Någon typ av presentation av DD EEE

Ackerfors

Alas, your rapids!
Joined
21 Jan 2001
Messages
7,479
Jag är lite osäker på vad jag håller på med och vad det i slutändan kommer att bli. Endera dagen är jag väldigt pepp, nästa tänker jag att jag borde lägga upp vrakdelarna här så att ni kan ta det som mot förmodan går att använda till något av era mycket bättre projekt.

Hur som helst, låt mig presentera …
framsida.png
Destination Dymaxion. The Endless Exploration Experience

Världen gick under, så som den oftast gör, och mänskligheten stängde in sig i stora kupoler, skyddade från den farliga och radioaktiva världen utanför. Livet var gott, inget fattades någon, egentligen, men det var också ganska trist.

En dag upptäckte forskarna att radioaktiviteten var borta och plötsligt var hela världen tillgänglig.

Rollpersonerna är de upptäckare som av rastlöshet eller äregirighet tar sitt fordon och drar ut på upptäcktsfärd.



Inspirationsmässigt befinner sig spelet i skärningspunkten mellan Wanderhome och Ultraviolet Grasslands, med en smula Svärdets sång och Vindsjäl bredvid. Dock finns två inspirationskällor som är mycket viktigare:

Först och främst är det arkitekten och uppfinnaren R. Buckminster Fuller. Han myntade begreppet Dymaxion (och här vet jag inte om jag är inne och travar på någon form av upphovsrätt) och ur hans, något speciella hjärna kom Dymaxion Car, Dymaxion House, Dymaxion Map, Dymaxion Sleep och Dymaxion Chronofile. Han var cool helt enkelt, och egen, och alla dessa delar vill jag ha med i spelet på olika sätt.

Bilen och huset är mest en fråga om estetik. Jag vill att känslan ska vara en blandning av 1950-tal och 1980-90-tal. Det känns som att det går att kombinera okej.

Vad som är viktigare för spelet är kartan. Hans kartprojektion syftade till att bibehålla proportionerna så långt det går. Det är svårt att projicera en sfär på något annat än en sfär, men … tjugosidig, det är ju ganska nära. Världen i Destination Dymaxion är planeten Dymaxion vilken man triangelkrälar på med hjälp av en T20. Jag vill ha mycket världsgenerering, men det är också svårt att få till, och det är oftast när det gäller listor och tabeller moralen falnar.

Hur som helst, tanken är att man far runt i sin bil, upptäcker världen, hittar spännande platser, ser om det finns någon annan kvar i världen överhuvuvdtaget.

Den andra inspirationskällan är, lite oväntat, Pokemon-tv-serierna. Hur!? frågar i princip alla. Jo, jag såg att i deras berättelser är rivaliteten ganska viktig. Det gäller att bli bäst, men inte till varje pris. Det ska vara ärligt och kampen i sig är lika viktig som vinsten. Efter en pokemon-strid berömmer de varandra, tackar för god match och önskar lycka till till nästa gång man möts. Ofta är det också någon man känt länge eller har ett nära band till på annat vis.

Den typen av rivalitet vill jag få till som en drivande del i Destination Dymaxion. Att vara hack i häl på, eller jagas av rivalerna är en bit av spänningen. Det gäller att vinna över dem, retas med dem och samarbeta med dem om faran är för stor.

Jag vill, i den andan, att grundinställningen ska vara icke-våld och har därför helt struntat i stridsregler.



Oh well, reglerna då? Ganska simpelt, T20 med modifikationer över svårighetsgrad. Levels (tror jag, har inte bestämt mig). Rollpersonerna är väl utformade som playbooks. Varje expedition måste ha en ledare och sedan en ur tre olika grupper (sökare, fixare, vårdare), bara om man är fler än fyra spelare får man välja fler ur en grupp. För varje rollperson finns en rival så att rivalgruppen blir lika stor som spelgruppen, men det är spelgruppen som utformar rivalerna också.



Så var står jag nu?

Jag har skrivit ungefär 15 000 ord på spelet och jag vet inte om det är mycket eller lite, men reglerna är en stomme som jag är ganska nöjd med. Nästa steg är att skriva färdigt alla rollpersoner och lista färdigheter och sådant, samt att göra tabeller för resande, incidenter och världsgenerering. Den svåra biten antar jag. Innan den supersvåra med layout, bilder och eventuell distribution av det ska till.

Jag vet helt enkelt inte om det kommer bli något av det, men det är kul att presentera någonting i alla fall.

dymaxion.pngthe leader.pngd20.jpg
 
Last edited:

Rymdhamster

ɹǝʇsɯɐɥpɯʎɹ
Joined
11 Oct 2009
Messages
12,636
Location
Ludvika
Spontana reaktion är: det där låter ju sjukt coolt.

(enda jag reagerar på är att det vore kul om inte en spelare _måste_ vara ledare).

Och hade jag sett en bok med det omslaget i rollspelshyllan på SF-bokhandeln hade jag definitivt stannat och plockat upp den.
 

Ackerfors

Alas, your rapids!
Joined
21 Jan 2001
Messages
7,479
Spontana reaktion är: det där låter ju sjukt coolt.
Tack, vad roligt att höra! :)

(enda jag reagerar på är att det vore kul om inte en spelare _måste_ vara ledare).
Det finns säkert mycket mer att reagera på om jag hade presenterat mer av reglerna, men det spar vi till ett senare tillfälle i så fall. :) Gällande just det där ville jag ha det som i Battlestar Galactica-brädspelet av någon anledning jag borde skrivit ner men istället glömt. Jag kan alltid fundera på om och varför eller hitta på en anledning som motiverar det.

Och hade jag sett en bok med det omslaget i rollspelshyllan på SF-bokhandeln hade jag definitivt stannat och plockat upp den.
"Men vem vid sina sinnen sätter Globen på framsidan ... !?" :D Tack! Det är väldigt mycket en skiss, liksom de andra två bilderna, gjord med min otåliga dotter hängande på armen (#vab #worldsbestdad), men fångar vad jag är ute efter. Jag försökte rita först. På fri hand. Det blev pannkaka.
 

Ackerfors

Alas, your rapids!
Joined
21 Jan 2001
Messages
7,479
Lite inspirerad av tråden om att presentera en setting fick jag för mig att kolla på det här projektet igen. Det kommer nog aldrig bli färdigt, åtminstone inte utan att göra något drastiskt, och ... tja ... kanske är det drastiskt nog att lägga upp det jag skrivit här. Inspireras, ignorera, kom med inspel eller så efter eget gottfinnande. Jag gillar det för mycket för att glömma bort det i en byrålåda. :cool:

(Det finns en hel del som inte skrivet men som jag lämnar kvar som kommentarer eller liknande. Det är inte korrekturläst och knappast komplett. Jag lägger upp en bit i taget så kanske blir det lite spammigt nu till en början, för allt får inte plats i ett inlägg.)

Destination Dymaxion
The Endless Exploration Experience

By Martin Ackerfors

Inspired by the works of R. Buckminster Fuller, Oscar Niemeyer, and the visionaries of architecture.​

Dymaxion, or How I Learned to Love the Half-life
I wouldn’t say that I miss anything. Anything but the thrill, I guess. Everything is fine under the dome. Just fine.

At least in comparison to the outside. Oh man, that place was effed up. Or so I’ve heard. Some kind of superpower nuclear meltdown or epic atomic war made the outside uninhabitable, so, yeah, we’re fine, well fed and not dead.

And insanely bored. I mean, come on, as long as I can remember, everything was served to us on a silver plate. Food, check. Education, check. Even our entertainment was pre-packed and pre-chewed. “But Marina, that can’t be my child, I’m allergic!” Aleister … My, my, what. A. Dickhead. (Anyone can quote Lives of our Days, just ask anyone. And the actor playing Aleister is really called Nick and does this fan-tas-tic ratatouille down in the canteen.) Anyhow; dull, dull, dull.

Then eeeveryyyythiiiiing changed. The brainiacs of this world of tomorrow finally found that the radiation levels outside our safe blob of suspiciously fresh air were gone, or at least not immediately lethal anymore. Suddenly, our world grew.

Now, everyone is thinking about what’s on the other side. Who knows? The dome has been our shelter for ages. No one alive remembers how the world went bananas or whatever was there in the first place, no maps, or archives were saved (that is weird, now that you mention it). There must be places like ours, right?

Anyway, the talkards, or the rulers (they do not like to be called “talkards” very much, thank you) are putting together expeditions to explore the outside. Just about anyone with a not-awful explanation and an aerodynamic car are signed up.

And tomorrow, when the dome is finally opened, that outside world is ours.
 
Last edited:

Ackerfors

Alas, your rapids!
Joined
21 Jan 2001
Messages
7,479
What is this about
Destination Dymaxion is a role-playing game for those of you who wish to explore an open world, travelling high speed with wind in your hair, in search for exciting places, lost things, and other survivors. Especially before your rivals get to them. It’s a bonus if you like retro-futuristic architecture, 1950s design, 1990s fashion, and songs suitable for road trips.

You, as in the players, work together to give life to the world and spark to your story, which you are the main characters in. You are explorers in a world that was uninhabitable for a long time, and now they search for fame, excitement, and far-away places to write home about (although, as far as you know, there are no postal service outside your dome). To your help, you have a set of fast-paced rules that adds thrill to the action.

As you set out on the roads, the world is created around you with the world-generating rules the game provides. You decide where you start, the game does the rest, as long as you’re on the move.

This is a game and you play it together
If you made it here without knowing what a role-playing game is, please congratulate yourselves and receive an advantage to your first attempt (p. XX and p. XX).

Anyway, a role-playing game is a game about telling a story together, experience adventures outside of your everyday life. Most of you, as in the group (because you need to be a group to play), will be “players”. You are in control of a person (in Destination Dymaxion we call them “explorers”) and decide their actions and aspirations, although you do not decide their fate. You can read more about this on page XX.

One of you will be the Architect. It is your task to try to control everything else. You describe the surroundings, present obstacles for the explorers, and play as the people who inhabits the world along with the explorers. The second half of this book is yours, beginning at page XX.

To bring thrill and excitement to the explorers’ fate, Destination Dymaxion have some rules. You use them whenever the explorers do something where there is uncertainty of the outcome. The explorers may succeed and move forward or fail and face the consequences. That is what drives the story forward.

General principles for this game
Destination Dymaxion is created to support a certain kind of stories centered around these core principles. They are not rules, but guidelines for what you shall expect of the game and in what direction you should aim. Remember them and return to them from time to time.

  • Life was good, but dull, what you crave is excitement.
  • The world is your oyster.
  • The world outside the dome is inherently interesting.
  • And it can be dangerous.
  • People are generally good, even your rivals deserve respect.
  • You are not used to violence.
  • You are in this together.
  • Only play the fun parts.
Life was good, but dull, what you crave is excitement
Before the explorers became explorers, they led a life where nothing was amiss. They had food on the table, good education, healthcare, and a community which they belonged to. For most of the people, this was more than enough.

The explorers, however, were the restless ones who never ceased to ask: Is this really it? Is this all there is to life? With the opening of the dome, the answer came with a resounding “no”. And thus, the explorers left to see what’s out there. They are driven by curiosity, crave excitement, and would rather die than go back if it wouldn’t for the fact that a premature demise would spoil their chances for more excitement, more discoveries.

The world is your oyster
No one inside the dome know anything of importance of the outside. Sure, some dusty scholars and archivists might have fallen for the fairy tales, and the scientists obviously knew enough to risk opening the doors, but besides that … nah, it’s all yours.

