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Showing posts with label Tunnels and Trolls. Show all posts
Showing posts with label Tunnels and Trolls. Show all posts

Saturday, March 26, 2011

Trollzine 4 needs artistry

I am not a good drawer, so I thought I would put a call out to the wild and wooly. TZ4 has suffered delays, and one of the biggest is a dearth of pictures. The relevant thread is here (The link is to the last page as the thread has become very long...)

The Trollzine is a totally fan-based, free product - gotta get this one done so we can start on #5!

Any help would be appreciated!

UGH! (Trollish for "Thanks" in this instance)

Monday, February 28, 2011

Tunnels & Trolls positive vibes

It is unfortunate IMO that most of the T&T related writing that I have done on my blog has been occupied with the Shipman/Outlaw Press BS. It's been pointed out that perhaps broadcasting as far and wide as possible, while potentially warning people away, might have the side effect of being free advertising for him - and I can see how that might be the case.

So there are resources on the web for T&T fans, and for the subset of those who want to buy things that won't make them feel like they need to take a shower afterwards there's always the quaint Flying Buffalo website. I've got the link to the Trollbridge inspired Lulu storefront to the right, and here's another:
It's a good one. A fantastic collection of resources and articles managed by the esteemed Dekh (that's a trollish name BTW)

While I'm here, let me put this picture up:
(I like this lion face better. *smiley*)

Friday, February 25, 2011

Breaking news: Shipman is still an asshole

He's got a new store online! Still selling things produced by other people that do not want him to sell their things. Still selling things produced by people that have repeatedly told him not to sell their things. Still doing the same things that he always does.

Please - if you know how to send electric impulses through the internet to fry people's brains, send some his way.

Tuesday, June 8, 2010

Danhem's solo schoolin'

Here's some links to an very interesting series (hopefully ongoing) regarding writing solo adventures.
PT 1
PT 2
PT 3
PT 4
PT 5

Friday, April 30, 2010

Trollszine #2

Trollszine 2 is now available for public consumption!!! Woot!!!

Wednesday, April 14, 2010

Title? OK: delicious avacado

Sometimes you just have to get away from the internet for a while - at least, sometimes I do. Otherwise I begin to get obsessive (in a less-than-optimally-healthy way) - so I've had a blog-sabbatical, and I feel refreshed. Got back to reading real books, and man did I get some good ones - Moorcock's Byzantium Endures, the first book of The Black Company, M. A. R. Barker's Man of Gold, Encounters with the Archdruid by John McPhee (who is our greatest living author if you ask me - his works, regardless of subject, have never failed me). Currently reading Moondust (talking to the astronauts who walked on the moon) and Under the Black Flag, "the romance and reality of life among the pirates". Next up is one I'm particularly excited about Ardneh's Sword by Fred Saberhagen - apparently a bridge story between Empire of the East and his Swords series... some of my favorite stuff!

Several gamish things have transpired while I've been unblogged. Acquired Rob Kuntz's Bottle City (and it is magnificent!) and the Ready Ref Sheets (finally). Thanks to a tip from Tavis I signed up for Paperbackswap a while back, and it's come through with the Rolemaster Companion II (in fantastic condition) and a late printing of the original cover AD&D Monster Manual (in bad shape, but FREE!). So at this point, I've regained all the 1st edition AD&D books that I want - Huzzah!

Started running a couple of friends through a dungeon a while back, but we haven't had time for any sessions recently. It was going well though, and hopefully we'll be able to restart in the near future. I talked them into testing out a dungeon, the kind of dungeon that is on the other side of a cursed scroll that teleports the reader and party somewhere obtuse. It's been a while since I ran AD&D, so I used the sessions to identify some of my rough spots, started to figure out how I want to handle things (initiative, higher level spells and some powerful magic items, etc... things I never really had the chance to adjudicate BITD).

Now I'm working on a small 'setting' - sort of a mini campaign area. It's been fun building things from scratch - generating a lot of information randomly and then building connections between them. The whole thing started out when I decided to generate some intelligent magic swords. I ended up with a powerful Holy Avenger that spoke several bizarre languages, and so to justify the sword's esoteric linguistic capabilities, designed its history. This established the presence of some powerful evil monsters (namely manticores and ogre magi). Anyway, I've been working on really fleshing out the populations in this area and it has been a lot of fun putting faith in the dice and establishing some story-threads afterwards.

