunteer information as well, at what it thinks are appropriate times. Unfortunately, its idea of appropriate times isn't always in agreement with yours.

Six point seven three hours later, you are in orbit around Wellmet. From orbit, the planet looks just like Earth. It has oceans and green vegetation, though there is no evidence of any native animal life. If Wellmet had been the first planet you visited outside the Boundary, you might think that someone was out there prefabricating Earth-like worlds. In fact, Wellmet's remarkable resemblance to Earth is the chief reason it became the focal point of early space exploration and, later, a thriving nexus of interplanetary trade. Even today, after three centuries of isolation outside the Boundary, the name Wellmet is familiar to the people of the Nine Worlds.

Judging from the amount of construction, the human population of Wellmet is about fifty million. Most of the construction is concentrated in a single sprawling city on the north coast of one continent. The city covers a thousand square kilometers, and it teems with activity and traffic, but it's not a city of high towers and electrified streets. You see clusters of dwellings, factory buildings, transmission towers, and landing pads mixed indiscriminately with animal pens, cultivated fields, open rivers, and power plants. There is no single large spaceport, but instead a variety of private landing and docking facilities scattered across the town, ranging from gleaming automated cargo ports to bare concrete pads. Each facility broadcasts its own instructions and signals on different channels, leaving you in some doubt as to where you should land.

"Can you sort out that babble?" you ask the computer.

"Certainly, Boss. All of the privately owned spaceports are broadcasting their own traffic control instructions, along with conflicting claims as to which of them offers the best location and lowest rates for berthing fees. Some pads are set aside exclusively for ships in the employ of various 'Families', or trading concerns. These are located on the safest and most efficient approach lanes, of course, and they're warning us to keep off their private property. Finally, there is a public spaceport of sorts, which charges no fees but requires that we force our way through all the other traffic to reach it."

"Forget about the private docks. Whatever they cost, we can't afford it. Can you plot an approach for the public 'port?"

"No problem. Most of the traffic is old hulks, twice our mass and half our thrust. We can maneuver through it." You do, finding a path in the sky to the spaceport below, cruising past massive cargo ships, big slow converted liners, sleek fast smuggling rigs, and radiation-scarred prospector vessels that bristle with guns like wary old porcupines. You get clearance from the ground to land at one of the empty pads, and with help from the computer, you make a smooth landing.

On the ground, a delegation of spaceport officials meets you as you disembark. They are not unfriendly, and their speech is Earth Standard that is no more heavily accented than your own. They are required to search your ship for contraband cargo. As far as you know, any cargo carried across the Boundary is contraband cargo, but the officials tell you that they care only about certain drugs, weapons, and luxury items that are subject to import duties on Wellmet. You have none of those things on board, so you relax a little. When the officials realize that you've just come through the Boundary, they quickly conclude their inspection and spend some time pointing out the better hotels and trading agents in the area. They reassure you that the security of your ship is guaranteed in the public port, and they offer you any assistance you may require in adjusting to life outside the Nine Worlds.

You spend three days exploring the city (which is also named Wellmet), learning as much as you can about the planet and the people. What you find seems a series of contradictions. The people are unfailingly gracious and polite, yet a majority carry sidearms of one sort or another. Most people care more about experience and skills than titles and rank, yet whole sections of streets are off-limits to anyone who is not a member of one of the Families. Almost everyone expresses scorn or contempt for the Nine Worlds and the Boundary, but they admit that without the Boundary and the smuggling trade it generates, Wellmet would not be as prosperous a trading center as it is. The people of the Nine Worlds are referred to as "worms"—except for you, who in choosing to break out of the Boundary have earned their respect. Wellmet, you learn in the end, is a place that lives by its own rules, a gigantic frontier town where one spacer crew might gun down another for short-weighing a cargo load of Fiber, but would turn around and loan the Crystals out of their drives to a hard-luck case who needed them.