The explorers are free to go wherever they want, with due haste or methodically. They may stumble upon ruins, settlements, or even clues to whatever happened when the world went havoc.

The world outside the dome is inherently interesting
It doesn’t really matter what the explorers see, they almost always felt drawn to it, as if being under a spell. The world outside the dome is marvellous, fantastic, and worth every minute of exploring. The discoveries may come with a high cost, but it is worth it, really.

And it can be dangerous
Interesting though it may be, the world is a hazardous place, especially in comparison to the dome. Mutated beasts, xenophobic survivors, radiation levels off the charts are just a few of the things that may harm the explorers, and that’s not counting weather, shortage of food, or mechanical breakdowns.

People are generally good, even your rivals deserve respect
The explorers know and believe that people generally mean well. Petty emotions still exist, but in the end, humans are glad to be alive and to contribute in what ways they can. Even the competitiveness of your rivals is tied together with a mutual respect. Without them the explorers won’t have as much to live for. You can’t win without someone to compete with.

You are not used to violence
Violence, or even crime, was almost unheard of inside the dome. Arguments were settled in civilised manner and basic equality took care of the rest. Thus follows that the explorers avoid violent methods, avoid causing physical harm at almost all cost, and may have a hard time witnessing or experience violence if exposed to it.

You are in this together
Both the explorers and the architect, that is, you the players, are in this together. It is each and everyone’s responsibility to contribute to the game as it progresses. Respect each other’s ideas, follow the rules of the group (if not the rules of the game), and talk about what you, individually and as a group, want to achieve playing Destination Dymaxion.

Only play the fun parts
This kind of game comes with [transportsträckor], literally and figuratively. To get the most out of the game, you should fast-forward the slow parts and immerse into the fun parts. Think about it as scenes in a movie or a book. Not every second or every word are shown, some parts are understood anyway. If your travels don’t bring excitement, cut to where you are at your/the destination.

What you need to play
  • At least one copy of this game, be it hardback, digital, or secretly photo-copied.
  • Someone to play with. It is good, but not necessary, to be friends (you may become friends if you aren’t already), and you should range somewhere between two and seven (although four or five in total is recommended).
  • A little time, or a lot. Several times, or just one time. Time is, as they say, of the essence. A session is typically somewhere between two and six hours.
  • WAYHs, that is, printed or digital editable character sheets for you to scribble down your explorers on. (See p. XX)
  • The same goes for the expedition and your vehicle. (See pages XX and XX)
  • Something to edit your sheets with. Pen and paper for printed ones, some kind of device for the digital ones.
  • At least two twenty-sided dice numbered 1-20, but you should probably try to fix a few extra.
  • An empty notebook. (See p. XX)
Around the table
Although Destination Dymaxion isn’t a game about tough topics, you never know where the story may take you, and, especially in heavily improvised sessions or campaigns, associations may throw you into the rabbit hole.

Firstly, I encourage you, as a group, to talk to each other about what kind of campaign or adventures you want to experience together. These rules will probably (hopefully) nudge you somewhere close to my vision, but in the end, the game is yours. Talk about expectations, worries, goals, and scope. Talk about which topics to avoid, and what you definitely should try to include. Write a contract if you want.

Secondly, as role-playing games are about improvising, try using hand signals to give feedback to each other during play. I believe, without scientific support, that it is easier to raise your hand than to use your voice, especially if the reason is somewhat sensitive.

Thumb up means “go on”, or “more of that”, or “I like where this is heading”.

A closed fist means “no more”, or “turn away from this”, or “I do not feel good about this”.

Time out (forming a T with your hands) means “let’s stop this right now, I do not feel safe”.

These are not to be confused with what the explorers are feeling, rather it’s a way to instantly give feedback as one player to the other players. If you already practice some kind of system for giving feedback or creating safe spaces, I implore you to use them instead.

And as always, talk to each other before, after, or in-between sessions, to get the most out of the experience.

Core mechanics
Destination Dymaxion is focused on fast-paced world exploring, and the rules are thus lightweight.

When appropriate a player rolls an icosahedron numbered 1-20 (or, you know, a twenty-sided die, shortened D20), adding bonuses from their WAYH, and compare the result to the difficulty of the task, represented by a low number for an easy task, and a high number for something really challenging.

High results are always good.

Rolls are made when something stands in the way of the explorers’ will, making the outcome uncertain, or when something changes the conditions for the explorers.

Tri-crawl exploration ##SKRIVAS
The dymaxion map consists of triangles, thus making Destination Dymaxion a tri-crawl game, as opposed (or parallel, I don’t want to start a fight) to the more common hex-crawl. The principle is still the same, travel between set areas and explore whatever is inside.

[något om storleken på rutorna]

Well, the narrow corners of the triangles does challenge our interpretation of the game world, I know. I like to believe that Dymaxion is a sphere and that the triangles are just a way of bringing this roundness to the table, but I urge you to bring forth another view if you want to. Maybe the planet is an icosahedron and each continent divided by a mountain ridge, Andean style, each node a peak reaching into the clouds?

Terminology ##SKRIVAS

Stupid Word!That seems a little long, may we shorten it?What does it mean?
(The) ArchitectNahThis is what we call the Game Master.
(The) Explorer(s)NopeThis is what we call the characters played by the players.
Twenty-sided die numbered 1-20D20
Un-important personUIP (incidentally, “vip” seems like a proper pronounciation)
Why-Are-You-HereWAYH (pronounced “waaaay”, quite cheerfully, in fact)The character sheet with all the important information about the Explorer.
YouI don’t know, can we?“You” is you who read this book, and sometimes it’s you as the players around the table.


Before you go
The dome is open, and you are free to leave. Just one second, though: you’ll have to make some preparations before you go. You have to:

  • Create your Explorers and fill in your WAYHs.
  • Define your Expedition.
  • Find out who your Rivals are.
  • Freshen up your Vehicle.
You may do this in any order according to what your ideas and expectations are before for you start. You’ll probably end up doing a little here, a little there, in a more mishmashish way, but that doesn’t matter. Take your time and let the preparations unfold.
 

Ackerfors

Alas, your rapids!
Joined
21 Jan 2001
Messages
7,479
The Explorer’s Guide to Dymaxion

The world of Dymaxion
Dymaxion is the name of the world, yes, but it is also a let’s-call-it philosophy of the visionary thinker R. Buckminster Fuller. He himself does not occupy this world (or does he?) but his spirit is hovering about here and there.

This description is what the explorers know, or suppose, or have heard and seen. For a more detailed view of the world, the Architect can consult chapter X on page XX.

Anyway, the planet Dymaxion is smaller than earth[1], and was uninhabitable (for humans, at least) for a long period, due to some kind of nuclear disaster. War, melt-downs, pure bad luck? Maybe you’ll find out eventually! The humans fled into these giant radiation-proof domes and prospered for a long, long (LONG!) time, until the scientist found that the radiation outside the life-giving sphere were diminishing. How, and where to, no one knows, but for the first time people will able to go outside the dull, perfect life of the dome, and explore.

The life inside the dome is sustainable and well-organised. Everything is wind or solar powered, trash is recycled, and the technology level is about that of earth if the majority of the world would live in a green, circular society. And generally, people are happy, and safe, and kind to each other, but those restless souls who had a hard time finding a place inside the dome, will find satisfaction in this new reality.

However, the infrastructure outside the domes is, to put it nicely, somewhere between Ruins & Crap (alternative title for this game, I kid you not) and non-existent. The radio waves rarely reach outside the surface of the dome, there’s no contact with satellites or other more far-reaching information technology. Roads, and bridges, and railways are there, but no one has made any effort to maintain them. The present is to all intents and purposes local.

Inside the Dome
You were born under this dome and for a very long time, you thought you were going to die under this dome. It wouldn’t have been a bad life, not at all, and you wouldn’t have known otherwise, anyway.

Over your heads, the dome stretches out in all directions. Five-six hundred yards in diameter, three-four hundred yards in height. Buildings towering almost to the very ceiling of the dome houses a couple of thousand people and every imaginable service needed for a good life and a healthy society.

Everything is recycled and the nourishment comes from the hydroponic farms in the LED halls underground. Beans, lettuces, tomatoes, strawberries. It keeps you healthy, and it keeps you fed. And the IKEA effect (still a thing after all these years) kicks in, since everyone are involved in the cultivation through the civil service you are required to perform for at least ten hours a week (which you dutifully do).

Technology-wise, electronic devices and artificially intelligent machines are widespread, although communication is limited to inside the dome. The handheld devices can store a lot of data, but without giant (and energy-intensive) central servers, you are pretty much left to fill up the hard drives yourself. Good luck with that.

Some kind of enlightened despotic council rules the dome with well-meaning intrusion into the private lives of the inhabitants of the dome. You don’t notice them much, unless you, perhaps by incident, calls them for “talkards”. They are officially called the rulers or the council. The brainiacs (or scientists) answers directly to them, and it’s a well-known secret that their first priority was to find a way to open the dome. It may, or may not, have weighed in when they found that the radiation levels (somehow) had dropped.

An official history lesson##
This is the story as it is taught inside the dome. There are no records, books, archives, artifacts, or anything left that suggest that this is not exactly what happened.

[historieskrivning]

The countryside
Outside the dome, the countryside lay wide. From the safety of the dome, you’ve seen that there’s houses, some animals, ruins, and other points of uninterest. The world should feel empty but is not void of life or traces of the past.

Once in a while, someone claims they saw something on the horizon: a mysterious whirl of dust or smoke, a flash of light possibly code, or a seven-legged beast with luminescent tusks (how would this even be possible to discern, you asked). Your scepticism is valid, it’s actually the most common reaction once the startling news have settled.

Most days, however, the surrounding landscape lay still, almost suspiciously so, like the canvas of a painting. You just want to touch the ground yourself, so that you can know, really feel, the realness of the world.

Other parts of the planet may have different conditions, but the explorers know nothing of that, yet.

Dymaxion Sleep
The people of Dymaxion sleep an adequate time, no more, no less. That is, 30 minutes every 6 hours, freeing 22 hours a day for more constructive business. For the explorers, this means next to no downtime due to sleep. Unfortunately, they are sensitive and prone to mistakes if they miss their sleep, also, vehicles running on solar power are quite useless without the sun.

Missing the naps results in attempts to avoid being Fatigued (p. XX). For every passed ten minutes of no sleep after the six hours, the players roll D20+Enduring against 11+the number of ten-minute cycles passed, making it increasingly hard to staying focused and staying awake.

If you want to keep extra track of this (because it’s fun or adds to the suspense), use a stopwatch to keep track of the explorers sleep cycle. Before the story proceeds from one scene to the next, cutting to the explorers’ actions, decide on where in the sleep-cycle they are and how long they have before needing to sleep.



[1] Jorden är 40 000 km i omkrets. Dymaxion borde klocka in på cirka hälften, men måste räknas på.
 

Ackerfors

Alas, your rapids!
Joined
21 Jan 2001
Messages
7,479
Explorers and WAYHs
Each player (beside the Architect) has one character. The characters are explorers, and they are your avatars in Dymaxion. It’s with their eyes, ears, and skin you experience this world.

The explorers were quite bored with their existence, but as the world is suddenly enlarging in front of their eyes with the opening of the dome, their minds are occupied with What’s Out There. With enthusiasm and curiosity, they band together and go out exploring.

As the explorers, it is your task to engage and react to the world around you. Your ideas and ambitions are an important part of making Destination Dymaxion run smoothly. You are the protagonists of this story, and you are free to act accordingly, although not without friction and obstacles.