The first Trollszine was published and proved to be a popular download. Felt great to have that come out - I have to admit that the whole Outlaw Press meltdown left me feeling very much like withdrawing from the internet gaming world - it was just such a let down and filled with personal acrimony and, frankly, that's not the kind of thing I need in the main distraction I have from real life (which all too often already has enough negativity to deal with). I got really wrapped up with that, and I think I needed to take a step back - so that's what I did.

If it wasn't for Joesky the Dungeon Brawler and Vaults of Nagoh, I don't know what I'd do!

Take care!
-G

Tuesday, March 2, 2010

Trollszine #1 is go!

TROLLSZINE #1
We got it on Flying Buffalo's page at RPGnow! Woot! (Couldn't do Lulu because Lulu don't like Mac generated PDFs)
It's free! And it's good!

Table of contents ...

Trolls Talk - by Dan Prentice
Trolls Regenerate - by Ken St Andre
The Trollgod Rants 1 - by M. E. Volmar
Selling Used Equipment - by Gary McCammon
Funny Shaped Dice and Massive Monsters - by Dan Prentice
Aeulungs Tale: Chapter 1 - by Tom Grimshaw
The Trollchefs Cookbook - by Salvatore Macri and Dan Prentice
Grumlahk - by Jeff Freels
The Trollgod Rants 2 - by M. E. Volmar
Roadhouse - by Greg Backus
TrollsZine Competition
The Blood War at Saxon - by Tom Grimshaw
Item! Item! - by Greg Backus and Dan Prentice
Dare to Daro - by Dan Prentice
Delverton: The Smithy - by Lee Reynoldson
The Game of the Sphinx - by Mike Tremaine
Going Solo - by Dan Prentice
The Restless Mausoleum - by Salvatore Macri

Good stuff - go get it!

Monday, January 25, 2010

Thursday, November 26, 2009

St. Andre podcast

Allow the dulcet tones of Ken St. Andre to work their charms while you wallow in the haze of post-feast (a friend of mine coined a term a while back, that may be applicable here (among other circumstances... ugh... love it!), that being the term "Engorgeous")

Anyway - the podcast is (sadly) brief and over the telephone, but good nonetheless. One point touched on is that Ken had little interest in miniatures gaming - beyond general interest in gaming. Every once in a while I remember this detail, and each time it seems to contribute to a slowly building something way in the mid-back of my mind...

Ken is such a nice guy. Take a minute (maybe 10...) to listen!

BREAKING NEWS: Engorgeous is defined at Urbandictionary.com! I'd argue for some other interpretations - I'll take that up with them I guess...

Wednesday, November 25, 2009

There's been a lot of weird things going on with Tunnels and Trolls recently which has kept me pretty captivated and on the edge of the seat. An end (?) result of recent events seems to imply the following scenario, which I, among others, find particularly mind-bending...

That a clone of a game could be made and allowed to titled the same as the original. Huh?

Weird. How could this be?

I have a feeling that a "weird bomb" just exploded nearby, and after a weird and emotional period of anger and recrimination among elder trolls, we are those fortunate enough to be alive on Day One... like Childhood's End or something - maybe Saberhagen's Empire of the East, caught in the Ardneh Wave - or that psi-emanation from Traveller:New Era just passed through...

Anyway, I anticipate a real flood of fan support for this wonderful game, along with greater PDF resources from Flying Buffalo - and as I watch the continuing unfolding of this weirdness, I can't help but think that a great deal of good will come of this. I readily admit that I feel somewhat inadequate to project or try to predict all the different ways this could develop, I do not see how it could be detrimental to this great game.

While the Trollgod sits mighty dominion in his Hall, we tunnelers have been busy!

Friday, September 25, 2009

drop of water in ocean vs drop of water in wildfire

Haven't posted in a while because I wanted to wait until I had the overlord thing 'in full swing'. Well - I wouldn't say it's in full swing, but it is starting (after some fits and starts, butting up against the edge of my disorganized & accident-prone nature). What's that about battle plans surviving first contact? Oh yeah, that they don't!

I was thinking I'd start it after I got a group of people playing at the table, but this has proved a stumbling point. The gamer club at the state university here is pretty 4e centric when it comes to RPGs, with a couple of Rifts enthusiasts(!). Three prospective players responded to a flier I put up, but they've all washed out. Hrumph.

