Tag name:play-by-mail

1961

First published 11th July 2017 (Last Modified 21st December 2021)
/

Catastrophe averted

The capsule shortly before it disappeared behind the waves

Smaug Inc.'s second launch on the 31st December was an attempt at a manned sub-orbital mission carrying astronauts Anna Rivetti, Ben Mezera and Caroline Freberg. With a good launch and a near perfect re-entry of their three person capsule, hopes were high that their recovery in the South Atlantic would also be a success. In the event however, it appears that the explosive bolts for the capsule's flotation devices were too powerful and while the floatation collar did expand, the large hole carved into the capsule meant that the astronauts had just a few seconds to escape the capsule before it disappeared beneath the waves1.

Islanders collect souvenirs

Inhabitants and tourists on Tahiti have been collecting souvenirs of the failed Lunar Probe launched by GOSsiP on the 1st of December. The launch of this mission was good, with the only fireworks being from the post launch barbecue out on the nearby glacier, however it appears that the probe had not been filled with any propellant for its manoeuvring thrusters as the probe did not perform any of the commanded propulsion burns once freed from its rocket. The Probe did not complete an orbit of the earth and re-entered the atmosphere over South Pacific Ocean.2.

Smaug Inc successfully launches second orbital satellite

Smaug Inc has continued its successful orbital satellite program with another successful launch on the 15th of December. This, the third satellite to orbit the earth and the second one from Smaug Inc., caused a few nervous moments when the satellite's manoeuvring thrusters did not fire until very near the end of the timing window, but the satellite did safely make orbit.

ASA goes big

ASA appears to have concluded that its large budget can easily afford big ticket items and the agency has started a four person capsule that will also be capable of landing on (and launching from) the lunar surface, which promises to avoid the need for any dangerous docking operations. Reportedly ASA's science teams led by Professor Matt are delighted at the opportunities that this new program presents.

Observing events, a disgruntled Steve Zodiac has not only been confined to base but has limited access to the Mess facilities and is apparently not allowed beyond the coffee dispenser. A glowering Dr Venus has pointedly made the remark that she is not the said coffee dispenser. At least someone is as happy as Larry/q> Zodiac is reported to have said, referring to a constantly beaming Professor Matt. Meanwhile it emerged that investors in Harold's Bar, adjacent to the site, are worried about a sudden dip in bar receipts and business to business sales of the Amber Nectar to the Space City Mess.

SARSA plans world's biggest firework

Sources from within the South African Space Agency are suggesting that despite tough competition, the agency is planning a spectacular launch for next year with what the source described as the world's biggest firework. While the source was not prepared to discuss details (he was nervously watching the clock during the discussions), it was acknowledged that the agency has completed research on its three stage rocket program.

Outrage at animal testing

There was outrage this year as both SARSA and SHADO announced that they are both considering using either dogs or monkeys as alternatives to unmanned flights. While animal rights organisations are organising protests and lobbying for the practise to be outlawed, both SARSA and SHADO point out that this could allow them to test equipment in a real environment without risking human life3

Smaug Inc. first to develop EVA Suits

A critical part of any lunar landing is the actual walk upon the lunar surface. As there is no atmosphere, Smaug Inc. has started the first EVA Suit program to allow its astronauts to safely leave their spacecraft and conduct independent exploration. The new suits have already attained a safety rating of 63%.

More bugs found

Continued insistence on the use of mosquito nets at the Australian facilities building the new four person capsule/module looks like leading to another potential problem being averted. Workers at the facility insisted on the nets as an additional measure when a colony of funnel-web spiders was discovered in the mock-up designs for the new capsule. Observers refused to speculate on the coincidence of the discover and the recent visit by Colonel Steve Zodiac to the facility4.

Sabotage threat at Smaug Inc.

An anonymous tip-off at Smaug Inc. has caused consternation by suggesting that Smaug Inc.'s three person capsule has a potential fatal flaw. The details of the problem have not been revealed, but the suggestion is that the capsule is much more dangerous than official figures are suggesting. However to discover precise details of the problem look to be quite expensive at an estimated $30,000,000. Officials refused to comment on suggestions that South African agents had been spotted at the capsule's construction facilities. After all, how did they know where they are.., one official is quoted as saying.5.