The Why-Are-You-Heres (WAYHs) are their playbooks, as in, the description of why this particular explorer is here, what they are, know, and possess. The WAYH is, at the least, the notation of your impact in the world in relation to the rules.

Before your explorer is done, you’ll have to go through these steps below. You can do it in this order, or you jump back and through as the group decide on expedition, rivals, and vehicle. Remember that the group should work together, both as in striving towards the same goal, and as in complement each other in expertise.

  • Choose roles. The WAYHs will prompt you with questions you need to answer in order to define who your explorer is. This step is quite hard to save for later, as the possibilities are tied to what the other player chooses.
  • Answer the questions posed. Some are possible to answer on your own, others will the other explorers be needed for.
  • Pick a name and pronoun so everyone knows what to call you.
The WAYH explained (with page references)
[bild på formuläret, sidhänvisningar på rollformulären]

The Roles[1]
There are ten playbooks divided into four categories. One playbook, the Leader, is mandatory, and as long as it’s possible, the group will include just one from each category. Each and every playbook are described in detail later.

The Leader. One, just one, must be the Leader. Being the Leader, you are well versed in the art of organising and encouraging a crew. Since the Leader is not optional, they come with some benefits.

The Finder of Paths (Seeker). You are the one they turn to when you are lost, although, when you’re around, that doesn’t really happen, does it?

The Finder of Sites (Seeker). The roads are not for you, you want the good stuff, the places where it happened.

The Finder of Things (Seeker). My, my, what a treasure trove the world must be, all things just lying around waiting for someone, you perhaps, to put them to use.

The Hash Slinger (Fixer). Everyone needs to eat and someone has to cook. Luckily, you know just how to prepare a nice Duck Pâté en Croûte.

The Pest Control (Fixer). You may not have killed anything of importance yourself yet, but if need be, you know exactly what to do.

The Prepper (Fixer). When everyone was busy doin’ nothing at all, you were there, in the moment, finding your particular place, preparing for the end of the world.

The Mender of Body and Soul (Caregiver). A shoulder to cry on or a shot of medicine, it’s all within your expertise.

The Wikiist (Caregiver). You know what’s the best company. A book. Yes. You read that somewhere.

The Winner of Dymaxion Got Talent (Caregiver).As we drive into the sunset // our spirits start to abate // Life’s no more than roulette // without me as your mate”. (Thank you very much.)

As you decide what you want to play, as a group, you may choose freely (although with the abovementioned restrictions), or randomly decide who is the first player and thus the Leader, and then clockwise (or alphabetical, or whatever) choose from the other playbooks. For instance, if the second player choses the Finder of Paths, the other pink playbooks are locked for third and fourth player until an orange playbook and a purple playbook is picked.

The questions are prompts to make you think about your explorer and their place in the world. By answering you’ll both get their stats and their characteristics. Be open with your answers and try to elaborate them in a way that help both you and the other players (and their explorers) understand who you are.

A little advice on the way. Before you choose your playbooks, take a quick look at the Curbers of Enthusiasm at page XX. You’ll probably want to be prepared for them in order to, you know, not die a painful death and crumble to dust as the winds slowly erode your body into oblivion.

You are The Leader (mandatory)
Despite everything, you know what to do. You are inspiring, you are insightful, and, sometimes, you are intimidating (for the sake of the good, of course). You believe that without you, this expedition is doomed to chaos.

Choose 2 qualities you are proud of having (+2), and 2 qualities people respect you for possessing (+1). Tell the others why.

Strong, Hopeful, Enduring, Vivid, Agile, Shrewd.

Choose 1 you regularly did when someone watched (N3rded), and 3 people repeatedly asked you to do. Tell the others why.

  • Daredevil Driving
  • Giving directions
  • Speaking from the Heart
  • Micro-Managing
  • Macro-Managing
  • Standing your ground
  • Or anything from table X.X, or invent something altogether new.
Choose 1 that makes you a great leader, and cross out 1 that will never be your kind of leadership. Tell the others why.

  • You are a true inspirer, and you may at any time, for any reason, help an explorer during an attempt, by adding your skill bonus of a relevant skill, to their roll. This does not count as helping (see p. XX).
  • Your body is a shield, and you may at any time, when another explorer is affected by Trauma, choose to be affected in their place.
  • You are a bundle of energy, and you may ignore the first hour of Dymaxion sleep induced fatigue (see p. XX).
  • You are adaptive, and you may use another explorers N3rded skills as not N3rded when they are not around.
Ask 1 to the person to your right and 1 to the person on your left:

  • What did you tell me and felt that I really listened?
  • What situation did I saved you from?
  • Who did I tell you in confidence that I admired?
  • What makes you trust me?
You are The Finder of Paths (Seeker)
You find your way around. You’ve always done that. You can feel the angles of the world, point to north in your sleep, and now the time of the day just looking at the stars. Additionally, you know that without you, the expedition will be hopelessly lost.

Choose 2 qualities that helped you in the dome (+2), and 2 qualities people think you got (+1). Tell the others why.

Strong, Hopeful, Enduring, Vivid, Agile, Shrewd.

Choose 1 you did on the move (N3rded), and 3 people repeatedly asked you to do. Tell the others why.

  • Parkouring
  • Giving directions
  • Lockpicking
  • Safe driving
  • Seeing one step ahead
  • Tracking
  • Or anything from table X.X, or invent something altogether new.
Choose 1 that help you on the road, and cross out 1 that is below your dignity. Tell the others why.

  • You follow your nose, and you may choose to get fatigued instead of getting lost as a misfortune on your travels.
  • You know that there’s always a way, and once per zone you may find a prepared road that gives +2 on an attempt for driving.
  • You love the smell of nuclear in the morning, and can see the signs of hazardous radiation without being exposed to it.
  • You have stars in your eyes, and when you travel into a zone, you know of the landscape of one adjacent zone. The Architect roll for one more zone of your choice.
Ask 1 to the person to your right and 1 to the person on your left:

  • What way did I show you that made you see the dome from another perspective?
  • Why were we forced to take a short cut?
  • Where did I tell you in confidence that I really wanted to go?
  • What happened that one time when we got lost?
You are The Finder of Sites (Seeker)
There’s no part of the dome you haven’t explored, and if you have anything to say, the same goes for the rest of the world soon enough. You just know that the map you started to draw will be finished.

Choose 2 qualities that you gladly show (+2), and 2 qualities no one think you got (+1). Tell the others why.

Strong, Hopeful, Enduring, Vivid, Agile, Shrewd.

Choose 1 you did to prepare yourself (N3rded), and 3 you learned when you arrived. Tell the others why.

  • Climb and cling
  • Sign language
  • Getting out of trouble
  • Infrastructural design
  • Detect danger
  • Run Finder of Sites, run!
  • Or anything from table X.X, or invent something altogether new.
Choose 1 you always seek, and choose 1 you never want to find. Tell the others why.

  • People, you can’t be alone, can you? You may choose whether a site is inhabited or not.
  • Secrets, all of them. You have +2 on any attempt on breach through locked doors, whether through ramming or lockpicking.
  • Sights or something to write home about. You may choose whether a site is man-made or natural.
  • Resources, since it’s nice to find the things you need. You may choose what kind of resource the expedition finds.
Ask 1 to the person to your right and 1 to the person on your left:

  • Who told you where you could find me?
  • What place did I show you that made you see the dome from another perspective?
  • Where did we hide that one time when we really needed?
  • What did I tell you in confidence when we were alone in a place I showed you?
You are The Finder of Things (Seeker)
They called you inventor, but you know that you just pushed every button, combined every gadget, tried every possibility, and as the possibilities ran out, you just. Wanted. More. Stuff.

Choose 2 qualities that you got that surprises you (+2), and 2 qualities that surprises others (+1). Tell the others why.

Strong, Hopeful, Enduring, Vivid, Agile, Shrewd.

Choose 1 you did when no one saw (N3rded), and 3 you learned by accident. Tell the others why.

  • Repairing
  • Electrifying
  • Breaking codes
  • Shaft-climbing
  • Tinkering
  • Unorthodox tool-using
  • Or anything from table X.X, or invent something altogether new.
Choose 1 you never leave out of sight, and choose 1 you lost and will never see again. Tell the others why.

  • The Toolbox you secretly filled with tools from the workshop. You may attempt technical tasks which otherwise would have needed special tools for.
  • The Geiger-meter which may or may not be out of function (it always ticked suspiciously). You can detect radioactivity before being affected by it.
  • The Multipass you somehow hacked, unsure how, to bypass any electronic lock. Well, almost. You have a quarter of a chance to open any electronic lock, but only one chance per lock. Roll a D20, on 6-20, your multipass works. This does not count as an attempt.
  • The Powerbank of doom. You always have a power source (which also is a mosquito repellent).
Ask 1 to the person to your right and 1 to the person on your left:

  • What did I give you when you most needed it?
  • What did I give you and asked you to hide?
  • What item did you bring to me when you really needed it repaired?
  • What did I lend you that you lost and can’t tell me about?
You are The Hash Slinger (Fixer)
Everyone needs to eat, and your craftmanship is supposed to make this fact just short of a pleasure. You can prepare a culinary delicacy out of anything edible.

Choose 2 qualities you think that others see in you (+2), and 2 qualities you want to have (+1). Tell the others why.

Strong, Hopeful, Enduring, Vivid, Agile, Shrewd.

Choose 1 you learnt by listening to others (N3rded), and 3 people repeatedly asked you to do. Tell the others why.

  • Sharp knife-use
  • An advice on the House
  • A+ Stone Soup
  • Scoville master
  • The Quickest Way to the Heart
  • Gluttonry
  • Or anything from table X.X, or invent something altogether new.
Choose 1 you saved for that special someone, and choose 1 that made you sick. Tell the others why.

  • Regular burger for regular times. You and those eating your food may change one Curber for another freely.
  • Grandma’s Thunder-honey. You got +2 on any attempt using brute force.
  • Fugu, mortality rate of your choice. Beasts lured to eat of your Fugu are poisoned and eventually dies. You may attempt to poison a human with a modifier of -5. (See p. XX.)
  • Surströmming, always in season. You are unaffected by Despair, and those who taste your dish of Surströmming are unaffected by Starvation for 24 hours.
Ask 1 to the person to your right and 1 to the person on your left:

  • What was the occasion the first time I gave you something to eat?
  • Which ingredient do I always serve although you secretly hate it?
  • When was the last time you came to me for advice?
  • What about me makes you the most calm?

[1] [ruta?] Du får göra som du vill med rollerna.
 

Ackerfors

Alas, your rapids!
Joined
21 Jan 2001
Messages
7,479
You are The Pest Control (Fixer)
Opportunities to practice were scarce in the dome, but that did not stop you. As the rats came (they asked you “where from?”) you made it your priority to eradicate them.

Choose 2 qualities that helped you in the dome (+2), and 2 qualities that put you in trouble (+1). Tell the others why.

Strong, Hopeful, Enduring, Vivid, Agile, Shrewd.

Choose 1 you think you are efficient doing (N3rded), and 3 you never tell anyone you do. Tell the others why.

  • Booby-trapping[1]
  • Poisoning
  • Lightning-fast reflexes
  • Rope-handling
  • Duck-calling
  • Camouflage
  • Or anything from table X.X, or invent something altogether new.
Choose 1 you would never tell anyone about, and cross out 1 you were once asked to do but never did. Tell the others why.

