Difference between revisions of "Uncivilized Area"

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* '''Skip''': This is a "fast travel" option, which skips the UA entirely. No loot is found, no enemies are fought, no creatures are met, no resources are expended, and no rooms are seen or explored. In exchange, the next destination is immediately reached and 1 [[time]] period passes.
 
* '''Skip''': This is a "fast travel" option, which skips the UA entirely. No loot is found, no enemies are fought, no creatures are met, no resources are expended, and no rooms are seen or explored. In exchange, the next destination is immediately reached and 1 [[time]] period passes.
  
Regardless of the traveling method employed, traveling induces [[Effects#Fatigue|Travel Fatigue]].
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Regardless of the traveling method employed, traveling induces [[Effects#Fatigue|Travel Fatigue]]. Skipping induces Travel Fatigue equivalent to 30 rooms.
  
 
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Revision as of 01:27, 6 March 2021

Navigation: Main Page Uncivilized Area




The Uncivilized Area (often shortened to UA) is the name given to any of the rooms and areas not part of a town or an intersection.

The UA is composed of an immense, maze-like array of rooms of many different styles, in varying states of decay, interconnected with each other seemingly indefinitely, creating a maze-like world, giving meaning to the name of the world: the Mazes. The only semblance of coherence in the UA is found in the network of roads connecting Civilized Areas, which guide the Mazes' inhabitants in the right direction.

Theoretically, there is no known end to the depth of the Mazes, and there are many more unseen and unexplored roads than those depicted on the world map. Exploring outside of the known world is a dangerous and lethal endeavor.

Rooms in the UA are in a constant state of flux, making no two trips between towns and intersections the same and affecting every aspect: the room types and states of decay, the contents of each room, and even the number of rooms separating you from your next destination. There is no known explanation for this constant state of flux; the most widely-accepted theory is that an unknown chaotic force is responsible for it.

The Theoretical Physics Science Team believes that the effects of the chaotic force can be repelled by settling communities and gathering people in the same area, resulting in the formation of a new Civilized Area, such as a town or an intersection. A controversial theory suggests that people who live in the UA for extended periods of time may be exposed to the chaotic force, resulting in the development of mental issues and aggressive, self-destructive behavior. This theory may explain the number of hostile creatures living in the UA, but it has not been definitely proven to be true, as there are many examples of creatures that do not exhibit hostile behavior.


Traveling in the Uncivilized Area

Choosing a destination

A traveler will find themselves in the UA if they step south of any town's Gap corridor, or through an open exit in an intersection. If leaving a town, the traveler may have to choose their intended destination, depending on the number of other towns and intersections directly connected to the one they're leaving. If leaving an intersection, each open exit corresponds to a destination. Check the maps on this article or the infobox on each individual town or intersection.

Traveling routes

Right before entering the first UA room of the trip, the player will be prompted to choose between one of three (or four) traveling route options.

  • Fast: The fastest route. Medium danger level, average potential loot. Sets the base distance from the next destination to 25 rooms.
  • Safe: The safest path. Lowest danger level, lowest potential loot. Sets the base distance from the next destination to 30 rooms.
  • Deep: The long way. Highest danger level, highest potential loot. Sets the base distance from the next destination to 35 rooms.

The GM has the possibility to offer a fourth option:

  • Skip: This is a "fast travel" option, which skips the UA entirely. No loot is found, no enemies are fought, no creatures are met, no resources are expended, and no rooms are seen or explored. In exchange, the next destination is immediately reached and 1 time period passes.

Regardless of the traveling method employed, traveling induces Travel Fatigue. Skipping induces Travel Fatigue equivalent to 30 rooms.

Tips for Game Masters
Skipping the Uncivilized Area takes away about half of the fun of playing MazeWorld. At the same time, I understand the usefulness of not having to deal with randomly generated rooms and potential fights standing in the way of your next destination. Therefore, instead of taking away skip travel entirely or keeping it in the hands of the player, the possibility to skip should depend on the GM instead. Here are a few suggestions on how and when to offer skips to your players:
  • Treat it as a reward: As a reward to good roleplaying, good fighting, wrapping up an arc or a story, or anything you can think of, you can give players a "ticket" to skip a UA trip at any point in the future. They can even be banked and saved up, although I strongly recommend enforcing an upper limit as well.
  • Limits per session: You can enforce a limit of 3, 2, or even 1 skip per session, depending on the length of your typical sessions. This should encourage players to use their skips wisely.
  • You're the GM, you decide. This is a non-exhaustive list of suggestions. If you have other ideas or if you want to do it another way, have at it.