Dr. Von Graun moves onto GOSsiP

Dr. Von Graun's world tour has continued with a move from South Africa to Greenland after he discovered that the South African climate was no better than Hawaii's! SARSA has denied that this will have any affect on its research program claiming that they got everything they could from the good doctor. GOSsiP has welcomed the move claiming it will reinvigorate their research program6.

Statistics page added

To help keep track of the overall progress of man's quest to land on the moon (and return safely!), the journal has added a new statistics page7.

Launch Calendar

The provisional calendar for launches planned in 1962 (assuming none of the missions are rushed or scrubbed) is as follows:

10th Dec
SARSA
15th Dec
SHADO
20th Dec
Smaug Inc.
23th Dec
Smaug Inc.8

Last updated: December 21, 2021 at 19:38 pm
24th July 2017
Corrected year of the provisional launch calendar

Footnotes

  1. Whilst this is not a catastrophic failure, this does count as a failed mission and incurred the budget penalty for a failed mission. The crew is credited with completing a mission and the safety factor of the capsule is still increased by 1%.
  2. This mission incurred a 6% safety penalty on every mission step due to the lack of a successful Orbital Satellite and no Lunar Satellite Fly-by. As no deaths were caused, the safety factors of both the rocket and the probe have been increased by 1%. As the Probe did not reach the moon, there is no change to the Photo-Reconnaissance rating for GOSsiP
  3. Both agencies got the same event. One time only, each agency may plan a manned mission to take animal passengers instead of human. The mission provides the usual 1% improvement to safety factor to any equipment used without (most of) the risk of a catastrophic failure. A successful mission will improve the agency's budget as if the mission was a subsequent mission. A failed mission will decrease the budget by the standard $3,000,000 (assuming the rocket didn't kill people on the launch pad).
  4. First module failure by ASA will be ignored. If the vehicle in question is the four person capsule/module, it is the relevant mission step that determines if the failure is treated as a capsule or a module failure (Yes, ASA does seem to be getting quite lucky, but it is just luck!)
  5. Smaug Inc. must either spend $30,000,000 on discovery and fixing of the fault, or suffer a 10% safety penalty to the capsule on its next mission (this penalty only applies to the next mission).
  6. +1 to every R&D die for GOSsiP in 1962.
  7. Mainly to help me track which mission budget bonuses are still available!
  8. Smaug Inc. will need to purchase a second launch facility this year or this launch will be automatically scrubbed.

Influence

First published 7th November 2017 (Last Modified 21st December 2021)

Shady dealings

An important resource for all gentleman is the favours owed to them. In game terms there are nine classes of favour ranging from the lowly level one favour to the mighty level nine favours.
Gentlemen with a social level of 8 or higher will gain a favour every season (i.e., during janvier, avril, juillet and octobre). Female companions grant favours at the end of janvier (with additional favours from influential companions, and with the high social standing ladies providing higher level favours.

The level of favour needed to influence an NPC is shown in the table below. Each favour can provide a modifier of either +1 or -1 at the discretion of the character using the favour. Favours can be used to affect decisions affecting other players. If you are an member of the same regiment as an NPC any favour used is will be used as if it is of one class higher than in actually is. Favours can be converted to and from the immediate next highest class at a ratio of two to one (e.g. a level 4 favour can be converted to/from two level 3 favours).

Level 9
The King
Level 8
The Crown Prince, Cardinals
Level 7
Minsters1,Field Marshals
Level 6
Generals
Level 5
Lieutenant Generals
Level 4
Brigadier Generals
Level 3
Colonels2
Level 2
Lieutenant Colonels
Level 1
Majors, Captains3

Favours recorded in this manner do not affect player character decision should they be in post.

Using a favour is assumed to take no time (you are assumed to be calling in the favour via a quit tete-a-tete, this does not take a whole week!


Last updated: December 21, 2021 at 19:36 pm
9 November 2017
Favours take no time to use

Footnotes

  1. Includes Commissioner of Public Safety, Chancellor of the Exchequer, Minsters without Portfolio, Minster of Justice, Minister of War and Minister of State.
  2. Determines admission into regiments and appointments within the regiment.
  3. Determines if a private or subaltern may skip being on duty for a week.