  • You know the difference between poison and venom, thus know both how to use and how to cure. You automatically cure any curber caused by poisons and venoms when you have a moment to spare, and you have +2 on any attempt using poisons and venoms.
  • You prefer insects over beans, thus know how to prepare a not-awful meal out of insects, and insects are, well, everywhere. Anyone persuaded to eat cure Starvation.
  • Your perception of pests is somewhat extended, and you may treat animals normally seen as pets as pests. You get +2 on any attempt against such animal.
  • Your non-lethal traps are outstanding. You get +2 when preparing a trap with the intention of catching something (or someone) alive.
Ask 1 to the person to your right and 1 to the person on your left:

  • What pest did I safe you from?
  • What do you really think about my gruesome interest?
  • What happened when your faith in my faltered?
  • When was a time you won over my stubbornness?
You are The Prepper (Fixer)
They all laughed when you learnt how to tie knots, raise tents, and clean rainwater, but look who’s laughing now! Not you, anyway, that’s who. You know how to survive, and you intend to practice it.

Choose 2 qualities that you wouldn’t do without (+2), and 2 qualities no one think you got (+1) Tell the others why.

Strong, Hopeful, Enduring, Vivid, Agile, Shrewd.

Choose 1 you never done in real life (N3rded), and 3 you bragged about. Tell the others why.

  • Weakness-spotting
  • Camping
  • Tie knots
  • Tracking
  • Green fingers
  • Resourceful
  • Or anything from table X.X, or invent something altogether new.
Choose 1 you really ought to know, and cross out 1 you once failed doing. Tell the others why.

  • You can clean anything. Neither food nor water is poisonous after you’re done with it.
  • You are an eavesdropper, thus may use another explorers N3rded skill on an attempt on knowing things.
  • The name MacGyver speaks to you, not sure why, though. You get +2 on any attempt when you use insignificant objects in a significant and unusual way.
  • You are prepared (no surprises there). You can find anything in the trunk of the vehicle, without motivation.
Ask 1 to the person to your right and 1 to the person on your left:

  • What could I give you that no one else could?
  • Why would you trust me with your life?
  • What am I obsessed with that make you worried?
  • Why do you find it hard to leave me in solitude?
You are The Mender of Body and Soul (Caregiver)
Everyone know that your shoulder is oncryable, that you can comfort those in need, and that you know how to treat a wound. With you by their side, they really don’t have anything to fear.

Choose 2 qualities that people see in you (+2), and 2 qualities you got that people seems to forget (+1). Tell the others why.

Strong, Hopeful, Enduring, Vivid, Agile, Shrewd.

Choose 1 you people repeatedly asked you to do (N3rded), and 3 you wish you did more. Tell the others why.

  • Medically aiding
  • Mentally supporting
  • Finding inner peace
  • Puzzle-solving
  • Defining boundaries
  • Havoc-wrecking
  • Or anything from table X.X, or invent something altogether new.
Choose 1 someone did for you, and cross out 1 you did but failed and hurt someone doing. Tell the others why.

  • You have healing hands. In a calm situation, you instantly heal all Trauma of all explorers, including yourself.
  • You are a good listener, or maybe excellent listener. In a calm situation, you instantly cure all Despair of one other explorer. The next time you help them, they get +2 on their attempt. This bonus must be used before next time you are a good listener.
  • You are self-sacrificing to the edge of your soul. You may suffer any curber in place of another explorer.
  • The eyes are the mirrors of the soul and you know just how to read them. When you interact with a non-player character you can see if they are hurting (physically or emotionally) and what bothers them.
Ask 1 to the person to your right and 1 to the person on your left:

  • What had happened that time when you come to me for aid?
  • When was a time I could not help you?
  • Would you rather cry on my shoulder or get medical aid from me?
  • What question did I ask you which made you realise something important?
You are The Wikiist (Caregiver)
No book in the dome were left unread, and that’s thanks to you. You drank stories like others drank water, and if something is worth knowing, you probably read it somewhere.

Choose 2 qualities that others think you have (+2), and 2 qualities no one think you got (+1). Tell the others why.

Strong, Hopeful, Enduring, Vivid, Agile, Shrewd.

Choose 2 things you’ve read about (N3rded), and 1 you did to relax. Tell the others why.

  • Driving really heavy machineries
  • Finding fantastic beasts
  • Hitchhiking far away
  • Ring-bearing
  • Overthrowing dystopian dictators
  • Saving dudes in distress
  • Or anything from table X.X, or invent something altogether new.
Choose 1 you read about somewhere, and cross out 1 you didn’t prioritise. Tell the others why.

  • You are a polyglot, as reading can be done in many languages. You can read, talk and understand everything regardless of language.
  • You read it somewhere, don’t remember where, though. You get +2 on any attempt not covered by any of the other explorers’ skills.
  • You drink coffee and know stuff. If you drink a hot beverage you are automatically granted some more or less obscure knowledge from the world of Dymaxion. The architect decides what.
  • You have an educated guess, and it’s not dude-guessing. Once per zone, you may ask the architect a yes/no question about something concrete in the situation you are. The architect must answer correctly.
Ask 1 to the person to your right and 1 to the person on your left:

  • What did you ask me to do when I rather stayed reading a book?
  • What important advice did I give you?
  • What was a thing you told me that made me really interested?
  • What is the one thing you wouldn’t ask me about?
You are The Winner of Dymaxion Got Talent (Caregiver)
Chords and lyrics, a pretty dance and some charisma. You know exactly what magic raises from the soul of the people if you just pluck the rights strings. It’s not for nothing a song can mend a broken heart.

Choose 2 no one think you got (+2), and 2 qualities you want everyone to see (+1). Tell the others why.

Strong, Hopeful, Enduring, Vivid, Agile, Shrewd.

Choose 1 you regularly did when everyone watched (N3rded), and 3 no one thought of you. Tell the others why.

  • Something from nothing
  • Sing your heart out
  • Parkouring
  • Rubik’s cubing
  • Gift of the word
  • Clowning
  • Or anything from table X.X, or invent something altogether new.
Choose 1 you that inspires other, and cross out 1 you saw someone else do better. Tell the others why.

  • Arguably, YOU ROCK! and that’s just how it is. When you gain flow, you gain double flow (+5 is still max). See p. XX.
  • You are a jester, and you like it. When you tell a joke, the other explorers get +1 on their next attempt.
  • All too often, you ask: Is this art? (Subtext: You think it is.) You are able to deduce knowledge from artistic expressions and get +2 on every attempt doing so.
  • You know the true value of stuff. You know if an object you find is worth something and roughly how much (in a more existential way, since there’s no currency).
Ask 1 to the person to your right and 1 to the person on your left:

  • When was a time I inspired you?
  • What did you tell me in confidence that I later revealed in a song?
  • How does your view of me differ from the public’s?
Why do you cry when I enter the stage?

[1] When do you roll for the attempt? I believe that it’s more exciting if you roll when the trap is triggered rather than when preparing it. Can you really be sure that your trap is good enough before it’s tested?
 

Ackerfors

Alas, your rapids!
Joined
21 Jan 2001
Messages
7,479
Name and pronoun
You have a name, of that you are sure. This is, however, not necessary information for the rulership of the dome. Make one up or randomise with the table X.X on page ##. It is handy for your co-explorers to know what to call you. Along with that, decide what pronouns you prefer.

Qualities (SHEVAS)
The qualities are the basic building blocks of your explorer. They define who they are in relation to the rules. However, your explorer is more than their qualities, always remember that.

Strong is your active physical quality. You use it for brute force or heavy lifting.

Hopeful is your active mental quality. You use it for influencing other people or trying your luck in a more … let’s say … optimistic way.

Enduring is your passive physical quality. You use it to resist starvation or pressing your body more long-term.

Vivid is your passive mental quality. You use it to resist influence or avoid despair.

Agile is your precise physical quality. You use it to climb walls or hit a target from far away.

Shrewd is your precise mental quality. You use it to think your way out of problems or identify un-orthodox solutions.

Skills##
A skill is a proficiency your explorer got that, quite frankly, may be the very reason they are on this expedition in the first place. The roles come with a set of pre-defined skills, but apart from them, you may choose or randomly pick (from the table X.X) freely to make your explorer truly yours.

The skills may be broad (as in “engineering”), ambiguous (as in “un-orthodox use of tools”), or specific (as in “drive 70 mph on ruined bridges”). Or a little of each. They may be phrased as normal skills (as in “horse-back riding” (are there even horses nowadays?)), or as experiences the explorer had in the pre-exploring days (as in “4-time snooker champion”).

As long as you can motivate why a skill is relevant, you may use it in-game. How far-fetched they may be are only restricted by what you, as a group, are comfortable with.

As for the rules, the skills add a bonus to attempts according to your explorer’s level, increasing the chance for a successful outcome. That is, you add adequate SHEVAS, then your skill bonus, to your die roll.

[list of skills]

Optionally, you may be or become a N3rd in a specific skill. This n3rding is done by instead of choosing a new skill, choosing one your explorer already has, highlighting it and cashing in double skill bonus. However, this bonus does demand a really good explanation to why the particular skill is relevant.

Quirks and perks##
Quirks and perks are like superpowers. Well, some of them may very well be just that. It can be mutations, connections, weird tech, or odd things that are not covered by the stats, skills, and gear. More or less, special rules that apply in certain situations.

Although you may be unable to use your perks in some situations, you can never truly lose them. Think of them as a part of you, even though they may be items, and there must be something special if you are to be ridden of them, for example, as an overdrive offer (see p. XX).

[tabell med quirks]



Gear##
You have all the necessary gear, but you only get the bonus if you explicitly added it to your inventory in beforehand.

Gear, in this case, are including, but not limited to, rope, batteries, jump cables, cutlery, simple tools, [etc etc]

That is, if you need a rope to climb a steep mountain wall (if that is, indeed, something you want to do) but didn’t write it on your WAYHs, you may still have a rope, but you do not get any bonus. If you properly return the thing to your inventory, you may use it with a bonus in a later situation.

Why is that? Think about it as the trunk of your car, or an over-filled storage space. You have a lot of stuff. Look me in the eyes and say you don’t, I dare you. Anyway, Destination Dymaxion isn’t a game about micromanaging tools, and thus, this rule clears the way for retconning or bending backwards just because something wasn’t explicitly mentioned before.

An exception is if the explorers leave their car to explore on foot, then they must return to their car to fetch the item.

Negative gear
As a result of this, when the explorers drop, or lose, or giving away an item they couldn’t possible keep an extra of, they mark that as negative gear until they have an opportunity to restock.

A pocket full of things
The explorers like their pockets (or, well, fanny packs) and sometimes that comes in handy. If an explorer needs an item that fits into a pocket and can motivate why they put it there rather than someplace else, they have it. Lighters and pencils are typical things covered by this rule and does not need a visit to the car to apply.

Cash?
Nu-uh, no such thing exists outside the dome. If you need to trade, you do it old-style, by offering something in return: a regular item, an artifact, or a favour, for example.

Negotiation can be done by an attempt against charisma.

Experience, levels and levelling
Your explorer gain experience (xp) according to their activities in the game (see p. XX). After a while they have enough xp to level up. For each level, the explorers become more powerful and their impact in the world increases. Regularly, the explorers start at level 0, but if you want a head start, you may start at a higher level.

Use the table to see what the explorers have for each level (unless they’ve got something in another way, see p. XX).

LevelXpSkill bonusNo. of skillsAbilities and perksQualitiesVehicle properties*
00+13172
120+24
25028
3905
4140693
5200+33
6270710
73508
8460411
9560+494


* As for vehicle properties, all of the explorers must be the target level in order to gain another feature for their vehicle.