Room-by-room traveling cycle

The GM must keep track of a rooms remaining until destination counter. It starts at 20, 25, or 30 depending on the selected traveling route.

Once the traveling route has been decided, the following process is used:

  • Room generation: GM offers three doors - left, front, right - describing only the roomstyle and decay level of each
  • Players decide which door to take
  • Event generation: GM generates the events inside the selected room
  • GM describes contents of the room
  • Players act accordingly depending on who/what is inside
  • Once the room is clear, players may ask for the next doors.
  • Add 1 to the rooms passed counter. If a shortcut or detour was taken, remove or add rooms until destination according to the number displayed. (see below for details)
  • Cycle back to the start of the list.

Room generation

To generate a room, use the &roomstyle command. All that's needed is to roll it three times, once for each door, then show the results to the players.

Room generation will randomly generate two elements: Roomstyle and either a Shortcut/Detour or a Decay level depending on the roomstyle generated.

  • The roomstyle is the overall appearance of the room. There are two broad families: roads (mostly empty rooms which have a chance of spawning shortcuts or detours but generally do not possess cover) and furnished rooms (abandoned versions of various room types seen in Civilized Areas, which have a decay level,
    • Roads are mostly empty rooms with no furniture. Roads have a chance of possessing shortcuts and detours. If a shortcut is present, it is always at the front door, whereas if a detour is present, it is always at the left door. Overall, there is a 32% chance to roll a road roomstyle, with equal chances between each style.
    • Furnished rooms are abandoned versions of various room types seen in the Civilized Areas. They have a decay level, which influences the chance of finding additional loot, mushrooms, functional powered room furniture such as radios or TVs, or even whether the room gets lights on at all. Overall, there is a 68% chance to roll a furnished roomstyle, with equal chances between each combination of individual style and decay level.

Shortcuts and Detours are affixed with a number representing the number of rooms skipped or added. For example, taking the door with a Shortcut 3 (-3) will remove an additional 3 rooms from the rooms remaining counter. A Detour 1 (+1) would add an additional room, canceling out the -1 normally received from passing a door, and effectively adding 0 to the rooms remaining counter.

Decay levels represent the state of disrepair of the room. Low decay levels improve the chances of finding roomstyle-specific loot (if applicable, see the section below). High decay levels improve the chances of finding mushrooms. Powered furniture refers to radios and TVs.

  • Decay level 0 - Deserted: Lights are on, powered furniture is functional, 100% chance of finding extra loot, 0% chance of finding 1 bundle of mushrooms (&marisa)
  • Decay level 1 - Abandoned: Lights are on, powered furniture is functional, 25% chance of finding extra loot (roll 1d4-3, loot is present on a 1 or more), 0% chance of finding 1 bundle of mushrooms (&marisa)
  • Decay level 2 - Disaffected: Lights are on, powered furniture is broken, 25% chance of finding extra loot (roll 1d4-3, loot is present on a 1 or more), 0% chance of finding 1 bundle of mushrooms (&marisa)
  • Decay level 3 - Overgrown: Lights are on, powered furniture is broken, 25% chance of finding extra loot (roll 1d4-3, loot is present on a 1 or more), 25% chance of finding 1 bundle of mushrooms (&marisa; roll 1d4-3, mushroom bundle present on a 1 or more)
  • Decay level 4 - Blackout: Lights are OFF (Environmental blindness), powered furniture is broken, 25% chance of finding extra loot (roll 1d4-3, loot is present on a 1 or more), 100% chance of finding 1 bundle of mushrooms (&marisa)

Table of roomstyles

Roads

Roomstyle Element Extra loot / Furniture
Pathway Shortcut -1 None
Roadway Shortcut -2 None
Causeway Shortcut -3 None
Highway Shortcut -4 None
Byway Detour -1 None
Sideway Detour -2 None
Thruway Detour -3 None
Subway Detour -4 None