Phillipe Lemoine

First published 28th October 2017 (Last Modified 21st December 2021)

Second Son of a very wealthy Viscount Lemoine.

AttributeCurrentlyNotes
PlayerTina Monk
Strength13Started at 13
Rapier Expertise8Started at 7. 1 week of practice
Sabre Expertise8Started at 7. 1 week of practice
Cutlass Expertise7Started at 7
Constitution11Started at 11
Endurance143 of 143Started at 143
Military Ability4Started at 4
Cash530Started at 750
Allowance and/or Pension125Started at 125
Social Level10Started at 10
ClubHunter's
Female CompanionGisèle BarthélemySocial Level 14, Stunning, Influential
FavoursTwo Level 6 favours, One Level 2 favour

Order Template



avril 1624
Great Egg Race
mars 1624
Pineapple Party!
janvier 1624
Accepted by Gisèle Barthélemy. Organises race to be held in février
décembre 1623
Arrives in Paris for the first time.

Last updated: December 21, 2021 at 19:36 pm
23rdNovember 2017
Corrected rapier practice count

Roget Thésaurus

First published 18th October 2017 (Last Modified 21st December 2021)

Second Son of a well to-do gentleman.

AttributeCurrentlyNotes
PlayerSudhir Sood
Strength15Started at 15
Rapier Expertise9Started at 9. 2 weeks of practice
Sabre Expertise10Started at 9. 1 week of practice
Cutlass Expertise9Started at 9. 1 week of practice
Constitution8Started at 8
Endurance120 of 120Started at 120
Military Ability2Started at 3
Cash148Started at 250
Allowance and/or Pension50Started at 50
Social Level4Started at 4
ClubRed Phillips
Regiment & RankGrand Duke Maximillian Dragoons, SubalternMember of E troop
Stable1 horse
Investments in Parisian Property100 Crowns
Investments in Tulip Farms110 Crowns
ClubRed Phillips

Order Template



octobre 1624
Promoted to Subaltern
juin 1624
Won duel against Jean Huile
avril 1624
Victoria Gainsbourg leaves him for Jean Huile
février 1624
Victoria Gainsbourg accepts him as her companion
janvier 1624
Accepted by Grand Duke Maximillian Dragoons.
décembre 1623
Arrives in Paris for the first time.

Last updated: December 21, 2021 at 19:36 pm

Sir Alex Kuzbidon

First published 16th October 2017 (Last Modified 21st December 2021)

Orphaned son of Sir Kuzbidon, a wealthy knight.

AttributeCurrentlyNotes
PlayerNeil Leach
Strength7Started at 7
Rapier Expertise12Started at 11. 2 weeks of practice
Sabre Expertise11Started at 11
Cutlass Expertise11Started at 11
Constitution8Started at 8
Endurance56 of 56Started at 56
Military Ability5Started at 5
Cash2888Started at 4000
Allowance and/or Pension0Started at 0
Social Level10Started at 10
Regiment & RankRoyal Marines, CaptainC company
ClubHunter's
FavoursOne Level 2 favour
Female CompanionAurélie PueyrredónSocial Level 9, Wealthy
Stable1 horse

Order Template



octobre 1624
Promoted to Captain
mai 1624
Successfully courts Aurélie Pueyrredón
janvier 1624
Accepted by Royal Marines and joins as a subaltern.
décembre 1623
Arrives in Paris for the first time.

Last updated: December 21, 2021 at 19:36 pm

Lombard Chequers

First published 9th December 2017 (Last Modified 21st December 2021)

1st son of a very wealthy merchant.

AttributeCurrentlyNotes
LocationProvence
Strength8Started at 8
Rapier Expertise11Started at 11
Sabre Expertise11Started at 11
Cutlass Expertise11Started at 11
Constitution13Started at 13
Endurance101 of 101Started at 101
Military Ability5Started at 5
Cash1470Started at 825
Allowance and/or Pension137Started at 137
Social Level5Started at 6

Order Template



Mai 1624
Heads to Provence
Avril 1624
Arrives in Paris for the first time.

