29 June 2024

Airships!

 I love Zeppelins. Not blimps. Airships. Rigid structure, an aerodynamic hull around a series of gas chambers. That sort of thing. Now for the past year or so my older son and I have sometimes dabbled in One Page Rules Grimdark Future FTL Warfleets. The rules are simple enough (two pages, not one, but one may argue that you can print double-sided). But it takes place in space. My son loves it. I like it too. But I feel one could do an airship mod.

Working on it. Of course.

Now airships _were_ used as weapons of war for a couple of years that included World War I. Afterwards there were some attempts to have them in a military role by the victorious powers. The USA built the USS Akon, which was a flying aircraft carrier – although more of a scouting vessel than made for direct sorties against hostile targets. I think the British and French also built them. Germany wasn't allowed the big toys anymore after the Treaty of Versailles so the greatest fans of the technology only built civilian airships.

A little aside on those: The Graf Zeppelin was the vessel which I personally would want to travel on if I ever got my hands on a time machine. Global readers will associate the term Zeppelin with the Hindenburg, however. It was known for two things: Having swastikas on its tailfins and spectacularly (and on camera!) going up in flames. Two things to save the honor of that airship: The Nazis didn't like Zeppelins because by that time airplanes were faster, more reliable and had more range than before and they thought the Zeppelin technology to be of no use for the military. The swastikas on the tailfins were not supposed to show how nazi the ship was but simply the national flag at the time. As for the fireball: The Hindenburg was designed to be run with (nonflammable) helium gas. But pre-war sanctions against Germany meant that the one big producer of helium at the time, the USA, didn't deliver that gas so they had to go with hydrogen, which has somewhat (8%) greater lift and far greater risk.

Alright, aside's over, let's talk about these hypothetical war Zeppelins. An airship is mostly gas-bags and the structure supporting them. The gondolas, both for command/control and with motors, are tiny attachments to that. Yet, an airship cannot carry all that much additional cargo/ammunition/personell. One cubic meter of helium only lifts something like 1.1 Kilogramms. That is not much and the reason, airships were so large.

So if we're gonna make a tabletop game out of this, we'd have to assume helium as lift-gas and ignore fire and loss of lift due to damage entirely. I dislike my games to be bogged down by to many detailed rules. Ships in Grimdark Future have between two (light) and four (heavy) ship systems. I'd go one lower for my airship mod because installing a cannon on such a craft is a big deal. Also, ships in the original game have turrets that become more powerful for the bigger craft. Airships will have a set of machine gun emplacements around their hull which means they all have the same base "turret" weaponry.

What weapons could one sensibly attach to an airship? Bombs (the most common weapon for such craft historically) are, of course, irrelevant in air-to-air battles. But there are other options:

Machine Gun Battery: If you expect to encounter lots of enemy planes trying to swarm you, this would be a sensible option. It simply means that there are _more_ machine guns on your ships - with the respective crews to fire them.

Anti Air Howitzer: I suppose an airship can carry a heavy infantry howitzer like mountain troops used to lug around. 150mm caliber, airburst-ammunition – this would be the king of weapons in the skies.

PomPom Battery: Heavier than machine guns, heavier than even heavy machine guns. The PomPom was a maxim machine gun upscaled to a 1-inch-caliber and did indeed see use as an anti-aircraft-weapon in WWI.

Dumbfire Rocket Rack: Just a bunch of rockets to saturate a distant area of the sky with explosions and shrapnell. The original game already has something like this which barely needs any modifications to work.

Wire Guided Missile System: This is the sniping weapon of the game, I guess. It could be made even though it is more of a WWII-kind of technology. We are doing Dieselpunk here so I guess it'll be alright.

3"-AA-Battery: This is the broadside-weapon in this system. Imagine like two cannons per side of the airship, firing smallish howitzer-rounds.

With weaponry out of the way, what ship systems would seem somewhat plausible?

Reinforced Structure: Your typical armour-upgrade. HP instead of anything actively useful.

Crew Parachutes: Good for morale if you play with such a thing.