Furnished rooms

Roomstyle Element Extra loot / Furniture
Archive room Decay level 1d4 &stuff
Armory Decay level 1 &wpn-firearm, random condition and ammunition
Bar room Decay level 1d2 &food, radio
Bar sitting area Decay level 1 &food
Bedroom Decay level Beds, 1 random container, television
Break room Decay level 1d2 &stuff, television
Bunk beds room Decay level Beds, radio
Casino table room Decay level None
Classroom Decay level 1d2 &stuff, 1d3 books
Computer room Decay level 1 &stuff
Dojo training floor Decay level 1 &wpn-melee, random condition and ammunition
Dumpster room Decay level 4 &stuff
Factory machine room Decay level 1d10x50 grams of &ore
Forge room Decay level 1 &wpn-melee, random condition and ammunition
Hospital bedroom Decay level 1 &meds
Kitchen Decay level 1d2 &food
Lab room Decay level 1d2 books
Laundry room Decay level 1d2 &wear
Library room Decay level 1d8 books
Light farm room Decay level 1 &food
Lobby room Decay level 1d3 &stuff
Locker room Decay level 1d3 lockers
Maintenance shaft Decay level None
Mess hall Decay level None
Office Decay level 1d4 &stuff
Pantry Decay level 1d3 &food
Pole-dancing room Decay level None
Reading room Decay level 1d4 books
Scullery Decay level Sink
Sewer section Decay level None
Shower room Decay level Shower
Storage room Decay level 1d2 containers
Toilets Decay level Sink, Toilets
Workshop room Decay level 1 &crafting

Event generation

Events are roaming creatures, loot, or hazards that populate the Uncivilized Area. Depending on the traveling route, different events have different chances of being rolled. A GM may generate events for the next room with &event-fast. &event-safe, or &event-deep, depending on the traveling route selected.

Event type Description Bot command Chance to roll (Safe) Chance to roll (Fast) Chance to roll (Deep)
Nothing No additional items or creatures are generated. None 40% 26% 5%
Creatures
Threat level 1 creatures Generates a TL1 creature. &creature-t1 10% 10% 10%
Threat level 2 creatures Generates a TL2 creature. &creature-t2 10% 10% 10%
Threat level 3 creatures Generates a TL3 creature. &creature-t3 10% 10% 10%
Threat level 4 creatures Generates a TL4 creature. &creature-t4 0% 6% 10%
Threat level 5 creatures Generates a TL5 creature. &creature-t5 0% 0% 5%
Items
Random firearm Generates a random firearm.
GM must generate condition and ammunition loaded separately. (See this section.)
&wpn-firearm 2% 2% 3%
Random melee weapon Generates a random melee weapon.
GM must generate condition and ammunition loaded separately. (See this section.)
&wpn-melee 2% 2% 3%
Random weapon accessory Generates a random weapon accessory.
Certain accessories also act as weapons, generate condition/ammo accordingly.
&wpnacc 2% 2% 3%
Random weapon accessory (no feeding systems) Generates a random weapon accessory excluding feeding systems.
Certain accessories also act as weapons, generate condition/ammo accordingly.
&wpnacc-nomag 1% 2% 3%
Random ammunition Generates ammunition of a random caliber and in a random quantity.
The GM must separately roll powder charge, powder type, and projectile type separately. (See this section.)
&ammo 2% 2% 3%
Random food Generates a random standard food item. &food 2% 2% 3%
Random meds Generates a random unidentified medical item. &meds 2% 2% 3%
Random mushrooms Generates a random bundle of unidentified mushrooms. &marisa 1% 2% 2%
Random clothing (unarmored) Generates a random article of unarmored clothing wearable by humans and halflings. &wear-c 2% 2% 3%
Random clothing (armored) Generates a random article of armored clothing wearable by humans and halflings. &wear-a 1% 2% 3%
Random youkai outfit Generates a random youkai outfit. &wear-y 2% 2% 3%
Random LBE Generates a random article of load-bearing equipment. &lbe 2% 2% 2%
Random valuable item Generates a random valuable object. &loot 1% 2% 3%
Random crafting toolkit Generates a random toolkit for crafting or maintaining items. &c-toolkit 1% 2% 2%
Random blueprint Generates a random blueprint. &c-blueprint 2% 2% 2%
Random crafting ingredient item Generates a random object useful for crafting. &c-item 2% 2% 2%
Random Specs Docs Generates a random specifications document. &c-docs 1% 2% 2%
Random key item Generates a random key item. &keyitem 1% 2% 2%
Random supply crate Generates a random supply crate. &crates 1% 2% 3%