Last updated: December 21, 2021 at 19:36 pm

Duelling

First published 5th October 2017 (Last Modified 21st December 2021)

Dueling

A fencing match (Thomas Rowlandson, Metropolitan Museum of Art,)

On many occasions you may be required to defend your honour by offering and/or accepting a challenge to a duel.

The sequencing of the events leading up to a duel are:

Month 0
Offence is taken.
Month 1
If there is a valid reason for the offence the offended party must either issue a challenge or lose status points equal to half his status level. Imagined insults can still allow a Challenge to be issued, but the Challenger will lose two status points. The Challenger specifies the place and time for the duel. Normally this will be a specific week in Month 2, but can be a week in Month 1 if both the Challenger and the Challenged agree to the earlier date.
Month 2
The Challenged may refuse the challenge. If the Challenger has a valid reason for the Challenge the Challenged loses status points equal to half of his own status level when refusing the challenge. If the excuse is merely an imagined insult the Challenged may refuse the Challenge without penalty.
Month 2 Week x
If the Challenger chooses to fight the duel, it is fought at the beginning of a week - it does not, of itself, prevent either the Challenger or the Challenged from performing other actions in the same week. If you have to fight multiple duels in the same week, you get to choose the order in which you wish to fight1.

Challenges can be made and received even while you are out of Paris for any reason. If you're out of Paris when a duel is scheduled it will be held over until your return. Note that duels scheduled for Week 1 occur before you leave Paris if you choose to do so. Duels scheduled for later weeks can be dodged by leaving the city, but will need to be fought on your return.

If you are scheduled to If so your order will need to include instructions on how you wish to fight the duel. An injured duellist2 may refuse to duel without penalty and his refusal satisfies the challenge.

A duellist needs to specify how he is planning to divide his expertise between attack and defence during the duel, with which weapon he is planning to fight and under what circumstances he will offer and/or accept surrender. If you surrender without being hit it will be treated as if you refused the challenge.

The duel proceeds in a sequence of rounds. In each round one of the duellists will be the attacker, the other the defender. The odds of a duellist being the attacker is determined by comparing the attack ratings of each duellist.

In each round the attacker rolls a die of the size of his attack rating, while the defender rolls a die of the size of his defence rating. The defender's score is subtracted from the attacker and the following table is consulted:

Attack roll - Defence rollCombat ResultComments
14 or moreDefender takes three times the attacker's strength score as damage and in every subsequent round the defender loses the attacker's strength in additional bleeding damage. Attacker will automatically be the attacker in the next round.The attacker has made a crippling wound on the defender.
9, 10, 11, 12 or 13Defender takes three times the attacker's strength score as damage. Attacker will automatically be the attacker in the next round.The attacker has made a serious wound on the defender.
6, 7 or 8Defender takes three times the attacker's strength score as damage.The attacker has made deep, but non-crippling, would in the defender.
4 or 5Defender takes two times the attacker's strength score as damage. Attacker will automatically be the attacker in the next round.A definite hit by the attacker that left the defender off balance
3Defender takes two times the attacker's strength score as damage.A definite hit by the attacker
2Defender takes the attacker's strength score as damage. Attacker will automatically be the attacker in the next round.A hit by the attacker which left the defender off balance
1Defender takes the attacker's strength score as damage.A hit by the attacker
0NoneStand-off; Both duellists manoeuvre for position but neither gains an advantage
-1Attacker takes defender's strength as damage.Defender riposted the attacker lunge.
-2Defender's attack rating boosted by one in the next round.Defender blocked the attack.
-3Defender's attack rating boosted by 2 in the next round.Defender blocked the attack and placed the attacker in a disadvantageous position
-4 or lessDefender's attack rating boosted by 3 in the next round.Defender blocked the attack and placed the attacker in a disadvantageous position

The above table assumes that the attacker is using a rapier. There are similar tables for using a sabre (the regimental weapon of the Cuirassers and Dragoon Regiments) and for the cutlass (the regimental weapon of the Royal Marines).

