Absolutely! Having a bigger map can be fun as you may see a lot of desert results and not unique locations, depending on your luck of the draw. I've combined 3 maps during co-op play and my players loved having a big world to explore. I think it added up to 220+ cells total.
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Oh yeah, I totally misread your original comment. You are correct!
Missions require at least some locations to be revealed (the more the better). If you do have locations revealed but roll an invalid location type (as in it doesn't exist on your map), you are to roll again until a valid location results. Alternatively you can place the location based on the distance given for the mission to start doing the missions right away. I typically have new players explore the map a bit doing Contracts before taking on Missions as it helps to fill-in the map.
Hey!
Delivery locations are always settlements owned by factions. When rolling for a destination you can only use results for locations owned by faction listed on your map. So, if I roll for Strand Society but they aren't on my map, I just roll again until the result is valid.
I see that the digital version of the game has missing headers for the Contract table, so I'll update that today. That might be where the confusion is coming from concerning how contracts and deliveries work.
Good questions. Adventure sites are intended to be where something happens and are the entire hex. A location is inside of a hex, meaning an adventure site can have multiple locations in it. The naming convention is confusing and will be fixed in the next version.
Hex-flower reference isn't included at this time, so in the meantime you can fill as you move or fill the whole map before you play. I like having the whole map before I play as it makes creating narratives easier, especially with the amount of rolling needed to generate solo stories.
I'm happy to see your progress! Rolling is done on the Items or Gear table, depending on what you feel or want to find. Alternatively, as you mentioned, you can roll 1d12 and use the result across the 12 possible Items or Gear.
The d12 was a popular piece of feedback I received during testing, but I stayed with 2 1d6 tables to allow players to pick what they find based on how they are currently feeling about the delve. I really wanted to provide ways to "un-stuck" the story, which an opportune Item or Gear can provide.
On page 28 the first box shows you the d6 result and the level that corresponds to the result. A 1-2 on the d6 is level 1, a 3 to 5 is level 2, and 6 is level 3.
The second box shows static levels for certain locations. Deserts are always level 3, Unique level 2, Non-Traversable level 3, and Settlements level 2.
If I reveal a location - Crashed Spaceship [1] (4d) - which is an Ace of a black suit, I roll 1d6 for the level. I get a result of 4, which is level 2. I record a single cell on the map in the location I chose to Explore as the Crashed Spaceship is only 1 cell (indicated by the number in the square brackets). I must also record the 4 Deserts (indicated by the 4d in the circle brackets). These are all level 3 per the information given in the second box on page 28.
How very embarrassing for myself to have missed that line in editing! It shouldn't be there as that was a relic from the old dice rolling system. Dice Values (DV) are d4 through d12. You will not be rolling only d6 in this game!
You modify both DV and total through a lot of different effects. So, if I have a Fight DV of d6, with a +1 F DV modifier, and +2 F bonus, I would roll a d8 and add 2 to the total rolled when using Fight.
Likely next year. You can get a print-on-demand copy with DriveThruRPG though! (https://www.drivethrurpg.com/en/product/485324/wanderer-the-shadowed-realm)
Hey! Answers for you:
- Mutants are the base Mutant Alliance enemy for the faction. X would be 0 for the modifier.
- Roll for each column in Contract generation following the steps listed (Start Location [your current space], Size, Distance, Faction Target, Reward). I used cargo size (total cargo for the delivery) as the base reward value as more cargo to deliver gives more rewards, plus travelling further, etc. When you generate a contract it doesn't automatically get added to your current cargo or contracts, you choose if you want to take it at that time. That's why the Contract Table has so much info, you pick and choose if you want to take the contract right then and there. Contracts can be discarded to make room for more.
So, say you generate a contract with 5 cargo. The target is waaaaay on the other side of the map. You decide you cannot do it but you have no contract slots left on your Contract Table. You discard it, remove it from the table, and lose 1 reputation with the faction that gave it (the faction which space you were on when you generated it).
Hope that helps!
Great question - those were removed as general cleanup and rules clarity. There isn't a purpose to cap those stats as the increases to them finite numbers from bonuses found playing the game. I also discovered, through player feedback, that speaking on maximum possibles introduce a min/max perspective to the game that was not my intention as GLIDE has always been a casual pick-up-and-play style game from my own design philosophy.
Speaking on things like Stamina - I've actually adjusted the action economy for COURIER - Repacked by using action points. I found that players enjoyed knowing how much an action costs, and how many actions they can do each round, without attaching an stat name to it, as they no longer need to manage a pool of resources just to move around the map and explore.
Hope this helps! Feel free to email me if you want to talk more on it.
Thank you for sharing! This was my first published game and so a lot of rough mechanics have seen many revisions and updates. I would recommend checking out Wanderer - The Shadowed Realm (https://sleepysasquatch.itch.io/wanderer-the-shadowed-realm) as it structures the gameplay in a much easier to follow way while preserving the roll-and-write (journal) systems.
I'll be sure to read through your adventure sometime this week.
No spiral bound. I thought about doing a print run but the cost per book is very high for a spiral binding.
You can grab a perfect-bound copy from here: https://knaveofcups.com/product/glide/
Hi Andrea,
Thank you for taking the time to play and provide feedback.
The 2024 version (Repacked) is a full re-write of the game to better represent, what I believe, are the most enjoyable parts of Courier - exploring, transporting, and the faction mechanics. Things like the anomalies are just not there because they didn't fit the game in a way I wanted. Thing like combat are fully re-vamped to use a modern system instead of my strange number-crunching mess. The inventory and stat system follows sensible conventions and consistent nomenclature and modifiers.
This version, the original, is absolutely rough and a mess. I was much more amateurish in the design, layout, and writing compared to today. Thousands of additional hours of reading, writing, and playing games across all genres does help me here! I don't want people to experience something that I don't believe is a fair representation of what is possible with the themes and "world of Courier", so I de-listed this version.
If you'd like a free copy of the new version, please shoot me an email - cody@sleepysasquatchgames.ca
I'd love for you and your friend to experience a much better game.
Sincerely,
- Cody
Glad to hear you enjoyed it!
I have a 90% finished adventure called Wanderer - The Dream of Fear that I was planning on launching later this year when I get some more time. In it players explore an ancient pyramid that was once home to an Elven King. It is full of Shadow beings and ancient evils a la Tolkien's nameless things and some new mechanics. New characters, new weapons and armour, new places to explore.
The Under Realm sound cools and would work greatly by leaning into a Moria-style adventure. I'll put it on my to-do list!
Thanks,
- Cody