Through careful observation and conversation you identify the following options for further action on Wellmet:
  • OFFII7 (2 phases) Find out what the best deals are on Wellmet for trading commodity cargo.
  • 8FHIA7 (4 phases) Spend a few days talking with spacers' supply merchants to find out what sorts of personal armaments you can obtain here.
  • OVFKIV (3 phases) Learn what you can about the history of Wellmet from the records in the Wellmet Public Archives.
  • 8VHKAV (1 phase) Stop off at the Slippery Silver Tavern and hear the latest news and gossip from the spacers who frequent the place.
  • KFVIK7 (4 phases) Speak to experienced space traders around the port to learn what you can about navigation, exploration, and the hazards of space.

(OP updated with the list of Wellmet action codes.) And now the game wants us to go to the Slippery Silver Tavern...

Paragraph 19

You take a good look around you before you decide what actions you wish to take. You are bright enough to recognize that one of the best places to get reliable info is at a local watering hole. The Slippery Silver Tavern seems to fit that description, so you decide to check it out—and quench your thirst at the same time! Then you will visit the space traders and learn what you can from them.​

...so we input the action code 8VHKAV.

Paragraph 492

The Slippery Silver Tavern is a pleasant sort of place. The management keeps it that way by placing pleasant high strong partitions between the tables and bolting the table pleasantly to the floor. You seat yourself at the only table that is unoccupied, preparing to spend a pleasant evening sipping Boundary Breakers and inhaling the pleasant low-level soothing gas that the management provides free of charge via the air conditioning system.

After a short distraction caused by a crewman in an adjacent booth somehow managing, despite the generally relaxed atmosphere of the place, to heave another man clear over one of the partitions, you find yourself joined at your table by a tall slim man who looks like he grew up in low gravity. He declines to identify himself, even after you have given your name. This puts a bit of a damper on the conversation, but after a few more drinks the talk becomes freer and you decide that your companion is all right.

During the course of the conversation the tall man asks you an interesting question.

"Do you really want to know what's out here beyond the Boundary?"

Your reply is, "Sure. What?"

"Empty space," he answers. "More empty space than you can imagine. And here and there, just often enough to keep it from being totally empty, a star. Now, some of these stars have planets. Maybe one in eighty. More, if you count worthless silica asteroids. Less, if you leave out worthless gas giants. Of course, the stars with planets look the same through a scanner as the ones without. You can only tell by going there, unless you want to observe the same star from a stationary point for a year or so. It's faster to go there: takes maybe two weeks there and back on a careful course. That means a good explorer finds a planet about every three years. Of course, only about one planet in twenty has anything interesting on it, unless you're a geologist or a weatherman. The odds are worse if you're looking for anything that can make a profit in trade. That's why there aren't many explorers these days. Work it out: with a billion stars in the galaxy, there may be millions of good planets—but how are you going to find them?"

"So what's the point?" you inquire. "Are you going to tell me I should work for you instead, hauling Iron through the Boundary?"

The tall man smiles. "Not at all," he says. "And you couldn't run the Boundary if your life depended on it. I'm just pointing out that you'll need help. Like these, for example." He drops six objects on the table: small squares two centimeters on a side that scatter light like laser armor.

You look at the sparkling chips and ask, "Computer software?"

"Star maps," says the tall man. "Six of them, each covering one sixth of the region of the galaxy once known as the Fringe. Star maps that any other person in this bar would kill for."

"They'd kill you for trying to swindle them," you growl. "I suppose you're going to tell me that these are the lost maps of Vanessa Chang?"

Vanessa Chang: (2435-2505 A.D.) Last of the great space explorers, and perhaps the most famous of all. In her expeditions, Chang discovered more than forty inhabited planets, and was the first human being to travel in the Galactic Arm. She returned from space during the years of the Space Plague and helped set up the Boundary to protect humanity from the dangers of unrestricted exploration. Thus, ironically, she helped bring the age of the Great Expansion, in which she played such an important role, to an end. A tragic but strangely fitting afternote is that in the political and social chaos of the time, her maps were somehow lost. Despite the efforts of three centuries of historians, they have never been found.

