Showing posts with label Stuff. Show all posts
Showing posts with label Stuff. Show all posts

Wednesday, December 4, 2024

Upscaling d20 bullet damage

In a previous post tied bullet damage to the diameter of a round multiplied by the ratio of length to caliber in millimeters. This works fine for bullets which rarely go over 1 inch in diameter, and rarely have a ratio greater than 10:1 (which would max out at 10d12). I randomly mentioned this blog, and that got me pondering how the math would work out. Having looked into NATO Fox Calls for fighter planes, I came to realize that a large amount of weapon specs are available for US Munitions on wikipedia. I'm sure missiles are a bit more complicated than what is presented here, but I thought it would be worth the thought exercise. That being said, one note to mention is that in the previous post, the maximum size was d12 for 1". Most missiles are going to be more than one inch, and the inches should probably be multiplied separately from the ratio, but it seems easier to add the inches to the length ratio and multiply by that number. Both methods are shown here so anyone who wants to use them can use either method

Missile                     Dimensions (ratio) Damage
AIM-7 Sparrow (Fox-1)       ~8x144" (~x18)     d12x26 or d12x144
AIM-9 Sidewinder (Fox-2)    ~5x119" (~x24)     d12x29 or d12x120
AIM-120 AMRAAM (Fox-3)      ~7x144" (~x21)     d12x27 or d12x147
AIM-54 Phoenix (Fox-3)      ~15x154" (~x10)    d12x25 or d12x150
AGM-114 Hellfire (Fox-2)    ~7x64" (~x9)       d12x16 or d12x63
RPG-7 Round (~75x950mm*)    ~3x37" (~x13)      d12x16 or d12x39
AT-4 Round (~84x245mm*)     ~3x9" (~x3)        d12x6  or d12x9
Minuteman ICBM (~5.5x60 ft) ~5x60' (x11)       d12x785 or d12x46,800

Percentile Damage
You may have noticed that multiplying caliber and length separately produces damage in excess of 100 in all cases. It may be helpful to roll fewer dice and get bigger damage values. In that case, round the maximum damage to 100 points in whichever direction makes the most sense, and use that number of d100s. The following is the result of that.

Missile                     Damage Maximums    Percentile Roll
AIM-7 Sparrow (Fox-1)       1728               18d%
AIM-9 Sidewinder (Fox-2)    1440               14d% 
AIM-120 AMRAAM (Fox-3)      1764               18d%
AIM-54 Phoenix (Fox-3)      1800               18d%
AGM-114 Hellfire (Fox-2)    756                8d%
RPG-7 Round (~75x950mm*)    468                4d%
AT-4 Round (~84x245mm*)     108                1d%
Minuteman ICBM (~5.5x60 ft) 561,600            d%x5616**

Tuesday, January 5, 2021

Musings on Firearms in d20

A long time ago, way back before there were two kinds of Dungeons and Dragons, in an era where the first kind had only three editions, there was a modern version, with guns. It was sort of ok for generic purposes, but they ended up having to put out further supplements on additional firearms, both fact and fiction. That's all well and good, but ya know... it's probably out of print or something, and also you might not want to encourage piracy even if there aren't going to be particularly strong consequences for it. With that in mind, I came up with my own system for gun damage.

Damage Dice
Guns (and everything) deal(s) damage based on F=MV, but we don't need to complicate this. We can replace F with Damage, M with the size of the bullet, and V with a typical load of propellant. We don't have to even do it directly, we can just sort of provide a logical basis.

In this case, the M of the bullet is tied to its caliber, we'll assume that the following is true:

Caliber     mm           Dice
up to.25    up to 6mm    d4s
.26-.40     7-10mm       d6s
.41-.55     11-14mm      d8s
.56-.75     15-19mm      d10s
.76-1"      20-25.4mm    d12s

The V of the bullet is tied to its case length inasmuch as the case length defines what safe amounts of powder can be used to fire projectiles from it (actually thickness and material is more important than actual length, but it's a close enough abstraction for our purposes). To determine the number of dice, use (Case Length/Caliber in mm, rounding to the nearest whole ratio e.g. 9x19 Parabellum is 2d6 with 19 being 2.1x the length of its 9mm caliber. AK rounds (7.62x39) deal 5d6, and 5.56 NATO rounds deal 8d4. A .50 BMG being 12.7x99 makes it 8d8.  Likewise, a slug in 12 gauge is typically 18.5x70mm, which amounts to a ratio of 3.75, or 4d10.