Gaining experience
Every couple of hours (after short sessions or during a break in a long session), answer these questions. For each yes, the explorer gain an experience point.

  • Did you attend the game session?
  • Did you travel into a new zone?
  • Did you find a sight, situation, or secret?
  • Did you fail at least on attempt?
  • Did you succeed in at least on attempt?
  • Did you suffer any Curber of Enthusiasm?
  • Did you heal any Curber of Enthusiasm?
  • Did you help another explorer?
  • Did you challenge a rival in an attempt?
  • Did you help or interfere with a rival during the attempt?
  • Did you get flow?
  • [fler?]


Rules, Schmules, and How to be a better person
Yeah, levelling is a cool way to simulate some kind of character progression, gradually making your explorer more versed in the noble art of driving really fast into the unknown without a care in the world. However, and this is important to remember, this is not the only way to develop your explorer.

The other, equally important, way is to go with the fictional flow. If your explorer finds, reads, and enjoys (even practices it, maybe?) a book about Ferocious Beasts and How to Cook Them, your explorer should add “Beast-cooking” to their list of skills on their WAYHs, or, after five skill checks of failed “motor-driving”, maybe it’s not so much driving as “motor-crashing” that is the skill.

In summary, feel free to add or change the WAYHs according to whatever happens in the endless exploration experience, of course in dialogue with the other players.
 

Ackerfors

Alas, your rapids!
Joined
21 Jan 2001
Messages
7,479
Rivals
Rivals, huh? They are the worst. But it wouldn’t be the same without them. In Destination Dymaxion the rivalries are a fundamental part of the excitement. As you set out from the dome, some gang followed you, probably people you’ve known, bickered with, and possibly loved in some way or another, as long as you can remember. And for some reason (the rules, that’s the reason, the rules) they seem to be in your footsteps at every corner. They want the same things as you and they play dirty tricks to get to it/them first.

You as a group define your rivals, and they are the same number as you. If you are three explorers, there are three persons in the rivalling gang.

Instead of choosing roles for them, they are prioritised in the following order:

1. Their Leader

2. Their Driver

3. Their Pet

4. Their Spy

5. Their Tinker

6. Their Joker.

In those rare occasions where you need a seventh or eighth rival, just add pets.

Your rivals are not explorers per se, rather they’re a bunch of set difficulties, that may differ during your story. For example, if you see a cool tower on the horizon, you do a skill check against their Driver to see who arrives first.

Besides that, they’re the spice in your life, the yardstick you measure yourselves against, and the ones you want to prestige out when your deeds are summarised.

Furthermore, the rivals can be of help. Since you have this kind of love-hate relationship going on, and since your goals are essentially the same, there may come situations when you have to co-operate with them, or help them out of, a situation more dangerous than you’re used to.

Rival roles
When creating the rivals, the Architect ask questions about them and it is the explorers work to answer them. Sometimes it is mentioned who is prompted to answer, but try to give everyone an opportunity to answer, randomise, or let them answer together. It is possible to use a die to randomise the answers.

From these answers, the Architect can use the table X.X on page XX to give the rivals stats.

1. Their Leader
Firstly, the loudest and the most stubborn person, what’s their name? What pronouns do they use?

1-4. Louball (She/her)

5-8. Rezma (They/their)

9-12. Poncho (He/him)

13-16. Karema (They/their)

17-20. Absola (She/her)

Secondly, as the Leader, choose 2 that annoys you, and 1 you secretly admire them for. Tell the others about it:

  • They are always right.
  • They make people do as they wish.
  • They always use cheap tricks.
  • They never seem to be bothered.
  • They always use brute force.
  • They are well grounded.
Thirdly, choose 1 time your friendship was strong, and 1 time your ways parted. Tell the others about it:

  • In eighth grade when you both stood up to an unfair teacher.
  • When you were kids and you fell during a bicycle race.
  • In pre-school when you created a fantasy world together.
  • During the energy break when you got stuck in an elevator.
Fourthly, choose 1 thing you always win at, and 1 thing you always lose at:

  • Running
  • Quizzes
  • Debating
  • Boardgames
2. Their Driver
Firstly, the speed freak with the heavy soles, what’s their name? What pronouns do they use?

1-4. Mickjagger (He/him)

5-8. Tinaturner (She/her)

9-12. Schumie (They/their)

13-16. Bolt (They/their)

17-20. Lexus (They/their)

Secondly, as the youngest player around the table, choose 2 that you learned from them, and 1 you forgot. Tell the others about it:

  • They know how to cut a corner.
  • They can repair every thinkable vehicle malfunction.
  • They are first up in the morning.
  • They are last home from the party.
  • They fall asleep anytime and anywhere they want.
  • They can sing along to any song.
Thirdly, choose 1 time you went some place together, and 1 time you disappointed them. Tell the others about it:

  • You drove around the dome in pursuit of a new record.
  • The ramp were built, and you were just about to perform that jump.
  • Somehow (detention probably), you ended up lugging toilet paper all night.
  • The culverts under the dome are excellent for speed-cycling.
Fourthly, choose 1 thing you always win at, and 1 thing you always lose at:

  • Cleaning cars
  • Poker
  • Endurance tests
  • Eye tests
3. Their Pet
Firstly, the drooliest and most loyal … person, what’s their name? What pronouns do they use?

1-4. Zackie (She/her)

5-8. Boxer (He/him)

9-12. Ronya (She/her)

13-16. Ramires (He/her)

17-20. Pupster McGruffin of the Kingdom Beyond the Mountains, Pup for short (They/their)

Secondly, if you always wanted a pet, or once had one, choose 2 that you wish you taught them, and 1 no animal should ever need to do. Tell the others about it:

  • Sniff out baddies
  • Dance
  • Play dead
  • Fetch slippers
  • Play ball
  • Eat weird stuff
Thirdly, choose 1 time they you spent time together, and 1 time they chose their loyalty. Tell the others about it:

  • A nice stroll down the road, suddenly bullies blocked your path.
  • You played fetch, and you tricked them with the ball behind your back.
  • You had hidden something, and they found out were.
  • You came back after you left them for themselves.
Fourthly, choose 1 thing you always win at, and 1 thing you always lose at:

  • Speed-eating
  • Hide and seek
  • Pavlovian reflexes
  • Sleeping in
4. Their Spy
Firstly, the kindest and the quietest person, what’s their name? What pronouns do they use?

1-4. Mi (They/their)

5-8. Ze (They/their)

9-12. Lee (They/their)

13-16. Py (They/their)

17-20. Bo (They/their)

Secondly, as the quietest person around the table, choose 2 that you secretly saw them do, and 1 you would never think of them. Tell the others about it:

  • They cheated on a maths test.
  • They snuck out in the middle of the night.
  • They slept in.
  • They stole from their parents.
  • They graffitied a wall behind your school.
  • They took a double shift in the hydroponic gardens.
Thirdly, choose 1 time they got you out of trouble, and 1 time they found you doing something in secret. Tell the others about it:

  • You were scavenging through the trash.
  • You were examining a potential breach in the dome hull.
  • You skipped physical education.
  • You sneaked into the cinema to see a movie for a much older audience.
Fourthly, choose 1 thing you always win at, and 1 thing you always lose at:

  • Boccia
  • Stunt-driving
  • The Angry Game
  • Flippin’ pancakes
5. Their Tinker
Firstly, the smartest and the quirkiest person, what’s their name? What pronouns do they use?

1-4. Thelma (She/her)

5-8. Zedrick (He/him)

9-12. Vanya (They/their)

13-16. Bodeleia (She/her)

17-20. Pistage (They/their)

Secondly, as the person who most recently held a screwdriver (of any kind) around the table, choose 2 that they are proud of, and 1 thing that almost killed them. Tell the others about it:

  • They created a small explosion.
  • They built a motorcycle from scratch.
  • They disassembled and put together a blender.
  • They found an important blueprint.
  • They got responsibility for an entire workshop.
  • They installed electric wiring in a renovated foyer.
Thirdly, choose 1 time the two of you were caught by surprise, and 1 time they kept a secret from you. Tell the others about it:

  • You were playing with a radio and a strange frequency was found.
  • You were looking for some parts but found something else entirely.
  • Your teacher gave you a task that would impact on your grades.
  • Suddenly, you had to go away. Quick.
Fourthly, choose 1 thing you always win at, and 1 thing you always lose at:

  • Mind games
  • Minimise risk
  • Maximise risk
  • I spy with my little eye
6. Their Joker
Firstly, the funniest and the unpredictable person, what’s their name? What pronouns do they use?

1-4. Salamander (They/their)

5-8. Chestnut (They/their)

9-12. Bonanza (They/their)

13-16. Micdrop (They/their)

17-20. Curtainator (They/their)

Secondly, as the loudest person around the table, choose 2 when you laughed, and 1 when they disappointed you. Tell the others about it:

  • They were doing silly imitations.
  • They sang an indelicate song.
  • They offered you a prank candy.
  • They exposed an embarrassing secret.
  • They were dare-devilling out of a window.
  • They stole a piece of your cloth.
Thirdly, choose 1 time they didn’t laugh at you, and 1 time they did. Tell the others about it:

  • In class you told an offensive joke.
  • Your confidence did not hide the fact that you were totally wrong.
  • The hatch in the toilet booth were broken and you were painfully exposed.
  • You came with a witty response when you felt unjustly accused.
Fourthly, choose 1 thing you always win at, and 1 thing you always lose at:

  • Carneying
  • Wreck havoc
  • Being the right person at the right place
  • Luck games


Helping or co-operating with the rivals
In most situations, the rivals are just that, rivals. Now and then, however, the explorers will need to co-operate with their rivals. That is, you want to best them, not make them go away for good.

In most cases, sheer number will be your opportunity. You may divert or distract someone, create a trap, or scare the enemies. It’s up to the architect to decide on a suitable bonus if not rendered obvious by the story. Sometimes all of you, explorers and rivals together, are needed to complete a task at all.

However, in more linear cases, you get +1 on an attempt for each rival wholeheartedly helping. That is, the explorers may need to convince the rivals of their good intentions or the brilliance of their plan.
 

Ackerfors

Alas, your rapids!
Joined
21 Jan 2001
Messages
7,479
The expedition
The expedition is what we call the campaign in Destination Dymaxion, as well as the group of explorers. Here you’ll learn how to draw the outlines of your group, keep track of their in-game development [etc etc].

The Dome
There’s no place like the dome. Completely safe, nothing amiss, no worries. This is where you grew up and learned everything you know. The explorers aren’t going to spend a lot of time or around the dome, but it is good to now where they come from. Use the rules for generating domes on page XX in order to define where you were when you dreamt of adventures.

[använd platsgenererings-reglerna på sidan XX]

The Chronofile
Now, it is time to use the notebook mentioned earlier. And from now on, we will call it the Chronofile. It will be your log during your travels, and you are urged to record, together, as much as clinically possible. Where you’ve been, who you’ve met, what you’ve found, where you’ve slept, and so on.

If you can find an earlier passage in your Chronofile relevant to your current travelling situation, you’ll get a +1 bonus on an attempt. (See pages XX and XX.)

The Map
You, as the players, know more about the map than the explorers. That’s okay, you may even use it to your benefit if you feel the need.

The Dymaxion map is, incidentally, just as twenty-sided as the dice we use in the game. You know where the poles are, and where you start, but nothing else. Is the world a sphere or an icosahedron? What happens at the edges? Use the twenty triangular maps to keep track of where you are[1], where you’ve been, and where the points of interest are.