"Of course."

"And expect me to buy them from you?"

"Not at all. They are yours."

You look the man over to see if he is joking with you, then respond angrily, "Don't talk stupid. If those were Vanessa Chang's maps, you wouldn't be giving them away."

"On the contrary. I have to give them away. Who could possibly afford to buy them?" The tall man leaves the table and walks out of the Slippery Silver.

You remain seated for a heartbeat, then quickly head for your ship with your set of shiny wafers. You load them into your computer and request a decryption analysis.

"Most ingenious," says the computer. "Each chip seems to contain the same basic information, but coded in such a way that no one chip can be decoded without cross-keys from each of the other five."

"You mean, without all six chips you couldn't read any of them?"

"I believe I just said that."

"Okay, so what's on it? A message reading 'Fooled you, Sucker'?"

The computer, for an answer, displays a picture on your main viewscreen. It is a star map, showing the locations of forty planets, with detailed coordinates for each.

"Well, gag me with a Warp Core! Is it real?"

"I have no way to ascertain that. It has the necessary information that a star map incorporates, including orbital motion data for predicting the current locations of planets based on their positions when the map was made."

"When was that?"

"Three hundred seven years ago."

If you haven't already done so, break the seal on the document marked "Document Two" and open it. Spread it out on a table or other surface where you can clearly see it.

You may select this option again.​

Break the seal, you say? Hmm, I wonder what--

Map2Big.jpg


WHOA.

The galaxy seems to be somewhat bigger than we thought... Well, all of us except Erebus.
 

Mrowak

Arcane
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3,952
Project: Eternity
This game already delivers. No wonder Andrew Greenberg was proud of it more than of Wizardy. And how come so far it's better written than what Bio accomplished, will remain the question for Xenobiologists/Xenopaleontologists of the aliens that will come to research our bones.
 

Mrowak

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Project: Eternity
With no graphics to speak of (on the computer screen), the writing had better be good, otherwise who'd play it back then? :M

Yeah, but was anyone in the dev team a "professional" writer, I wonder? Anyhow, I downloaded this, and toyed for a while. Looks pretty cool, so far - but I'm not past the "tutorial stage". And I think I'll pick another character.
 

Azira

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Codex 2012
Bee didn't provide us with any choices to mull over, but I'd like to propose that we immediately scoot off into space, possibly getting horribly killed by doing this, but also possibly finding some aliens with Magic Powers!
Let's bee-line for the planet in triangle 183: GRBORPYGORB :salute:
 

Crooked Bee

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Update 3: In which the hand-holding ends

Finally, to end the introduction, the game wants us to go for "KFVIK7 (4 phases) Speak to experienced space traders around the port to learn what you can about navigation, exploration, and the hazards of space" and points us to paragraph 478.

Paragraph 478

The first thing you learn about the spacers and smugglers of Wellmet is that the more experienced they are, the less they talk.

The best of the pilots are the true smugglers: the ones who run cargo in and out of the Boundary. The run demands top-notch equipment and a crew that doesn't make mistakes. A proven smuggler is a valuable person on Wellmet. Most smugglers end up joining one of the Families—not working for them as agents, but becoming full-fledged Family members. Thus you rarely see them outside the Family enclaves, except when they're out to negotiate for cargo or gear for their ships, and then they don't like to be interrupted.

Pilots without the hardware or constitution for the high-stress Boundary routes make runs between Wellmet and the Ghost Worlds. Unlike the Boundary run, where there are never enough ships to fill all the orders, fringe hauling is a very competitive business. Many of the routes are secret, known to only one spacer or Family. A fringe runner never reveals the coordinates of a market world. When a spacer retires, the secrets get passed down, or sold to the highest bidder.

