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Database for running Spycraft chases
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<blockquote data-quote="Pielorinho" data-source="post: 1497616" data-attributes="member: 259"><p>Attached is the Microsoft Access database I'm designing to use with running Spycraft chases. (I'm doing this in a separate thread in case a moderator wants to move this to the computers & software section -- I'm not sure where it should go).</p><p> </p><p>The program is hopefully fairly self-explanatory. Here's how I see it being used:</p><p> </p><p>BEFORE THE SESSION:</p><p>1) The GM enters the basic information on the chase (the chase name, the starting terrain type, the chase type).</p><p>2) The GM enters the basic information on the NPC vehicle, by clicking the "new" button on either predator or prey. (A vehicle, once entered, can be used in either slot). If the vehicle is based on a template I haven't entered yet (basically anything besides a car or a personal vehicle), they'll click the "new template" button and add the new template in, which will then be available for any new specific vehicle they want to create down the line. The GM will modify the NPC vehicle from the template based on damage it's taken already, gadgets it has, etc.</p><p>3) The GM will enter similar information for the NPC who will be driving or otherwise handling the vehicle, under either "predator" or "prey." Again, once a character is entered once into the system, their record can be pulled up as either predator or prey in any chase.</p><p>4) If the GM has information on the PC's handler and/or vehicle, they'll enter that in, too.</p><p> </p><p>At the beginning of the session, the GM will:</p><p>1) Enter in the PC's handler and/or vehicle, if not done ahead of time.</p><p> </p><p>When the chase begins, the GM will:</p><p>1) Verify that the right vehicles and handlers are in the right predator/prey slot.</p><p>2) Roll for starting leads (sorry, I don't want to incorporate any rolls into the database -- use your dice!)</p><p> </p><p>During each round of the chase, the GM will:</p><p>1) Tell the PC which maneuvers she may choose from, based on the appropriate drop-down maneuver box (these are calculated based on leads only).</p><p>2) Choose a maneuver for the NPC, based on the appropriate drop-down box.</p><p>3) Enter in any miscellaneous modifiers for predator or prey. Note that terrain (open, tight) and the maneuver difficulties relative to one another are automatically calculated, but such modifiers as a penalty applied for the driver's having done a half-action in the previous round are not.</p><p>4) Click the "resolve button" and read the results. (Not aloud, silly: based on the results, describe the action!)</p><p> </p><p>If a crash check is required, </p><p>1) Click the "crash check" button. The only crashes not incorporated into the system right now, I think, are crashes caused by damage. See below for how to handle these. (edit: these are now incorporated)</p><p>2) Follow the instructions on the crash check screen. IMPORTANT: IF A DRIVER DOESN'T NEED TO MAKE A CRASH CHECK, LEAVE HER ROLL BLANK!</p><p>3) Exit the screen when done.</p><p> </p><p>Otherwise,</p><p>1) Click the "new round" button, unless the chase is over.</p><p> </p><p>It sounds complicated, but I think it should be pretty easy to use. Especially if you're familiar with Access.</p><p> </p><p>A couple notes:</p><p>-Because I gave detailed names to all the tables, forms, and fields in the database, I'm bumping up against the maximum length on formulas in my macros. This is preventing me from autocalculating crashes and handling penalties from damage. If someone wants to help me around this problem, I'd be happy <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />. (edit: fixed now)</p><p>-"That's Impossible!" isn't incorporated yet, but I'll do that at some point once I figure out the best way. Same thing with limiting certain maneuvers based on "daredevil only".</p><p>-If you need to create a new record in Access, click Ctrl and +. If you need to delete a record, click Ctrl and -. Once you leave a record, any changes in it are automatically saved.</p><p> </p><p>I welcome any feedback on this!</p><p>Daniel</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 1497616, member: 259"] Attached is the Microsoft Access database I'm designing to use with running Spycraft chases. (I'm doing this in a separate thread in case a moderator wants to move this to the computers & software section -- I'm not sure where it should go). The program is hopefully fairly self-explanatory. Here's how I see it being used: BEFORE THE SESSION: 1) The GM enters the basic information on the chase (the chase name, the starting terrain type, the chase type). 2) The GM enters the basic information on the NPC vehicle, by clicking the "new" button on either predator or prey. (A vehicle, once entered, can be used in either slot). If the vehicle is based on a template I haven't entered yet (basically anything besides a car or a personal vehicle), they'll click the "new template" button and add the new template in, which will then be available for any new specific vehicle they want to create down the line. The GM will modify the NPC vehicle from the template based on damage it's taken already, gadgets it has, etc. 3) The GM will enter similar information for the NPC who will be driving or otherwise handling the vehicle, under either "predator" or "prey." Again, once a character is entered once into the system, their record can be pulled up as either predator or prey in any chase. 4) If the GM has information on the PC's handler and/or vehicle, they'll enter that in, too. At the beginning of the session, the GM will: 1) Enter in the PC's handler and/or vehicle, if not done ahead of time. When the chase begins, the GM will: 1) Verify that the right vehicles and handlers are in the right predator/prey slot. 2) Roll for starting leads (sorry, I don't want to incorporate any rolls into the database -- use your dice!) During each round of the chase, the GM will: 1) Tell the PC which maneuvers she may choose from, based on the appropriate drop-down maneuver box (these are calculated based on leads only). 2) Choose a maneuver for the NPC, based on the appropriate drop-down box. 3) Enter in any miscellaneous modifiers for predator or prey. Note that terrain (open, tight) and the maneuver difficulties relative to one another are automatically calculated, but such modifiers as a penalty applied for the driver's having done a half-action in the previous round are not. 4) Click the "resolve button" and read the results. (Not aloud, silly: based on the results, describe the action!) If a crash check is required, 1) Click the "crash check" button. The only crashes not incorporated into the system right now, I think, are crashes caused by damage. See below for how to handle these. (edit: these are now incorporated) 2) Follow the instructions on the crash check screen. IMPORTANT: IF A DRIVER DOESN'T NEED TO MAKE A CRASH CHECK, LEAVE HER ROLL BLANK! 3) Exit the screen when done. Otherwise, 1) Click the "new round" button, unless the chase is over. It sounds complicated, but I think it should be pretty easy to use. Especially if you're familiar with Access. A couple notes: -Because I gave detailed names to all the tables, forms, and fields in the database, I'm bumping up against the maximum length on formulas in my macros. This is preventing me from autocalculating crashes and handling penalties from damage. If someone wants to help me around this problem, I'd be happy :). (edit: fixed now) -"That's Impossible!" isn't incorporated yet, but I'll do that at some point once I figure out the best way. Same thing with limiting certain maneuvers based on "daredevil only". -If you need to create a new record in Access, click Ctrl and +. If you need to delete a record, click Ctrl and -. Once you leave a record, any changes in it are automatically saved. I welcome any feedback on this! Daniel [/QUOTE]
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