Later on (see p. XX) are rules about travelling the world, but for now, just know that the map is a tool both for the players and for the explorers, and you should, as with the chronofile, treat it in-game as a highly valuable possession.

Resources
[resurstärningar]

As you set out on your adventure and load your vehicle full of stuff, you need to prioritise. Good luck with that. The resources you need to consider are: Food and water, Medicine, Entertainment, and Shelter.

Food and water
Medicine
Entertainment
Shelter


The Soundtrack
Every road trip needs a mixtape. I strongly encourage you to create one. Really! On page XX I’ve collected a sample of great songs for your exploration experience (and, without divulging too much, I would walk 500 miles for that list).

Vehicles
Your vehicle is your life, and once you’ve left the dome, you probably won’t be able to change your ride. It is important to think awhile about what you want in a transport. Speed? Reliance? Flexibility? You can’t have it all.

Looks
Firstly, your vehicle can look more or less exactly how you want it to look. Obviously, I want them all to look like the Dymaxion car, but then again, I haven’t got much to say about it, have I? No, do you want a dune buggy, an ice-cream truck, a school bus, or a bandwagon, then be my guest. As long as you’re happy, it’ll be okay.

Properties
As for functionality, you have to answer some questions, and what you decide will have impact on in which situations your vehicle will perform splendidly and where it will struggle. Choose two of the pairs, and in each of those pairs, pick one. The vehicle comes with the chosen properties, but won’t be, under any circumstances, able to get the ones not chosen in the future.

The explorers are free to get those from the other pairs later, through narrative means or by levelling.

Fast or Enduring

Versatile
or Streamlined

Large
or Light-weight

Hot
or Reliable

Manoeuvrable
or Powerful

Inconspicuous
or Energy-efficient



EnduringYou may ignore any vehicle malfunction 3 times before actually suffer one. As soon as you suffer an actual malfunction, the count resets.
Energy-efficientThe vehicle is equipped with one unusual gadget (a microwave oven, perhaps?), you decide what.
Fast+3 on any attempt driving fast.
Hot+3 on any attempt making an impression (regardless of which kind) with the vehicle.
Inconspicuous+3 on any attempt driving without anybody noticing.
LargeYour trunk is exceptional.
Light-weight+1 on any attempt driving through difficult terrain, but more importantly, +5 on any attempt jumping with the vehicle.
Manoeuvrable+3 on any attempt driving through difficult terrain.
PowerfulYou may drive through walls and other similar obstacles 3 times, before suffer a malfunction. As soon as you suffer a malfunction, the count resets.
ReliableThe vehicle always start, regardless of other conditions.
StreamlinedYou may ignore any weather-related incidents 3 times before actually suffer one. As soon as you suffer an actual incident, the count resets.
Versatile+1 on any driving-related attempt.


When relevant, these bonuses stack.

Fuel
Everything is solar powered, unless it isn’t.

People are a little (A LOT!) nervous about nuclear solutions. For obvious, post-apocalyptic reasons. No one has drilled any long dead dinosaurs for oil in ages, because why would they when the sun and the winds are flowing over the landscape?

Driving
Driving is the main mode of transportation. It is understood that all explorers know how, but some may be better than others. When going through zones or when prompted by the architect, the driving explorer will have to make an attempt, adding bonuses for skills and vehicle properties. If failing, there will be consequences.

Malfunctions and incidents
Your vehicle can either suffer a malfunction, or the whole expedition are involved in an incident. That is, malfunctions are problem with the vehicle, such as flat tires or discharged batteries, while incidents are tied to surroundings.

The architect will roll a die and consult the tables on p. XX to see what you’re up against.


[1] Eller använd den hopvikbara kartan.
 

Ackerfors

Alas, your rapids!
Joined
21 Jan 2001
Messages
7,479
Rules
The superbasics
To be fair, even in themselves, the rules are quite basic. You roll a D20, add relevant quality, add relevant skill, add other things that might help or topple your explorer’s ambition, and hope for a result equal to or over the attempt difficulty. High is always good.

Attempts
Whenever the outcome of an action the explorers perform is uncertain, or they are exposed to some kind of trouble, they need to perform an attempt check. Basically, if nothing else, this is the part that makes this a game rather than storytelling.

To do an attempt check, they roll a D20, add relevant quality, skill, and gear. An explorer don’t need to have a skill to try their luck, just roll with their quality. A high result is always good, a low is always bad. For a success, the combined result needs to be equal to or higher than the difficulty target (see below). Successes can be graded (as in, the quality of the action is increased with a high roll), and failures can be partial (as in, the action may take the explorers part of the way towards success).

Attempt checks should only be used when there’s an interesting consequence involved. If there is none, let the explorers do what they want, or include some other parameter: Do they want to be fast? Or thorough? Or silent? Or show off? If so, then there’s a consequence in failure and an attempt check may add to the thrill.

As long as there’s a roll, there’s a chance of success or failure (otherwise you should let the dice be). Rolling a hard 20 means success regardless of difficulty, and a hard 1 means failure even though the explorer beats the difficulty.

Difficulties
The difficulty targets of table X.X are a guideline to help you understand in general terms what is expected of the explorers in order to perform a task. Difficulties ranging from 8-16 is common, higher or lower should be used with consideration. Can the explorers think in another way to make something easier? Are the consequences of failure interesting enough to motivate an attempt check for tasks almost routine?

DifficultyTargetExample
Easy6It’s not routine for the explorers, but almost, some risk is involved. Lower than this, rarely needs a skill check.
Medium11This is your goto difficulty, when a task is just short of 50/50 chance.
Hard15Now we’re talking gambling. This is jumping over chasms.
Nightmare19This is tasks the explorers keep waking in the night for, sweat pouring, pulse beating fast.
Impossible22… but is it, really? These tasks requires something extraordinary of the explorers.


Prolonged attempts and resistance
Sometimes an attempt logically should go on for a while. A long climb, a race, a sturdy door which needs a beating. In those cases, the attempt has a resistance. Well, every attempt has a resistance, but in most cases that resistance is 1. In prolonged attempts, the resistance is 2 or 3.

To beat an attempt with resistance two, you have to beat the difficulty twice, and so on.

Making an attempt with advantage makes it possible to beat it faster, by beating the difficulty with both dice. A natural 20, as well as a result of 20+ also grinds away an additional resistance.

Only use resistances when the prolonged attempt contributes to the excitement of the game. Hacking a computer is regularly an attempt with no resistance, but if it’s a complex system, or there’s a time-limit, the resistance adds to the thrill.

Passive attempts
Sometimes the explorers stumble upon things that may prompt an attempt, such as resisting radiation or other curbers, detect some vague clue, or just keep themselves floating without knowing what affects them. Those attempts are called passive attempts and are initiated by the architect.

The roll is in no way a secret, but the consequence of it may not be revealed or revealed at a later time. As for the rules, they work in the same way as other attempts and the explorers are free to use any bonus they believe are relevant (although, the architect may decide otherwise).

Advantages and disadvantages
If the explorers for any reason find themselves in a situation where they seem to have advantage or disadvantage, they roll another D20 with in their attempt check. If they have advantage, they get the higher result of the two dice, if they have disadvantage, they get the lower result of the two dice.

Advantages and disadvantages do stack, so two disadvantages mean rolling three D20 and using the lowest result. An advantage cancels a disadvantage and vice versa.

Overdrive
In some situations, an explorer may want to pressure themselves, that is, risk some to win some.

Before a roll is made, the explorer can declare that they want to do an overdrive. If they do, they state something they offer in exchange for an advantage. The offer should be in proportion to what they might gain. An eye for an eye, metaphorically speaking. [exempel] The Architect decides whether an offer is good enough.

If the roll with advantage fails, the explorer loses their offer as well as faces the consequences of their failure. If the roll succeeds, they still lose their offer, but their action succeeds. If both dice results are over the difficulty, the explorer gets to keep their offer.

Overdrive can be used once by any player in every situation.

Helping or sabotaging for another explorer
The explorers may help each other with an attempt check (for example, trying to move a boulder). Other times, often involuntarily, the explorers sabotage for each other (when trying to sneak past a person, for instance).

On these occasions, an explorer performs the action, getting an advantage or disadvantage for each explorer involved.

That is, if they co-operate in overcoming an attempt, they gain advantages. If they do something together that is more difficult the more are involved, they get disadvantages.

Intentional sabotaging between the explorers is not a thing. If your goals diverge, you sort it out in another way.

Non-violence
Destination Dymaxion is not a game about violent solutions. The world is large and highly explorable, violence is not necessary. There may be exceptions to that rule, but there is no rule for those exceptions. That is, physical aggressions against people are treated as any attempt in the game. You, as the players, knows this.

As for the explorers, they may very well get the feeling that violence is Wrong, unwritten though it may be (for them, not us, as it says so in the paragraph above). Aggressions, kidnappings, and other such measurements is possible, and the rulers of this world are well aware of the risk. Use this information with care.

If the explorers want to use deliberate force with the intention of hurting another human, they’ll have to make an attempt with Hopeful. If they succeed, they are unable to go through with their intention, and suffer Despair.[1] [svårighetsgrad fast eller beroende på något?]

Flow
Every time a player roll a total of 20 or more on an attempt, the explorer is gaining flow. Flow is marked on the WAYH and for each time, the explorer gains +1 on the next attempt. An explorer can have a maximum of +5 from flow. When the explorer fails an attempt, the momentum is gone and flow is reset.

The players may use the flow to buy other bonuses. When used, the flow is gone. If a player have +2 flow but buys a +1 bonus, they still have +1 flow to use. A player can buy as many bonuses as they have flow for. Consult table X.X for which bonuses are available.

+1Instead of rolling with +1, roll with advantage
+1Add +2 to another explorers attempt.
+2
+2
+3
+3Heal any curber.
+4
+5Automatically succeed with a more complex task, or get the intended outcome regardless of attempts.


Curbers of Enthusiasm
We do not fight ‘til death, but death may come anyway. As the explorers fail or wander off into the vast unknown, they will have to endure different kind of consequences. Since they are enthusiastic explorers, these consequences are called “curbers” and are: Climate, Despair, Fatigue, Radiation, Starvation, and Trauma. Let’s see them as conditions, shall we? They are not deadly per se, but if they are not treated with due haste, the explorers will soon join the choir invisible.

Before getting a curber, (generally, there’s always exceptions) the player performs a skill check. For example, if the players do miss their Dymaxion Sleep (p. XX), they roll a D20+Enduring against 11+the number of started ten minute-cycles. If they succeed, they may proceed for another ten minutes before making a new roll. If they fail, they are fatigued.

An explorer may have any or all of the curbers but if they suffer them twice, they are down-and-out. This may be temporary, if the curber is properly treated, or permanent if it’s, well, not.

The curbers counts as a disadvantage in skill checks, and stacks if relevant. That is, it is difficult to jump or climb with a broken leg and heavy radiation poisoning and starvation would probably affect the explorer’s endurance.

As always, you decide when something is relevant, and a proper explanation may provide as good a bonus as anything these rules covers.

Climate
Be it hailstorm, pouring rain, roof-tearing wind, or the ever-rising temperatures of a desert landscape. Your explorers are vulnerable to the climate and will have to fend themselves from the most extreme weather. If they don’t, they’ll suffer a curber.

Often, the Climate curber is cured by getting to shelter from the current weather condition. Explorers exposed to heat need cover and water, those exposed to cold need something warm. The exact cure varies, but the principle is the same: first you get out, then you dry.