Fringe haulers are the most common operators on Wellmet. Some of them are self-employed and some of them work Family routes for Family pay. All of them share the characteristic of being instinctively secretive. Some of them will gladly converse with you about technical matters but none will say anything about business.

The third type of spacer is the Prospector. Prospectors are often pilots of small or obsolete ships that can't support themselves in cargo runs. Instead, they explore new star systems trying for the chance to strike it rich. All it takes is one good find—an alien race, a new product, a new trade market, even an isolated Ghost World colony waiting to be rediscovered—to make a prospector rich. One such prospector, you learn, is Slow Eddie Falstaff. Twenty years ago he found a source of Munitions—he isn't saying where—and he's been hauling in steady profits ever since.

You happen to spot old Slow Eddie at a commodities exchange house, trying to negotiate a better price for a load of Munitions. When he gives up and stomps out the door, you try to start up a conversation with him. He ignores you and heads back toward his ship. You follow, and he ignores you even harder. You realize that he is nearly falling-down drunk. Finally he staggers into his ship and looks like he's about to slam the hatch. On impulse, you follow him right inside the ship, and when he slams the hatch you sit down in the dusty co-pilot's seat.

"Huh? What're you doin' here?" he grumbles. "Thought I told you to check those fuel levels. Do I hafta do everything myself?"

"Mr. Falstaff," you begin, "I want your advice."

"Advice? I've got some advice. Change that outfit you're wearing. Attracts Betelgeusian Burglar Beetles with those colors. Can't have them around. Get in all the wiring." Slow Eddie drops himself like a sack of gravel into the pilot's seat. "You got that course logged yet?" he mutters as he begins to doze off.

"I need to know about space," you continue. "What the dangers are. What I should plan to do, where I should search."

"You fixin' to go off on your own, after all this time? Bad move, kid. Prospector? You want to go on the long hunt?"

"Uh... yes. I know you've got to keep your secrets, but can you give me a lead? A direction?"

"Let me tell you a secret. Know how many stars are out there?"

"Yes, there are about ten thousand thou—"

"Neither do I, kid. Much too many. A handful of 'em like pearls in oysters, just to tempt us to dive too deep, and the rest just pretty lights. Damn useless things. Always hated 'em. Anyway, can't be a prospector. Too dangerous."

"Why?"

"Pirates, aliens, space walls... gotta be crazy. Idea like that, what's your mother gonna say?"

"Tell me about the pirates. And what are space walls?"

"Oh, they're mean all right. Shoot you into atoms as soon as look at you. That's the pirates. Took my cargo just last year, and just said Har, Har, Har, and off he went. Space walls are where space gets in your way. There may be two stars, right next to each other, a light year apart in normal space, but you can't go in normal space because it's too slow. So you go hyperspace, but there's a wall there, can't get through. The hyperspace twists you around all the wrong way and you end up back where you started."

"So what do you do?"

"Listen, you don' need to know about space. I'll show you the important stuff. You gotta know how money works. Space is all just part of money, anyway. I'll draw you a picture."

He traces a pattern in the air with his forefinger: a triangle. "This here's space," he says, pointing out one corner. "This is the Boundary, and these are the Ghost Worlds. Here, here, and here. Wellmet's in the middle. Now, you paying attention? Over here are the haulers. Take bulk stuff to the Ghost Worlds, food and chemicals, cause they need it. Bring back rare stuff, good stuff: wine, clothes, meat, glass, chips, ship parts. Got that? Now this corner's Space, and you've got your prospectors. Go into space, bring back space stuff: alien stuff, materials, phase steel, anti'nertial. Bring it back, sell it to the Smugglers. For Reals, that's the money, to buy the good stuff with from over that corner. OK? Now, last piece: your smugglers, over in this Boundary corner. Thay jes' take the alien stuff from space over here, swap it for bulk stuff on the Nine Worlds where it's cheap; bring back the bulk stuff to sell over there. And 'round she goes."

"How about you?" you ask. "Where do you fit in?"

