Hello, I believe I added this entry twice to increase the chance of this weapon occurring as a weapon which was more commonly used.
Hey there, thanks for checking out the game. Sorry to say I can't help you with Lulu specific issues but I can confirm that I have successfully printed the zine in A5 size at a (local to UK) place I use www.doxzoo.com with no issues. I believe they post outside the UK if an alternative printer is an option.
I've posted some specific print instructions here for Doxzoo.
FYI - I am not affiliated with Doxzoo in anyway but am a happy customer of their services.
Hey Lastiel, thanks for posting.
Can you elaborate on the issue with using the book way of generating a map. Are the instructions not clear or is this related to the fact that you are trying to play 'on the road' and a dice drop method doesn't work in your environment.
Assuming it's option 2. You could draw a 24x24 grid and then roll for where each die would fall on the basis that each different die equates to a number of different squares (i.e. d4 = 6 squares, d6 = 4 squares, d8 = 3 squares, d10 = 2 squares and d20 = 1 square). For the d10 & d20 you could shift the starting point along 2.
(Example. Assuming a 24 x 24 grid. I roll a d4 twice and get a 2 and a 3 and interpret this as 2 x 6 = 12 squares along and 3 x 6 = 18 squares up or down).
Alternatively just blindly mark the map page for each die by closing your eye and placing a dot perhaps twisting the map around 180 degrees for the second round.
In terms of solo, then the Fate Table on Page 6 is the most useful tool. I haven't tried solo play but if you have already created a map and stocked it then the environment is ready to explore.
I hope this helps. Let us known how you get on.
Hey Skeolan, thanks for the question.
The intent was to create some tactical choices and limits for the players to decide what they wanted to focus their project on.
As ever, my motto is 'your game, your rules' so feel free to tweak this as suits your game.
However, in terms of a 'ruling' rather than 'rules' approach I would suggest as long as there is some cost/consequence or risk (i.e. time and unable to go out on missions as they are focussed on a project for example) then why not? The only concern here is the 'mission' aspect is the main part of the game with the 'outpost' phase a supporting phase.
Hope that helps.