Nevertheless, the coffee shop down the street makes a room available to reserve, for free(!) so my thinking is just to start an open with a couple of my friends and toss around a couple more fliers...

OSRIC supplement development is big news. E&S continues (glacially). Seems the S&W megadungeon is pretty back-burnered. Trying to set-up this overlord game has really made clear to me how thin I'm spreading myself - but once it finds its legs, I think it will largely 'run itself'.

But the thing I came here to get off my chest is this: play Tunnels & Trolls! It's a great great game that deserves more love! No - more [b]use[/b]!

OK.

Wednesday, September 2, 2009

Setting Info

< OLD LINK REMOVED >
A timeline
Some history-lite
Cursory geography
A crude map (WIP!)

Still in the 'setup' phase. Players are submitting ideas and information, so it is still a work in progress. I'm trying my damnest to keep kinda quiet about what this looks like under the hood, and it's difficult because there's really cool things happening in here. Emergent patterns and such. Once the first turn starts, I'll have to start posting the words of the town criers, border edicts and travellers' stories...

One thing is certain, which seems to be much a truism in human internet-based text gaming - the initial plan never survives!

    <*> I thought I'd get a couple of people, maybe a slow trickle. Nope!
    <*> I was gonna randomly assign players to NPCs I already had in place. It immediately became apparent that that would not be the case across-the-board.
    I am not complaining about this - the stuff being submitted is making the setting so much more interesting - so many ideas I would have never come up with. And here's where the 'emergent behavior' thing got really freaky (as in cool). Different players unaware of each other coming up with character and 'kingdom' ideas independantly, that work together very well...different hooks that seem easily related to each-other...etc


One thing that has remained pretty consistent is a sort of 'omni-game' approach. Players are using different systems for game detail of their characters as they see fit. I'm sticking to 1e AD&D as a 'lingua franca', and using it for a lot of the implementation details on my side of things, but there's 2e-isms, some T&T-isms,
and some other stuff from I don't know where!

In real world, I went to the college youngins game club this evening for their first meeting of the semester, and met with three guys that responsed to the flier I put up in a few places last week (like outside the game club's meeting room on campus for one!). One of them was somewhat aware of internet OSR stuff, they all seemed at least somewhat interested (I kinda half-assed pitched Swords & Wizardry/OSRIC aka "Old D&D" - I've never been much of a salesman...but), we're supposed to get together next week to start. In Search of the Unknown.

Quasqueton aside, they're gonna be walking into an amazing environment. Thank you overlords! I can't wait to get the internet ball rolling, so that the players can see what's going on too.

Wednesday, August 19, 2009

Instant Endgame

I've been kicking an idea around for a while now - or better, a bunch of ideas have been kicking me around, I'm finally getting fed up with it. I started up a free forum some time ago, thinking to myself that it would be good to start running a bunch of play-by-post games there.
Have not yet started any, though I've populated and emptied, populated and emptied it a few times with different setting info and introductions and whatnot.

Never stuck - so I never opened it up for perusal or membership.

I've been running a 'sandbox' style PBP game at Vin's Trollbridge for a while now (roughly 6 months) and enjoying the hell out of it - first time I've been able to run T&T in too many years. Been dwarfing it up in noisms' Warhammer FRP for just as long. So I think that I've become somewhat accustomed to the peculiarities of online play.

So - what to do with the forum space I set aside for running games? I still don't know exactly, but my thoughts on the matter are turning ever more frequently to 3 ideas.

1. An Advanced Dungeons & Dragons (1e, mostly BtB, no UA) game with this premise: Characters are loaded on a boat at the behest of some Lord or King, who sends them to clear a wild island, to make it safe for further colonization.

2. A fantasy wargame. Rest assured, I do not intend to implement the 'game' presented in Galloway's Fantasy Wargaming book...(has anyone actually played this?) - no, I've been thinking instead that it would be interesting to have the players take on name-level roles, to determine their retainers and forces, fortifications and incomes and such, and play something more in the spirit of play-by-mail - where players have default orders, issue orders for their realm, and also decide on actions for their character as appropriate. Have no idea what game system to use for this - tempted to use Tunnels and Trolls, as it is the game I have the easiest time adapting to suit any purpose, but Rolemaster or AD&D could be serviceable also...with a dash of Diplomacy...