Shotgun Shells
Instead of going into excruciating detail about how many different levels of buckshot and birdshot there are, we can just assume that buckshot reduces dice size by 1, but adds a 2 dice (5d8 instead of 4d10 for 12 gauge) birdshot reduces dice size by 2, but adds 3 dice (7d6 instead of 4d10 for 12 gauge), and Frangible reduces dice size by 3, but adds 4 dice (8d4 instead of 4d10 for 12 gauge).

Oh and one final thought: That original document may have propagated a myth that shotguns fire in a cone. They sort of do, but even at 150 feet you're only going to get about a 3" spread or so.

Weapon Actions
We will categorize weapon actions more broadly here for the sake of game rules--and because if we didn't a character with an M-16 can easily fire off their entire magazine in under a full round.

Single Shot
Covers breach action shotguns, flare guns, bolt action rifles, and single action revolvers.
  • Each attack with this requires a single action (in PF2e) to bring a new round into battery
Semi-auto
Covers magazine fed auto-loader pistols, double action revolvers, lever action rifles, and pump action shotguns. 
  • You can fire off as many shots as you can pull the trigger. It's a two action activity to multiply damage by 1d3, and a three action activity to multiply damage by 1d6. This costs 3 and 6 ammo respectively
Full-auto
Covers anything where one press of the trigger equals multiple bullets, including modified trigger assemblies that fire a second round when the trigger is released.
  • With selector fire you may treat the weapon as a semi-auto
  • If it's full auto only--or you've selected burst or full auto--you can still limit your trigger pulls to multiply damage by 1d6 with a single action activity (costing 6 ammo)
  • You can multiply damage by 2d6 as a 3 action activity.(costing 12 ammo)

Thursday, May 3, 2018

On Killing (Not by David Grossman)

In Dungeon World, the price of a typical murder is apparently 5 coins, and the price of a higher profile assassination is 120 coins. This seems awfully low. Given the price of "A Hearty Meal for 1" of 1 coin, I evaluated a coin to be roughly equivalent to 5 USD (given that McDonalds had as of the time writing this a 2/$4 deal where you could get two double cheeseburgers). This means a murder is 25 bucks and a higher profile assassination is 600. This is fitting with the standard DW status quo that prices are low, but also suggests that life is cheap. It also doesn't account for the mark's threat level. These factors should be considered when evaluating the price of an assassination:
  • The number of moves a target has that can be harmful to the assailant.
  • The maximum damage a target can bring to bear. This doesn't refer to the damage the target itself can deal, if it can order others to fight for it.
  • The HP of the target. or the highest HP of  its body guards. (3 minimum)
  • The Armor of the target or the highest among its body guards

For example, a Noble doesn't have any listed attacks, or HP, but they can issue orders and offer rewards to anyone beneath them (2 moves). Often, this is a Knight. which can bring to bear 10 damage, has 12 HP, and 4 armor. Therefore a Noble would be worth 2*10*12*4=960 coins. A King who has  A Whole Damn Army would use 2*19*30*4 would be worth 4560. A mere bandit has 3 threatening moves, can do 6 damage, and has 3 HP, which is 3*6*3  or 54 coins.

If you don't like these you can round to the first significant figure to get a price in tens, hundreds, or thousands. The above prices would become 1000, 5000, or 50. For the purposes of abstract coins, a significant figure 50 to 100 coins is A Chest of Riches, anything over 3 such Chests is a Giant Sack of Loot. 3 of those is "A Small Hoard" which increases the Resource statistic that armies use.

P.S.- It is noteworthy that just because you want someone killed, doesn't mean you're going to get it done by hiring some rando off the street. If you pay 120 coins to them (or 5, or 50, or 1000, or 5000, etc), they might go kill your guy, or they might pocket the money, go brag, and end up on a pike outside the city walls. 

Sunday, April 1, 2018

Optional Spell Points variant

The default rule of Dungeon World is that Wizards can just cast a certain number of spell levels (Level+1) Clerics can Commune for the same number of spells, and everyone else in Core operates under the assumptions of any spells they chose for Multiclass Moves. It is with that in mind that I give you

Empowered Spellcasting
Replaces Commune or Prepare Spells
Instead of having to pray for spells or prepare spells, now you do that with Spell Points. You are not shoehorned into a restriction of which spells you can cast on any particular day, merely how many spell points you have. There are a few options here depending on what your GM wants to use

Eqivalent Spell Power
You get Level+1 Spell Points that you can spend as desired.