Example

Isaac Iverson and Jack Antequtil meet on the duelling field (with seconds of course to ensure fair play). Isaac has an expertise of 11 and chooses to divide this as an attack of 8 and a defence of 3, while Jack goes for a simple split of 5 for each of attack and defence. Issac has a strength of 11 and an endurance of 176 while Jack has a strength of 10 and an endurance of 100.

Round 1

Isaac has a 8 in 13 chance of being the attacker (Jack has the other 5 in 13). A d13 is rolled and comes up with a 2 so Issac is the attacker. Issac rolls a d8 and scores a 3, while Jack rolls a d5 and scores a 1. The difference is +2 for a combat result of Defender takes the attacker's strength score as damage. Attacker will automatically be the attacker in the next round.. Jack loses 11 points of endurance (leaving him with 89).

Round 2

Isaac is automatically the attacker in this round. Issac rolls a 4 on his attack dice of a d8. Jack rolls a 2 on his d5, so the combat result is again Defender takes the attacker's strength score as damage. Attacker will automatically be the attacker in the next round.. Jack loses another 11 points of endurance leaving him on 78.

Round 3

Isaac is again automatically the attacker this round. Isaac rolls a 7 for the attacker while Jack rolls a 2 for the defence. With a difference of +5, the combat result is Defender takes two times the attacker's strength score as damage. Attacker will automatically be the attacker in the next round.. Jack takes another 22 points of damage to his endurance leaving him with 56 (still more than half his maximum endurance, if only just).

Round 4

Isaac continues to press the attack, rolling a 2, while Jack's defence is a 3. With a difference of -1, the combat result is Attacker takes defender's strength as damage. as Jack ripostes Isaac's attack. Isaac takes 10 points of damage leaving him with 166.

Round 5

As there is no automatic attacker this round, the d13 is rolled coming up with a 9 allowing Jack to attack. Jack rolls a d5 for his attack, scoring a 4. Isaac only put 3 points into his defence, so rolls a d3 for a roll of 2. The difference is +2 for a combat result of Defender takes the attacker's strength score as damage. Attacker will automatically be the attacker in the next round. so Isaac takes another 10 points of damage leaving his endurance on 156.

Round 6

Jack gets to press his attack. He rolls a 1 though. Isaac's defence of 3 manages to take advantage of the slip. The combat result is -2 or Defender's attack rating boosted by one in the next round..

Round 7

As Isaac's attack rating is temporarily increased to 9, he has a 9 in 14 chance of being the attacker. The d14 rolls a 10 however, so Jack is able to attack rather than defend. His attack roll (on the d5) is again a 1 while Isaac rolls a 2. The difference is -1, so Attacker takes defender's strength as damage. and Isaac's riposte scores 11 points of damage on Jack taking Jack to an endurance of 45. He is now under half health so he can (and does) surrender leaving the field.

Outcome of the example duel

Isaac won duel with only a minor scratch (which will take only a month to heal). The King's Musketeers and the 53rd Infantry are neutral to each other, so Isaac gains 2 status points for winning a duel. In addition his expertise increases to 12. Jack, on the other hand, has taken 55 points of damage. This will take 3 months to heal3. In addition he loses two status points for the lost duel. His expertise does not change.


Last updated: December 21, 2021 at 19:36 pm
8 January 2018
Add closing bracket
9 November 2017
Clarify sequencing of the challenge and the duel
31 December 2017
Fix typo's and missing words

Footnotes

  1. Unless there are so many duels to be fought that it just gets too confusing to sort out the order, in which the order of the duels will be randomised.
  2. One whose current endurance is less than half of his maximum
  3. You heal half the damage in the first month and then your constitution in the subsequent months

Duelling - Cutlass

First published 6th October 2017 (Last Modified 21st December 2021)

The damage table for duelling with a cutlass is:

Attack roll - Defence rollCombat ResultComments
14 or moreDefender takes four times the attacker's strength score as damage and in every subsequent round the defender loses the attacker's strength in additional bleeding damage. Attacker will automatically be the attacker in the next round.The attacker has made a crippling wound on the defender.
9, 10, 11, 12 or 13Defender takes four times the attacker's strength score as damage. Attacker will automatically be the attacker in the next round.The attacker has made a serious wound on the defender.
6, 7 or 8Defender takes four times the attacker's strength score as damage.The attacker has made deep, but non-crippling, would in the defender.
4 or 5Defender takes four times the attacker's strength score as damage. Attacker will automatically be the attacker in the next round.A definite hit by the attacker that left the defender off balance
3No damageThe attacker came close but the defender was able to avoid the cutlass
2No damage but the attacker will automatically be the attacker in the next round.The attacker came close but the defender was able to avoid the cutlass
1NoneThe attacker came close but the defender was able to avoid the cutlass.
0NoneStand-off; Both duellists manoeuvre for position but neither gains an advantage
-1Attacker takes defender's strength as damage.Defender riposted the attacker lunge.
-2Defender's attack rating boosted by one in the next round.Defender blocked the attack.
-3Defender's attack rating boosted by 2 in the next round.Defender blocked the attack and placed the attacker in a disadvantageous position
-4 or lessDefender's attack rating boosted by 3 in the next round.Defender blocked the attack and placed the attacker in a disadvantageous position

Last updated: December 21, 2021 at 19:36 pm

Duelling - Sabre

First published 6th October 2017 (Last Modified 21st December 2021)

The damage table for the sabre is:

Attack roll - Defence rollCombat ResultComments
14 or moreDefender takes four times the attacker's strength score as damage and in every subsequent round the defender loses the attacker's strength in additional bleeding damage. Attacker will automatically be the attacker in the next round.The attacker has made a crippling wound on the defender.
9, 10, 11, 12 or 13Defender takes four times the attacker's strength score as damage. Attacker will automatically be the attacker in the next round.The attacker has made a serious wound on the defender.
6, 7 or 8Defender takes four times the attacker's strength score as damage.The attacker has made deep, but non-crippling, would in the defender.
4 or 5Defender takes three times the attacker's strength score as damage. Attacker will automatically be the attacker in the next round.A definite hit by the attacker that left the defender off balance
3Defender takes two times the attacker's strength score as damage.A definite hit by the attacker
2Defender takes half of the attacker's strength score as damage (rounded up). Attacker will automatically be the attacker in the next round.A hit by the attacker which left the defender off balance
1Defender takes half of the attacker's strength score as damage (rounded up)A hit by the attacker
0NoneStand-off; Both duellists manoeuvre for position but neither gains an advantage
-1Attacker takes defender's strength as damage.Defender riposted the attacker lunge.
-2Defender's attack rating boosted by one in the next round.Defender blocked the attack.
-3Defender's attack rating boosted by 2 in the next round.Defender blocked the attack and placed the attacker in a disadvantageous position
-4 or lessDefender's attack rating boosted by 3 in the next round.Defender blocked the attack and placed the attacker in a disadvantageous position

Last updated: December 21, 2021 at 19:36 pm

Gambling

First published 9th October 2017 (Last Modified 21st December 2021)

Between Players

Players are free to make any bets or wagers between themselves as they see fit. However the GM will only know about them if the bets are specified in your orders and the player's funds will be adjusted as a result of the outcome of the bet if both players specify the wager in their wagers (and the GM can determine the outcome of the wager of course!). Status points will be awarded and deducted based on the size of the wager, the relative status level of the bettors and the visibility of the wager as described by the players.

At your club or the bawdyhouse

All clubs and the bawdyhouse provide the same (abstracted) mechanism for gambling against the house. On each round of gambling:

  1. The player declares (in his orders) how much he is going to bet
  2. The house rolls a d6.
  3. If the player's order declare a cut value and the house's score equals or exceeds the cut value, the player loses half of his bet, but gets to keep the other half. He also loses a status point.
  4. If the player is still in the round (i.e., didn't cut), he rolls a d6
  5. The player has the higher score he wins both his original stake and the same again as winnings. He also gains a status point.
  6. If the player has the lower score or has only tied with the house, he loses his bet and a status point.

A player may make up to nine bets in the week. Each club (but not the bawdyhouse) has a house limit on the size of each bet (If you're gambling at Bothwell's it has a minimum bet size of 100 crowns). If you're gambling at a club, your bets for the week are totalled (with any bets that you chose to cut counting as half). This total is then divided by the club's gambling divisor and the result rounded down. You then gain this amount in additional status points.