"Ha! Look over here, triangle's got an extra point sticking out!" Slow Eddie jabs his finger at a point in mid-air, then laughs as if he'd just seen you slip on a banana peel. He laughs for a full minute, and when the laughter fades, so does Eddie. He begins to snore in his seat, and you open the hatch and climb out.​

The tutorial ends here, meaning we now need a plan of action. Azira has already suggested a planet he'd like to visit, but don't forget there are still some other actions we can undertake while on Wellmet, namely:

Planet: 110-B (Wellmet)
Actions:
  • OFFII7 (2 phases) Visit the Wellmet Commodity Market
  • 8FHIA7 (4 phases) Ask around for personal armaments to buy
  • OVFKIV (3 phases) Visit the Wellmet Public Archives to learn about Wellmet history
  • 8VHKAV (1 phase) Revisit the Slippery Silver Tavern
Please suggest an action or two.

Current status

Name: Professor Lee Dambroke
Ship: The Black Abyss
Score: 294/5000
Turn: 6
Location: 110-B (Wellmet)
Cargo: 1 Unit Fluids, 2 Unit Crystals, 1 Unit Medicine (4/10)
Goal: Bring back undeniable proof of three alien abilities which will seem like "magic" to your colleagues. Return to your home world, Harvard, when you have accomplished this feat.​
 

Azira

Arcane
Patron
Joined
Nov 3, 2004
Messages
8,527
Location
Copenhagen, Denmark
Codex 2012
Before gallivanting off into the unknown, it's probably prudent to be armed and armoured, if at all possible. Same for the ship. So before plotting the course I suggested, mayhaps we should do the 8FHIA7 thing..
 

Erebus

Arcane
Joined
Jul 12, 2008
Messages
4,845
Arming ourselves is only sensible. Then I'd suggest visiting the other Ghost Worlds ; they're probably not too dangerous and they might offer useful clues. Let's start with Para-Para, since it's the closest.
 

Crooked Bee

(no longer) a wide-wandering bee
Patron
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Messages
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In quarantine
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No interest in Wellmet history? Codex, I am disappoint.

Fair enough, let's look for some armaments.

Paragraph 51

The spacer districts of Wellmet support an amazing number of hardware brokers catering to pilots and crews. A person with enough Reals (the local currency) or cargo to trade could probably build a whole ship out of the spare parts available. Navigation instruments, computer hardware, life support modules, and even used drive cores are available in any quantities. The prices are much higher than in the Nine Worlds, but in the Nine Worlds, trade in space hardware is rigidly controlled and restricted to licensed manufacturers and operators. Here, the stuff is sold off the shelf in storefronts.

You have the great fortune of owning—or at least controlling—a ship that is already equipped with most standard hardware. What you are looking for is weapons for your own personal defense, and in this area you find Wellmet surprisingly lacking. Even though most everyone on the street seems to own a serviceable hand weapon, there are few available on the market. The shop owners and floor dealers tell you that the Families have recently been cracking down on the hand weapons trade in the city. Apparently, a few years ago, there was a run of street violence and a sudden proliferation of powerful hand weapons of the beam variety. This made the Families nervous, because even the best bodyguards offer no protection against lasers. Family bosses found themselves as much at risk in the streets as everyone else, which they didn't like at all. The bosses got together and agreed to clean the place up. Result: weapon manufacturers out of business, existing hand weapons hoarded like jewels, and weapons vendors reduced to selling piercers, exploders, laser reflectors, and force fields.

Actually, the choices available aren't too bad for a spacer just starting out. Piercers are fine weapons for back-alley brawling or last-ditch close-quarters defense. Exploders, while not great for pinpoint accuracy, are effective for crowd dispersion—that might be just what you need when you're dealing with unfamiliar alien animal life. Laser reflectors help to even the odds if you're facing an enemy armed with a beam weapon and all you've got is a piercer. Force fields represent the most advanced and effective device available here; needless to say, they will cost somewhat more than the other items.