Weapon generation

Weapon generation is relatively simple; the only additional necessary variables are condition and ammunition loaded. All weapons generated in the UA should be stock weapons, with no extra accessories.

  • Condition: Roll 1d100, divide by 100, and multiply by the weapon's Max Condition: you obtain the Condition Points for that weapon, as well as the Condition percentage.
    • E.g.: When generating a Colt M16A1, the GM rolls 87. This weapon's condition is 8700 points (87 / 100 * 10000), which corresponds to a condition rating of 87%. This weapon is in good condition and suffers from no penalties.
  • Ammunition loaded: Check the standard capacity of the rolled weapon, add 1 if +1 in the chamber? is Yes, then add 1. The result is X. Roll 1dX-1: the result is the number of rounds remaining in the weapon.
    • E.g.: The M16A1 comes with a 20-round magazine and accepts an extra round in the chamber. Therefore, X is (20 + 1 + 1) = 22. The GM must roll 1d22-1. They get 18; there are 17+1 rounds left in this M16A1.
    • When generating ammunition types, use the most common ammunition type corresponding for the caliber (typically, the first listed on the caliber's wiki page), or use the ammo generation methods listed below.

Ammo type generation

There are two main ways to generate the powder charge, powder type, and projectile type: the retail method or the full-random method. You should use the retail method whenever possible, and only use the full-random method if there is no retail ammunition for this caliber (e.g. .460 Rowland) or if you think it would make sense for the context (e.g. the current situation involves custom ammunition).

Retail method

Go to the wiki page for the caliber you're rolling, and check the Retail information section. Count the number of brand names available, and select one at random. Then, count the number of projectile types available in that brand, and select one at random.

  • E.g.: The GM has chosen to randomly generate ammunition type for the M16A1 from earlier using the retail method. The M16A1 uses 5.56x45mm NATO ammunition. There are 4 brands of 5.56 NATO ammo, so the GM first rolls a 1d4. The result is 3: Milsurp. There are 4 projectile types available in this brand, so the GM must roll another 1d4, getting a 1. The ammunition rolled is Milsurp FMJ.

Full-random method

This method generates random powder charges, powder types, and projectile types. This method only functions with firearm calibers, excluding .22 Long Rifle, 4.2x30mm R Golden Gun, and 4.73x33mm Caseless, and is best suited for rare calibers with no retail equivalents, or for generating handloaded ammo.

First, check whether the caliber is a (P)istol, (R)ifle, or (S)hotgun caliber. You can find it on the complete list or in the infobox of each individual caliber pages.

  • (P)istol calibers have access to all four powder charge levels: SP, -P, +P, and +P+.
  • (S)hotgun calibers have access to three levels: SP, -P, and +P.
  • (R)ifle calibers have access to only two levels: SP and -P.

Then, randomly determine the following, in order:

  • Powder charge level: 1d2, 1d3, or 1d4 depending on caliber. 1 is -P, 2 is SP, 3 is +P, 4 is +P+.
  • Powder type: 1d3. 1 is surplus powder (Surp), 2 is regular powder (Reg), 3 is premium powder (Prem)
  • Projectile type: &pbt for (P)istol calibers, &rbt for (R)ifle calibers, and one of the dedicated commands for (S)hotgun calibers: &12st for 12 gauge, &20st for 20 gauge, &410st for .410 bore, and &CAWSt for 12 gauge CAWS.

Example: 5.56x45mm NATO is a (R)ifle caliber, giving access to only two powder charges: SP and -P. The GM will roll 1d2, 1d3, then &rbt.

  • The results are 1, 3, and AP; the ammunition rolled is -P, Premium powder, with AP bullets.