Attribute Based
You get Level+(Casting Attribute), where Casting Attribute for Clerics and Disciple (Class Warfare) based casters is +Wis, Casting Attribute for Wizards and appropriate Magician (Class Warfare) based casters is +Int, and Casting Attribute for Bards and other Magician (Class Warfare) casters is +Cha.

High Power
You get Level*Casting Attribute Spell Points.

Risks
As per normal spellcasting, there are risks associated with the amount of energy you spent to cast the spell. In this system it works differently. A badly cast spell generates a number of risk equal to its level. So a 3rd level miscast spell generates 3 points worth of effects

Variable
  • Forget the Spell: Doesn't happen. You know the spells you know and that's it. You merely lose additional spell points, reducing risk by a point per Risk reduced.
  • Let's Make a Deal: You are contacted by a powerful, potentially corrupting, entity. This removes all Risk Points your last failure or 7-9 generated.
1 point
  • Unwanted Attention: A single Horde tagged creature appropriate to the spell or the area arrives. before your next turn.
  • -1 to Cast: This lasts a number of your turns equal to the spell's Level
2 Points
  • Unwanted Attention: A single Group tagged creature appropriate to the spell or the area arrives.before your next turn.
  • Valuables are Damaged: When you roll Treasure, reduce the number of rolls you make by -1, or assume the value or amount of goods in a roll with a value or amount is halved.
3 Points
  • Unwanted Attention: A single Solitary tagged creature appropriate to the spell or the area arrives before your next turn
  • Environmental Effects: Everyone should Defy Danger for the remainder of Combat before they can make Hack and Slash attempts. If damage is to be had, the amount is either the Caster's Base Damage (possibly with added moves) or the Spell Damage, whichever is better. 
4+
Mix and Match: Choose effects from lower point value entries in combination with each other.

Backwards Compatibility
Some of the Risks are appropriate choices for 7-9 or 6- in games that don't otherwise use the rule.


Thursday, March 8, 2018

Hits like a truck driver

You ever wonder about that expression? Now you know. Anywho, this is a random joke monster I thought up. It might see use in the more tech savvy areas of my campaign, but not likely.

Thursday, February 22, 2018

Generating a random dungeon in DW with Tarot

This reddit post suggests you can draw tarot cards to make a dungeon, but doesn't provide much in the way of guidelines to finish it off. In Dungeon World, it could be fair to assume the same thing about dungeons that you do about treasure. That they are related to the damage dice of the enemy. Damage dice in dungeon world are very small. I don't recall seeing anything bigger than (b[2d12+9] damage). The average dungeon befitting a boss monster with just such damage would be 6.5+9 or 15.5. Call it 16 since it's the better of two rolls, which are presumed an average of 6-7. Another example, the bandit king (b[2d10]), would be probably about a 6 room dungeon. You can toy with it too. Goblins might not have half the damage roll in dungeon rooms, and a Noble who has a Knight probably has twice the Knight's damage roll of rooms in his castle.

Thursday, February 15, 2018

Drunken Debauchery, Stealing from Conan

The Drinking Contest introduces gobs of opportunity to get smashing drunk, and a rules-y way to handle it. This expands further on the drinking contests, and the aftermath. It goes beyond the Carouse move, but can often accompany it. I introduce to you (this rule is meant to be used with Abstract Coins): 

Drunken Debauchery
When you spent a night on the town, and got too smashed to remember, roll 2d6+ the number of drinks you had (if this is unclear, add your Constitution score). This isn't really hit or miss, consult the following table:

2: Behold My Grace! You boasted of your adroitness! Roll 1d6: 1–2 = Balancing on a Ledge/Beam/Rope; 3 = Bull-Leaping; 4 = Dancing; 5 = Five-Finger Fillet; 6 = Juggling Random Items.
3: Behold My Might! You boasted of your strength! Roll 1d6: 1–2 = Arm Wrestling; 3–4= Wrestling Match; 5 = Keg Tossing; 6 = Lifting Heavy Objects.
4: Behold My Stamina! You boasted of your constitution! Roll 1d6: 1–3 = Drinking Contest; 4–5 = Eating Contest; 6 = Long Distance Running / Swimming Challenge.
5: Big Business! You invested another 1 point of Wealth in a merchant’s caravan / ship venture! GM secretly rolls 1d6: 1–2 = It’s a con; 3–4 = It’s legitimate, and in 2d6 months you’ll have doubled your investment (if you’re still alive and around!); 5–6 = It’s legitimate, but the caravan / ship didn’t survive.
6: Brotherly Love! You woke up next to one of the other players’ characters (referee determines randomly)!
7: Brrr . . . Chilly! Someone stole your coat / clothes while you were intoxicated!
8: Dangerous Liaison! You bedded the son / daughter / husband / wife / temple virgin of someone who can make your life in this area very difficult! Roll 1d6: 1 = Local Crime Lord; 2 = Local Militia Commander; 3 = Local Sorcerer; 4 = Local Temple Leader; 5–6 = Important Local Leader / Noble.
9: Drunken Brawl! You started a drunken brawl! You must spend Wealth on damages and fines to avoid incarceration, or flee and be declared outlaw. Roll Wealth. If you don’t have enough wealth to pay the fine and do not flee, you will be incarcerated and your belongings will be confiscated and sold.
10: Fire! You accidentally started a fire in the inn / den of ill repute you were carousing in! You must spend an additional 1d20 × 10 gold pieces on damages and fines to avoid incarceration, or flee and be declared outlaw! Roll Wealth as #9.
11: Gambling! You gambled away your money on a game Defy Danger with +WIS (at -1 if you took a Debility for the drinking contest) vs. Wealth dropping to 0. Unlike normal Defy Danger moves, on a 12+ with this one, you gain +1 to your wealth level (if possible). Roll 1d6: 1 = Dice Game; 2 = Card Game; 3 = Cock Fight; 4 = Dog Fight; 5 = Arm / Wrestling Match; 6 = Pit Fight.
12: Go Directly to Jail! You woke up in jail charged with a crime! Roll 1d6: 1–2 = Drunken Disorderly; 3 = Lewd Conduct; 4 = Vandalism; 5 = Theft; 6 = Murder. You decide if your character did it or not. An escape may be necessary . . .
13: Have at You! You incurred someone’s anger (or were angered yourself) and have agreed to a duel, physical or sorcerous!
14: How’d I Get Here? You woke up in a strange place with no idea how you’d got there! Roll 1d6: 1 = Aboard a ship (maybe heading out to sea!); 2 = In a tree or on a roof; 3 = In the back of a wagon (maybe travelling somewhere!); 4 = In the nearest stable / animal pen; 5 = In the nearest temple; 6 = In the sewer / gutter.
15: How Embarrassing! You made a complete idiot of yourself in public! Locals snigger behind your back and consider you a complete imbecile. Roll 1d6: 1 = You emptied your bladder . . . unexpectedly; 2 = You exposed yourself; 3 = You fell flat on your face unconscious while attempting to seem intimidating / skillful / powerful; 4–5 = You performed the worst drunken song and dance . . . ever; 6 = You soiled yourself.
16: I Hereby Swear! You made a foolish pledge, loudly and in public to do something hazardous. Roll 1d6: 1–2 = Clear Nearest Monster Den / Ruin; 3–4 = Bring Down Local Bandits / Thieves / Thugs; 5–6 = Steal Valuable From Important Local (roll as in Dangerous Liaison! to determine who).
17: Just Married! You woke up to find someone claiming to be your new wife / husband! Roll 1d6: 1–2 = Attractive; 3–4 = Average; 5 = Ugly; 6 = Pass the bucket! GM also secretly rolls 1d6: 1–3 = It’s a con attempt; 4–6 = It’s true.
18: Love Never Dies! You woke up next to a corpse! Roll 1d6: 1–2 = They died of natural causes; 3–4 = They died of drug / alcohol overdose; 5 = You think you accidentally killed them; 6 = You think you murdered them. GM also secretly rolls 1d6: 1–3 = It’s a setup; 4–6 = It’s true.
19: Mooooo! You woke up next to an animal! Roll 1d6: 1 = Chicken; 2 = Cow; 3 = Goat; 4 = Horse / Camel; 5 = Pig; 6 = Sheep.
20: My Land! You gambled / spent your money and acquired the deed to something! Roll 1d6: 1-2 = Disreputable Inn; 3 = Nearest Ruin; 4 = Plot of Wildland; 5–6 = Run-Down Farm; You are eligible for either Householder, Merchant, or Shopkeeper as appropriate once any GM imposed restrictions are met.
21: My Precious! When you were passed out or otherwise engaged, someone stole your single most valuable-looking item! Track ‘em down and make ‘em pay!
22: Ooh, Shiny! You spent your money on a truly gaudy but otherwise unremarkable item. Reduce Wealth by at least 1. Roll 1d6: 1 = Armour; 2 = Garment; 3–4 = Jewellery Piece; 5 = Shield; 6 = Weapon. GM determines the item.
23: Robbed! As 21, but 1 Wealth instead.
24: Tattoo! You spent your money on a fantastic tattoo! Say what, and  roll 1d6: 1–2 = It actually is awesome; 3–4 = It’s fairly good;5 = It has an obvious flaw; 6 = It has an embarrassing flaw.
25: Unexpected Companion! You woke up next to a member of your preferred gender. Determine attractiveness as Just Married! entry.
26: Yer Mother! You seriously insulted someone who can make your life in this area very difficult. Roll to determine who as in Dangerous Liaison! entry.
27: You’re so Generous! You donated your money to a worthy institution. Roll 1d6: 1–2 = Local Poor; 3–4 = Local Temple; 5–6 = Orphanage / Urchins.
28+: Madman! Roll twice and apply both results!