Despair
Your explorers are driven by enthusiasm and excitement, and once in a while, they are reminded of that the world is a dead place and their travels are epically meaningless. It may be the shadows from the blast projected through centuries, the poisonous lakes, or the ashes of a great and long forgotten library.

Curing despair requires downtime. The explorers need time to settle their emotions, tell each other stories, to feel safe and emotionally vulnerable. Since they are friends, they may seek comfort at each other, or from a safe space shared with other people.

Fatigue
The explorers need their sleep, not as much as we on earth are used to, but half an hour every six hours. If they don’t get it, they may suffer fatigue.

Quite obviously, and as they say in traffic school, the only way to stop being tired is sleep.

Radiation
The world is still ridden of radiation, and the explorers don’t usually possess neither Geiger counters, nor hazmat suits. Being exposed to radiation in small doses is, in this game at least, ok, but taking a stroll through a ruined power plant, or eating exposed meat causes radiation poisoning, and it is quite deadly.

To cure the Radiation curber, the explorers need to change clothes and clean themselves. Some iodine tablets don’t hurt either.

Starvation
Yeah, the explorers have basic needs, not just sleep but nourishment. Food is not that scarce, but it needs preparation and planning, and that is part of the travels. In each six-hour cycle, the explorers need some kind of food, otherwise they suffer Starvation.

And as with fatigue, there’s a certain way to cure starvation: eating.

Trauma
There are tons of ways the explorers may suffer physical trauma. Falling off a cliff, crashing their car, or being exposed to some kind of violence (although rarely from other humans). The situation often gives the exact damage suffered, but if it doesn’t, table X.X describes different kind of injuries and how to typically treat them.

Trauma differs from the other curbers in that it doesn’t have to end after the second one. That is, good results when rolling on the table below may keep the explorers alive for a little longer. [2]

D20+Enduring(-4 and a disadvantage for each earlier Trauma)InjuryTreatment
1Broken spine
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20+Broken toe

[1] Does this contradict the ”high is always good” statement? No, as violence is inherently bad, avoiding violence, even at the cost of suffering a curber, is good.
[2] Borde det skilja sig åt? Kanske borde alla curbers ha en liknande tabell? Jag är tveksam till det, men ska överväga det. Eller åtminstone på någon mer. Dispair? (Som psykisk motvikt till fysiskt trauma)
 

Ackerfors

Alas, your rapids!
Joined
21 Jan 2001
Messages
7,479
Travels and world exploration
[chronofile bonus]

The map
The Dymaxion map is your tool to the travels. It consists of twenty triangles (called continents), with twenty-one smaller triangles inside (called zones). The continents are not quite as the ones in our world, rather it’s a larger unit (as kilometers relates to meters), and unlike the zones, the continents have no effect of the travels.

[storlekar]

With the map, the explorers (and the players) keep track of their travels. From each zone they can choose three directions. Every time the explorers travel from one zone to another, they have to perform some attempts in order to see whether they find something interesting, proceed without accidents, or run out of resources.

A zone consists of the same type of landscape over the entire area, but the landscape may change from one zone to the next. Exactly how is decided with the help of tables X.X through X.Y. The types of landscape are:

  • Polar
  • Mountain
  • Woodlands
  • Steppe
  • Desert
  • Tropics
  • Ocean
Polar regions are close to the poles, and tropics are close to the equator (thus, you can’t go directly from a polar region to a tropical, without passing at least some of the other landscapes).

Polar
When the humans sheltered themselves (or went, due to karma perhaps, from “least concern” to somewhere between “critically endangered” and “extinct in the wild”) into domes, the polar ice caps slowly started to thicken. Rather than go back to how it was, a couple of hundred years has created a new reality. What lies beneath? What roams the surface?

The polar regions are cold and unforgiving, and the explorers will struggle with both the climate and the endlessly, eye-stressing, white void that stretches out around them.

Woodlands
Endless forests cover a large portion of the planet, and there, more than possibly anywhere, has the lives continued in their normal pace. Birds are chirping, and the closer you look, the more is the ground swarming with life, thick worms, aggressive ants, and beetles as big as your hand. What a marvel! But then again, these creepers are hardly the apex predators of the woods.

Here, the explorers will probably run into the wildlife of this new world, as well as struggling with the endlessness of the woodlands.

Steppe
No trees, no buildings, no nothing. Only grass, bushes, and an occasional herd of animals you wouldn’t find in your wildest fantasies. Nothing goes unspotted, then again, the secrets of the steppe may be easier to spot.

The explorers may end up going in circles when landmarks are scarce, and the landscape comes in oceanic proportions.

Desert
Dry mouth, dry heart, dry dust. Is that an oasis or are your mind playing tricks on you again? The dunes seem to be flowing and strong winds re-sculpture the landscape without any regard to your sanity. What traces are buried under the sand and how could anyone possible live here in the world of yesterday?

The deserts are void of life, void of hope, void of just about everything worth struggling for. At least at the surface. The explorers will need to stock up before they go and try to beat the heat.

Tropics
If it isn’t the dense vegetation, it’s the fog that makes it hardly impossible to see more than a dozen meters into the rainforest. The dim light under the canopy barely powers your batteries and, in the distance, can you hear the wild screams of something ecstatically feral, and they probable now exactly where you are.

Travel in the tropics is slow and dangerous, only for the bravest or stupidest of explorers.

Mountain
Apparently lifeless, the mountains stretch their summits towards the sky. It’s humbling to be around them, and you can only imagine what secrets rest in the crevices.

The explorers may find themselves lost on small mountain roads, in risk of trigger and avalanche or landslide, without anywhere to refill their rapidly sinking resources.

Ocean
Unless you find a sea-worthy vessel lying around, this is where your travel ends. House-high waves are crashing in, the taste of salt impossible to avoid. Then again, the coastlines are filled with ancient remains ready to be explored, looted, or your final burial place.

Only in exceptional cases will the explorers be able to cross the sea. Read more about the oceans on page XX in the Architect’s chapters.

The tiresome tasks of travelling
As you embark on you travels and enter a new zone, you’ll be prompted to perform some tasks outside of the scenes, that is, rolling for attempts. How well you fare decide what you find, and what you meet inside the new zone.

Additionally, you need to spend time restocking, finding shelter and [etc etc].

Drive
Every time you enter a new zone, an explorer will roll for a driving attempt. You don’t have to have a relevant skill, but it sure helps. If you drive fast and carelessly, you’ll be able to use that kind of skill, if you drive safe and slowly, other skills may be more relevant. Also, what kind of vehicle you drive makes this attempt harder or easier depending on the situation.

Roll Quality+Skill±Vehicle±Landscape and compare it to the table X.X on page XX.

The player choose a mood of driving which decides which kind of consequences, whether positive or negative, the expedition encounter. Available moods are carelessly, safe, or purposeful. Moods decide which skills are deemed relevant.

[tabeller för malfunctions och incidents]

Navigating
Every time you exit a zone, an explorer will roll for an attempt on navigating. You don’t have to have a relevant skill, but, again, it helps. If they fail, they won’t be able to know in which direction their going (or where they are currently positioned), thus making the next zone randomised. See table X.X on page XX.

Find shelter
Even though the explorers are used to their Dymaxion sleep cycle, the night is a good time to rest and recuperate, and to do that, the explorers need to find shelter. If they during a scene find a place to hide and rest, they won’t need to roll for finding shelter. If they are on the move, however, they will need to make and attempt for shelter-finding.

Roll Quality+Skill± Landscape and compare it to the table X.X on page XX.

Restocking
The explorers do not keep track of their food and water in any micro-managing way, they will, however, need to make an attempt once in every zone to find enough food and water to stay fed. Disregard this if they found anything useful during a scene.

Roll Quality+Skill± Landscape and compare it to the table X.X on page XX.

Curing curbers (Curb-curing)
Their travels are good opportunities to recover from their curbers. Exactly how they do it depends on what they want to do, but in general, if they take a day to not explore, they may recover from one curber after relevant attempts. See page XX for more about curing curbers.
 

Ackerfors

Alas, your rapids!
Joined
21 Jan 2001
Messages
7,479
The Architect’s Guide to Dymaxion
Hi there, the Architect. From here on, this is your part of the book. Here, you’ll see what you are to do, and what tools you have to your disposal. You’ll also find prepared places for the explorers to visit, and secrets for them to uncover.

The Architect
Some may call them the game master, others the guide, or the master of ceremonies (I’m looking at you D. Vincent!), or something that discern them from the other players. In Destination Dymaxion, that person is called the Architect, as an homage to the inspirers of this game.

As the Architect, you do not have a role, or a character, and thus no WAYH either. What you do have is the important task of bringing the rest of the world alive and an arsenal of tools to make that happen. As the explorers (and the players) make their way through Dymaxion, you are to challenge them, present hard choices, reward them, and unfold the consequences of the players’ actions.

You may prepare a lot, or you may go with the flow, but you are not the sole ruler of neither the story, nor the world. This book will help you on the way, presenting places, people, and pictures that may inhabit this world. Use it as you find suitable.

Being an Architect
But first, some general advice for your architectshipness:

  • Prepare, but don’t decide.
  • Give the players authority over the story.
  • Present hard choices.
  • Always say yes to fun.
  • Remember that the world is exciting.
Prepare, but don’t decide
Nothing says that you can’t prepare places, points of interests, or things the explorers might find. Heck, you might even write a whole campaign in which the explorers discover the truth about the world of yesterday (“It was earth all along! Damn you all to hell, et cetera!”). What you shouldn’t do, though, is decide for the players what they will do. The players are unpredictable, and a large part of your job is to answer to their ideas.

Give the players authority over the story
You should encourage the players to invent part of the world as you go. Ask the players questions: How? Why? Who? What? Make them co-create the colours and flavours of Dymaxion, as well as letting them describe the consequences of their successes or failures.

Present hard choices
Although the game is made to avoid life-threatening violence and aims towards fun, the players should have to make hard choices and live with the consequences. Will they go fast and unprepared, or equip themselves properly but risk coming in second? Will they go the hard or the long way? When possible, give them interesting alternatives to play by and a show them that their choices matter.

Always say yes to fun
If the players have fun ideas, although sometimes wild and … well, unrealistic, say yes and tell them what they need to proceed. Maybe the preparations of the plan will become a story in its own?

Remember that the world is exciting
The world is many things – frightening, dangerous, large – but above anything else, it is exciting and one of your tasks as the Architect is to present the world in a thrilling way. Try standing in their shoes, discovering the marvels of existence in pretty much the same way as a child would. Use grand emotions, epic adjectives, and focus on the drawing their attention to the details.



The first session


Session preparations

Some truths are tough, and one of them is: you can never be prepared enough as the architect. The players will find ways to topple your planning, and you will sigh (inside) as your hard work fall to pieces.

That being said, you should try, but also try to be adaptive.

It’s good to read through the things you anticipate will happen during the session in beforehand. Pre-generate some places and people if you want, even if they don’t come into play now, you may use them later. Try to get yourself a feeling of where you’re heading. And most important: do not be afraid to ask for a couple of minutes during the session to read up on stuff or fix whatever you need to present the situation in best way possible.

Before beginning a session, when everyone is gathered, re-examine your expectations, goals, and anticipations. Have them changed since last time? Do you really travel in your wanted direction? Do you want more, or less, of some element of the game? Do you have fun?

By continually asking these questions, you make sure that everyone involved is satisfied and that Destination Dymaxion really is the game for you. Maybe it isn’t, no worries, just play something else. (On p. XX there’s a list of inspiration, one of those games may be a better match for your group.)