  • Piercer: 1 Computers, 1 Medicine
  • Exploder: 1 Munitions
  • Laser reflector: 1 Fuel
  • Force field: 1 Culture, 1 Crystals, 1 Fiber, 1 Iron

You may select this option again.​

It certainly looks like we can't make any barter here with our currently cargo. Let's check out the commodity market, however, in the hope that we might come across some kind of profitable trade option there.

Paragraph 456

Wellmet has no central commodities trading concern. Instead, there are a handful of independent commodities exchanges. Following suggestions from residents, customs officers, and handbills posted on the walls, you track down a few of the trade houses to see where the best deals are. The first, a huge storage facility on the outskirts of the city, seems promising: it is currently offering three units of Munitions in exchange for each unit of Fuel.

Another, smaller but located right near the spaceport, offers one Munitions per unit of Iron. Continuing your search, you find deals of one Munitions per one Medicine, three Munitions per one Radioactives, and one Munitions per one Culture. You begin to see a pattern. You return to the first trade center and inquire, "Why is everyone offering Munitions and nothing else?"

"Current surplus," is the answer. "We're overstocked with the stuff."

"Why?" you ask. "Is it manufactured locally?"

"No, it's brought in by the shipload by old 'Slow Eddie' Falstaff. Every two weeks he hauls in with a shipload of Munitions. He found some secret source out in the Pleiades or thereabouts, about twenty years ago, and he's been like clockwork since."

"Why doesn't he shift to a more profitable commodity?"

"Slow Eddie? Why? He's got it made. An explorer could search a lifetime and not find a rich vein like that. Probably knows the coordinates of some world where it grows on trees, or the natives trade it for air. Can't get more profitable than that."

You concede the point, although Slow Eddie's career doesn't sound like what you expected the life of a successful interstellar trader to be like. However, the whole economy can't be based on trading Munitions around, no matter how much Eddie hauls in. "Where," you ask, "can I deal for commodities and goods other than Munitions?"

"Not here," is the invariable answer. "Maybe in the Family markets, if you can get a foot in the door." However, one trader you meet tells you, "I hear the Torrence Family is selling commodities on the open market now. You might want to try their spread." If you do so, plot option:

  • 4FXIC7 (3 phases) Trade cargo in the Family market.

You may select this option again.​

I'm gonna go ahead and say we won't find any deals we can make in the Family market just yet, even though I'll be sure to show it off before we leave Wellmet, but hey, it looks like we can trade our Medicine for 1 Unit Munitions!

Munitions: One of the twelve standard commodities that serve as the basis for interplanetary commerce. Munitions are the components for all kinds of weaponry, and include explosives, lasers, bullets, nerve gas, etc.​

Furthermore, if we trade Medicine for Munitions, we can return to the Armaments market and buy an Exploder there.

Exploder: A common hand weapon that shoots chemical explosive charges. Less powerful and less accurate than a blaster, but also less vulnerable to anti-energy and anti-technology defenses. (Hand-to-Hand Attack Projectile.)​

Therefore I ask you to vote on two things:

1. Do we trade Medicine for Munitions for an Exploder?

2. Where do we travel next? (Map)

Erebus has already suggested we go to other Ghost Worlds first in search of some further clues, starting with Para-Para since it's the closest one. Azira, on the other hand, has suggested we head into the unknown, namely, planet 163-B on the eastern side of the galaxy map; one long and risky trip for sure. Other suggestions are also welcome. Voting will be open for 24 hrs, at least.
 

Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,026
1. We trade Medicine for Munitions for an Exploder.
2.Para-Para
 

Erebus

Arcane
Joined
Jul 12, 2008
Messages
4,845
No interest in Wellmet history? Codex, I am disappoint.

Hey, if we were interested in stupid humans, we'd have become an anthropologist or a sociologist !

Also, let's buy an exploder. This isn't Mass Effect, but we still might have to kick some alien ass for the cause of science.
 

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