Sunday, July 2, 2017

A Whole Damn Army Example: The Hellfire Imperium

Taking in the rules expressed in this, that, and the other entry, my Into the Heart of the Dragon game features a nation-state called the Hellfire Imperium, and I can stat out the nation-state's Capital City, called Dis. Dis is responsible for the creation of A Whole Damn Army of Imps. We start with the base stats of Dis.
  • Dis is a City
By default a city is Moderate, Steady, Guard, Market, and Guild (Iniquities). It also has Oaths with at least two other steadings (Abaddon, Sheol), usually a town and a keep. If the city has trade with at least one steading and fealty from at least one steading choose one (as a capital city, it does):
  • The city has permanent defenses, like walls: +Defenses, Oath (Ikisat)
The city has one problem
  • supernatural defenses: +Defenses, Blight (Is a literal Hell on Earth)
These upgrade Dis' Defenses to Battalion, thus the city has a force with these stats on hand:

A Whole Damn Battalion                                                       Horde, Huge, Organized, Intelligent,
Terrifying
Tridents and Fireballs (b[2d6+7] damage 1 piercing)                                                    24 HP 7 Armor
Reach, Forceful, Near, Far
Special Qualities: A Metric Shitload of demons!
  • Shatter Their Morale! (any)
  • Loose! (Archers)
  • Hold the Lines! (Pikes)
Because they are practically Hell on Earth, in addition to these base defenses, they can conscript enough Lost Souls to also field the following army (who are not inexperienced, even though they are conscripted from the general population).

All the Damned Souls                                                               Horde, Huge, Cautious, Intelligent,
Terrifying
Wall of Woes (w[2d6] damage* and heal the same amount)                                         32 HP 7 Armor
Reach, Forceful, Near, Far
Special Qualities: A Metric Shitload of souls!,
  • Surround them! (Infantry)
  • Their souls are forfeit!
*These souls are loathe to cause any more harm than they may already have for fear they will be further punished, yet they are still willing due to their inability to escape said punishment.

If they have several days notice of an attack, they can call for another Whole Damn Army from the combined resources of Abaddon and Sheol--which would have +5 HP and an extra move--and some Dragon Riders from Ikisat.

Resources
At Moderate Prosperity with a 32 HP citizenry earning the Wages of Sin, they have coffers no larger than 250,000,000 (6 points)

At 24 HP, the Battalion has roughly 2,500,000 worth of military supplies.(4 points)


Saturday, July 1, 2017

Spout Lore: The Steel King


The Steel King was once a mortal gone to the mountain of the gods to become a disciple of the dwarven god of smithing, Navanor Truestone. Around this time, the god's daughter Inebra Truestone was but a godling. The mortal attempted to woo her while under her father's tutelage, and when the father found out, the mortal was cast to the fiery underworld. The citizens of Towmyen think this has something to do with why the Blasted Wasteland is so large.