Those they meet


Rivals
On pages XX, the players created their rivals by answering questions about them. You will use these questions and answers to outline the rivals’ level of difficulty. Use the rival sheet to keep track of them.

Note the answers to the second question. The 2 they chose, are set to difficulty 12, the 1 they chose are set to difficulty 14.

Note the answers to the third question. If they find themselves in a similar situation as the positive experience, they roll attempts against the rival with advantage, and if they find themselves in a similar situation as the negative experience, they roll attempts against the rival with disadvantage.

Note the answers to the fourth question. The thing they always win at are set to difficulty 8, and the thing they always lose at are set to difficulty 16.

It’s your job as the Architect to decide when the rivals have a difficulty that is relevant. If they don’t the difficulty is set to the normal 11.

Rival levelling
As the explorers are getting better, their rivals should follow after. Every time an explorer gains a level up, increase two of the difficulties with 1, and decrease one of the difficulties with 1 for each of the rivals.

Playing as the rivals
As an architect, it’s your task to play the rivals.

The rivals are no strangers for the explorers, and the most important part of playing as the rivals is creating the rich history of their relationship to each other. Even if they are opposite of each other now, they have experienced things together and laugh at the same jokes, despise the same annoying people or recognise things for their collective childhood.

The rivals are competitive, probably even more so than the explorers. Let that show. Schadenfreude, bickering, and trash talking (in a nice way) is part of the game. They are, however, soon to accept defeat and would rather try something else later than persevere in a lost cause just for the sake of it.

They are in it for the rivalry, and the feeling of respect are mutual. They would rather see the explorers win than see them go away for good. If it comes to it, the rivals will help or save the explorers, although they may hold that against them for quite some time.
 

Ackerfors

Alas, your rapids!
Joined
21 Jan 2001
Messages
7,479
Travelling
Moving through the landscape is a large part of Destination Dymaxion and here, you’ll learn how to generate the world around the explorers as they move about and, well, explore.

Each zone has one kind of landscape, although in border areas one kind transform into another. As for generating, you will roll a die each time the explorers exit a zone, and from that derive what they arrive in. It’s probable that one landscape is followed by the same, but to increase variation, it will be likelier and likelier that another type comes. See the tables for each kind of landscape.

The zones are triangular and either got the tip pointing up or down, thus also a base in the opposite direction, facing either pole. This is of some importance. As is whether they are on the northern or the southern hemisphere.

If they cross a zone border at a base facing the south pole, they are going south. If they, conversely, cross a zone border at a base facing the north pole, they are going north. If they are going in a direction facing neither pole, they are going either east or west (depending on direction, obviously).

For each zone in one kind of landscape, the next roll is modified with +1 if the explorers move north, and -1 if they move south. This modification stacks, so the next departure from a zone is modified with 2, and so on. That is, the closer you get to the poles, the likelier it will be that it’s a polar region. Going east or west does not add or subtract to the modifier.

This roll may also be modified by an explorer’s bonus in a relevant skill, Navigation, for example, and the player decides whether to add or subtract their bonus.

In short, the roll is D20 ± The number of the same zone the explorers have travelled in in a row ± 1 for each step south ± The bonus an explorer has in a relevant skill (their choice). The result is then compared to the table of the landscape they are leaving and the hemisphere they are currently located in.



North Pole
Woodlands
Steppe
Desert
Tropics
Desert
Steppe
Woodlands
South Pole


Table X.X. How the zones relate to each other. (Borde I ärlighetens namn vara en illustration).

The tables are used when leaving a zone, that is, if the explorers leave a polar zone, the roll should be compared to the table of the polar region.

Fortunes Misfortunes

Polar
SouthNorth
1-147-20Polar region
15-165-6Woodlands
17-183-4Mountains
19-201-2Ocean. Remaining zones on the continent are ocean.




Woodlands
SouthNorth
1-219-20Polar region
3-417-18Mountains
5-165-16Woodlands
17-183-4Steppe
19-201-2Ocean. Remaining zones on the continent are ocean.


Steppe
SouthNorth
1-219-20Woodlands
3-417-18Mountains
5-165-16Steppe
17-183-4Desert
19-201-2Ocean. Remaining zones on the continent are ocean.


Desert
SouthNorth
1-219-20Steppe
3-417-18Mountains
5-165-16Desert
17-183-4Tropics
19-201-2Ocean. Remaining zones on the continent are ocean.


Tropics
SouthNorth
1-219-20Desert
3-417-18Mountain
5-165-16Tropics
17-183-4Ocean. Remaining zones on the continent are ocean.
19-201-2Desert


Mountain
South and North
1Woodlands
2-3Steppe
4Desert
5-16Mountain
17Desert
18-19Steppe
20Woodlands


Ocean


Drafting Board
Here, on the drafting board, you as the architect build the world around the explorers. It’s here the world generating takes place, and it’s here you’ll find the tools to add places of interest to the world.

[sight, situation, secret]

[inhabited]

[natural or man-made]

[resource]
 

Ackerfors

Alas, your rapids!
Joined
21 Jan 2001
Messages
7,479
Them Poor Survivors
Piyenas
In the distance you hear a vaguely human laugh, soon joined by others. It’s way too loud and crescendo into a roar. Suddenly: silence, save from an echo slowly fading. Soon you’ll be surrounded by a sounder of large boar with stiff brittles along their spine, giant tusks protruding out of their smiling mouths. The pack slowly moves around you, their yellow eyes fixated on you. They don’t want to eat you, but you don’t know that. They just want to scare you to death. Scavengers don’t feed on living prey.

Zone: Woodlands, Steppe

Blueprints
Destination Dymaxion does come with a metaplot[1], who would’ve thought?

The thing is: the explorers the players play as were the privileged ones. As the civilisations started to withdraw from the disasters of climate change, into the safety of the domes it became obvious that some would be left out. The richest of the rich employed the most skilled ones in each field, brought the stuff needed, and locked themselves up.

Generations went by. Outside the rest of humankind adapted or died, amongst the ruins left by the selfish families. The explorers are far from alone on Dymaxion, but that’s not how the story goes.

Well, once upon a time, the first generation did not have a choice (although they did). As tsunamis ripped nuclear power plants open, floods swept away the crops and cattle, and draught made the earth but a cinder from total annihilation, they decided to save themselves, to save the children, to save us (and ignore the poor). Nothing could be done, so soz.

Since nothing could’ve been done, the only thing left to do was to congratulate ourselves for our enterprising ancestors and live happily forever after.

In order to do that, archives and maps and shared memories had to be wiped away.[2] Nothing worse than a nosey kid asking questions, is there?

Anyway, nowadays, this is what the inhabitants of the dome believe. No secrets to be found inside the walls, no evil granddad remembering, no answers but the official story.

Explorers crashing (metaphorically)
How does this metaplot affect the explorers, then?

These secrets are, to begin with, not in opposition to the explorers’ optimism and crave for excitement. To the best of their knowledge, everything is as it should be. Let them believe this for a while.

But as they progress through Dymaxion, they should discover secrets that contradicts the stories they were fed in the dome. Archives, maps, blueprints of the wealthy families’ solution to the problem at hand. Literature, art, places of interest raising questions about what actually happened.

It is your job, as the architect, to slowly unfold this campaign for the explorers. Help them to want to discover what actually happened, make them question the honesty of the people in the dome (although their sin is only inherited), force them to empathise with those neither saved nor safe. Can the rivals adopt a stance in this which further emphasise the complexity of the situation?

Sites
These adventure sites are some places the explorers may end up in, designed to give clues to the metaplot of the game. They do not replace the ones you can generate in the chapter Drafting board, on p. XX, nor do they direct the campaign in its entirety. As the architect, you are free to use, change, or ignore the sites below in whatever manner suits your vision of the campaign, as well as add or combine other sites you yourself created or generated. In a manner, you have to delve into the world of Dymaxion along with the explorers.

The sites comes in different shapes and forms. Some are just a house, or a person, with some kind of intrigue, others are more complex places that hopefully will keep the explorers occupied for a little while. If nothing else is declared, these places can be placed anywhere in the world, but some comes with a suggestion of what kind of landscape they belong in.

Sights
Zarathustra Zoo
What manner of creature is this? Standing on two hindlegs, enormous bodies lean against each other, trunks twisted and stretching for the sky. Only when you get closer, you’ll see that these are sculptures, not monsters, and that this is some kind of entrance. ‘Zarathustra Zoo’ you read, and wonder if anything is still alive inside.

Zone: Woodlands, Steppe.

[vilda djur och infoskyltar om klimatförändringar och utrotning]

Hoarfrost Fjell Ski & Adventure Resort
The wires are still stringed between the poles. Up, up, up, they go, into the clouds high above. A cacophony of creaking noises chafe on your eardrums as the chairs slowly swings by the wind. Some cabins still stands on the mountain side, more poles, and more wires are run up towards other peaks. You are sure that something must be up there.

Zone: Mountain, Polar.

[snöbristen]

Pontiak Silverdome


Zone:
Any.

[stadion ombyggd till fängelse, drivor med skelett och döda]

Metropolitan Art Museum


Zone:
Any.

Situations
The Sealed Dome
Suddenly you feel almost at home. In the distance there’s a dome, just like the one you saw over your shoulder when you left your home. The lights are on, there’s movement, and as you approach, you’re pretty sure whoever’s inside have spotted you long ago. There’s no sign, however, of them coming out to greet you.

Zone: Any.



La Secreta Familia


Zone:
Woodlands, Steppe, Desert, Tropics

Secrets
The Seed Vault
From afar, the entrance to the complex looks like nothing more than a rock in the ice. As the explorers come closer, the white building comes forward out of the albedoesque landscape. How big? Hard to say, as it seems to incline down under the surface of the earth. Nothing outside bear witness to what’s hidden beneath, but the electronic lock is long out of order and as the explorers push the door leaves way with a heavy sigh.

Zone: Polar.

The New Safe Confinement
[tjernobylsarkofag]

Zone: Any.

Outroduction
Soundtrack
Canned Heat – Going Up the Country

The Cardigans – My Favourite Game

Cyndi Lauper – I Drove All Night

Edward Sharpe and the Magnetic Zeros - Home

The Proclaimers – I’m gonna be (500 miles)

Red Hot Chili Peppers – Road Trippin’

Red Hot Chili Peppers – Scar Tissue

Tracy Chapman – Fast Car

Whitesnake – Here I go again

Willie Nelson – On the Road Again


[1] It is, however, completely possible to play the game without the metaplot. Just substitute the campaign-related secrets for others better suited for your vision.
[2] This is no ”It was earth all along” kind of story. Earth is earth, Dymaxion is Dymaxion.
 

Ackerfors

Alas, your rapids!
Joined
21 Jan 2001
Messages
7,479
Oh well, ivdd eee non art layout front 3.pngrigt påhejad av @Anthrox fortsätter jag visst pula med det här.

Några punkter:
  • Jag har hittat en palett jag gillar (rosa, lila, orange, petroleum).
  • Det är otroligt befriande att inte överhuvudtaget fundera på bilder.
  • Vissa saker var ändå enklare att peta färdigt än andra.
  • Många av mina kommentarer till mig själv var bara att ta bort/ignorera.
  • Vissa saker (tycker jag) är fenomenalt bra.
  • De sakerna som är svåra att få klara kommer vara svåra att få klara i vilket fall.
  • Tydligen delar jag med mig frikostigt av mitt arbete.

Senaste layoutade dumpen: https://www.dropbox.com/s/cf5qnhujqijiq9w/ddeee non-art ed.pdf?dl=0
 
Top