Extra Motor Gondola: More speed!

Weapon Swivel-Mount: Choose one of your weapons. It can now turn 360 degrees. I imagine it's hanging below the ship.

Advanced Fire Control: Hit better.

Airplane Support Bays: Helps the swarms of fighters around you somehow.

Turret-Upgrade: Replaces the generic MGs with PomPoms?

Harpoon-Cannons: Entangle an enemy ship. This makes sense if you are smaller and want to hinder a larger craft from participating in the fight more.

This is missing rules for boarding, which I bemoan. I once met a nice oder lady at a lecture on airships who was not only leader of a club of Zeppelin-enthusiasts but also the granddaughter of Germanys only air corsair (the man had, in WWI, actually captured a Norwegian seagoing vessel with his airship). I believe that boarding may be unrealistic but is cool enough that it should be an option (in the base game as well - send over those space marines with boarding pods!). Have to think about it but I fear it would complicate things too much.


26 June 2024

A theory on dungeonness

 What exactly makes a dungeon a dungeon? I've previously thought about the minimum size of one but the very nature is something else entirely. I've been working on a series of novellas lately (expect a link to the release of the first one in October – but it'll be in German) and started wondering, what of the adventures my hero has actually constitutes a dungeon.

I believe that there are three hard factors and a checklist of soft factors that make a location into a dungeon. Of course, your personal definition may vary but this one is mine:

A dungeon must be an enclosed location. Open air maze? No dungeon.
A dungoen must have some sort of treasure in it. That treasure can be abstract, like an information, knowledge etc.

Now it also needs to confirm with my minimum dungeon size (see link above) so:

A dungeon must not be completely visible from the entrance. If it's just a single, unobstructed room, that's no dungeon.

Let's talk about soft factors. The dungeon should have at least two of these (and it can be multiples in the same category):

A dungeon should have an obstacle.
A dungeon should have a riddle.
A dungeon should have a trap.
A dungeon should have an enemy.

These make up the dungeon-score. Let's put the thing to the test using Indiana Jones (because I'm writing pulp adventure and don't want to spoil my own stories.

The temple in the beginning of Raiders of the Lost Ark:

-Is an enclosed location.
-Has a very obvious treasure.
-Is pretty damn big and cannot be overseen from anywhere.

So check for the hard factors. Soft factors?
-Has an obstacle (pit that Indy and his lackey swing across).
-Has a riddle (the trap trigger underneath the golden idol).
-Has (at least) three traps (spikes, arrow-launchers, stone-ball self destruct mechanism)
-Whether or not it has an enemy is arguable but let's say it doesn't.

So it comes out with a dungeon score of five. Pretty good.


The excavation site in Egypt in Raiders of the Lost Ark:

-Is an enclosed location.
-Has treasure in the form of information: Where is the Ark?
-Has nooks and corners.

Check for thard factors. Let's go to the soft factors:
-Has an arguable obstacle: Indy needs to climb into the place, after all.
-Has a really cool riddle with that staff and the light and all.

This one comes out with a dungeon score of just two but that's enough to qualify (if not much more than that).


The well of souls in Egypt in Raiders of the Lost Ark:

-Is an enclosed location.
-Has arguably the most valuable treasure in the world.
-Has nooks, corners, and even hidden rooms full of mummies.

Hard factors are check. Soft factors?
-Has the same arguable obstacle of needing to climb into it.
-Has another obstacle in the shape of a wall Indy must tear down.
-Has what is either a trap or an enemy in the form of swarms of snakes.

So it has a dungeon score of three. I have this as a Lego set sitting next to me (my kids gave it to me as a birthday gift). Love it.

24 June 2024

Godzilla Minus One - some thoughts on an aircraft safety feature

 If you haven't watched Godzilla Minus One, do so. This text will contain spoilers and the movie is (very) good. Don't believe me, believe Kevin Smith. Or even my wife who said that the film was alright - that's very high praise for a kaiju-movie coming from her. So, spoilers ahead.