Wednesday, June 28, 2017

Material Sciences in Into the Heart of the Dragon

My Into the Heart of the Dragon campaign has a house rule where you can add tags to items that make them worth +50% price per added tag rather than a flat 50 gold. Some items are of a lower quality, and have modifications that make them cheaper rather than more expensive. This reduction is also -50% (usually). If an item’s price would be reduced to zero by modifiers, its price is -80% instead (minimum 1 coin).

As a natural extension of that, I've decided to make a list of qualities and materials using tags. They will vary in price based on the number of good and bad qualities they have. I know this one may not suit everyone, so don't read it if you don't want the extra detail in your campaign

Tuesday, June 13, 2017

Expanding on Dwarven Stuff

There are a few things in DW that are already dwarven and have specific effects. First, let's talk about Dwarven Hard Tack
Dwarven Hard Tack
Requires Dwarf, Dwarves say it tastes like home. Everyone else says it tastes like home, if home is a hog farm, and on fire.
That one is mostly fluff, but the fact that it requires dwarf (racial trait) and is tagged as a ration suggests that it's a ration for dwarves, and trash for people who aren't (unless they have a move that lets them eat anything). Either that or they're unfamiliar with bacon.

Jokes aside though, there is something to be desired. I give you the dwarven tag:

Armor
Armor made to fit dwarves (i.e. has the dwarven tag) removes the Clumsy tag for dwarves, and adds -1 ongoing to Defy Danger with +DEX for anyone else. Price is increased by 50% for dwarven armor if you're outside dwarven settlements.

Weapons
Shorter than 6 feet, these weapons lose their reach tag. They are often very bulky though, replacing it with the Forceful tag. For weapons that don't have the Reach tag, they still gain the Forceful tag. Price is increased by 50% for dwarven weapons if you're outside dwarven settlements.

Next, let's talk about Stout
Dwarven Stout
When you open a keg of dwarven stout and let everyone drink freely, take +1 to your Carouse roll. If you drink a whole keg yourself, you are very, very drunk.
Nothing wrong with this tag, or with the notion that dwarves are the poster children for alcohol consumption in fantasy RP. But this is something that can stand to be expanded upon, and I will do so here.


The Drinking Contest

 So what does getting very drunk entail? Depends on the fiction. Just kidding, the reason you are here is because for you. there is no current fictional status quo. Here is mine: Whenever you engage in a contest of intestinal fortitude against alcohol, roll +CON

  • On a 10+, you survive the round no problems, and an NPC drops out. (if you want, you can use the Whole Damn Army rules and do 1 point of "damage" against the Tavern equivalent to a "green platoon", or 8 HP.)
  • On a 7-9, take a debility (other than Scarred since alcohol on its own is not disfiguring)
  • On a 6- take 2 debilities, and 1d6 damage
When you become Sick (when you gain the Sick Debility) you drop out of the round. The winner is the last person remaining. If a PC and an NPC are tied, the PC wins. If two PCs are tied, whoever has the better Con score wins. Alcohol based debilities go away at a rate of 1/hour.

Monday, August 29, 2016

Spouting Tavern Lore

Inebra is the dwarven Goddess of Drink. She was forged when Navanor Truestone was experimenting with different quenching materials, and he used rum (dwarven of course, 3 times more potent than that human drivel). Being what serious minded people might think of as the Divine posterchild of Fetal Alcohol Syndrome, during her youth, she would disguise herself and engage people in drinking contests.

After a few centuries of this, a human named Ogmar recognized her, and he asked for her hand in marriage should he win. She was conflicted in this, but in that moment of doubt, she knew she had to reaffirm her position as The Best of the Best. She won, but he lasted long enough to get her a little tipsy, drinking at least 8 times what a human should. She could have at that point, changed her mind and he not do a thing about it. Her father would not have anything but a dwarf wed his child either, so she transformed him into a dwarf, and promoted him to demi-god. She also bequeathed the name Oathbinder upon him for making a god keep her word.

This is why in proper dwarven society (for a game featuring this lore) there is a largely matriarchal chain of command with every step having a council of 8 males acting as council to a woman holding the actual position.

The question has been posed how she was forced to keep her word, and the answer, is that she was tipsy and confused.