3. The Wizards War. Legends of many worlds tell of a time that wizards of great power came to conflict and brought wrack and ruin to each-other, wrought artifacts of awesome power, etc, etc, etc - 2 & 3 could really be the same game...

I dunno. I like the idea of refereeing a game where players are not necessarily co-operative, and maybe play-by-email is more conducive to this style, so that orders sent in remain private, and only published results offer information on the game-state.

Any interest, suggestions, thoughts, ideas, etc, are appreciated.
Cheers!

Monday, August 10, 2009

Troll Talk (unsolicited)

The only game I'm running these days is Tunnels and Trolls, and this is over the internet.

I don't write much about T&T, though, don't tinker or tweak much, having settled on a comfortably loose set of house-rules and guidelines early on. This is something that's come up at Vin's Trollbridge before (among other places) - that it's hard to get too worked up about different approaches, modes of play, etc (of course, in this way it probably helps that T&T never approached the kind of dissemination that D&D did - the pool of opinions never got too cloudy...)

It also never suffered from differences between editions (up until fairly recently anyway). It is a game that promotes a 'ruling-over-rule' approach, demands that the GM exercise personal judgement for determining how difficult a character's action may be to perform (which seems to be a big chicken-bone-in-the-sandwich for many players of games of more recent invention). No list of monsters, no list of magic items, very little in the way of 'implied setting' in this sense.

Tunnels and Trolls is a game that I don't write about very much, because it's a kind of a perfect specimen in my opinion (and the opinions of at least a few others)!

Of course, like any RPG that sees a lot of service in home games and longer campaigns and such, there were a lot of spells added to it, common items and monsters, standard practices for special cases and conditions - but at no point did I ever feel like I had to make up something to account for a deficiency in the rules, a kludge of a subsystem - nor that I had to outright exclude or ignore some part of the rules as presented as being too far out, or just 'that's not the way I'd do it'.

Rumours are in the air that a chaotic 8th edition is in the works. My hopes are that it is a variation on the 'perfection' of the 5th edition - since something being 'more perfect' is only meaningful in an Orwellian sense...

Tuesday, July 28, 2009

Magifacts

Berserker Stone (unknown quantity, assumed very large)
In the 7th Aeon, two conflicting kings warred over inconsequential matters, and fired arcing cannonades of these stones into the ranks of each-others standing forces. Composed of a chalky soft stone, they cleave easily, and from that break springs a warrior fully equipped, with no interests but attacking all others not cut from the same stone. The warrior (or the organic and inorganic remains thereof) will persist for d3 days. If found in great quantity, the GM might wish to roll percentile to see how many of the stones still retain their enchantment.

Pegarine Folio (unique)
This spellbook is known to have an enduring enchantment upon it which bars it from being opened and read by those of inadequate abilities. In the four-hundred years since it was discovered, it has been owned by six and used by five. There are eight pages, upon which any spell may be written. Any spell in this book can be memorized by the reader, regardless of different or conflicting realm or school of magic, class or alignment difference. (T&T SR Level(20-opener's level) on CH, DX & LK) (D&D I 15 W 15 D 16 C 15 required to use, and Save vs Wand on initial opening attempt)

Spool of Prison String (unique)
This thin string that unwinds from this spool can be used in two ways.
1. A single loop joined around one individual being will prevent it making any voluntary movement.
2. A thread tracked out on the ground around an area will confine those enclosed to that area, but only those present when the loop is joined (i.e. others may enter and leave as they wish). Consider that it has no ceiling for aerial purposes, but maintains its form beyond the atmosphere. Spells and powers of teleportation within the area are foiled, though those able to travel to other dimensions and planes may thusly escape.

In either application, the string cannot be touched or otherwise targeted by actions of those effected.

Friday, July 10, 2009

Rolemaster vs Tunnels & Trolls

T&T wins again!

But really, this is more on Rolemaster.
I apologize that my writings here tend to be somewhat meandering.

One thing about Rolemaster I always found interesting was that it was something of a toolbox right from the get-go. It was acknowledged in the books that there was so much being presented that most referees would want to not-include everything (sort of reverse house-ruling...sort of). Then, once the Companion books started coming out and the options proliferated, this observation took on new weight - for example, there were three or four systems presented to deal with initiative in combat, and you really couldn't use ALL four of them.

When it come to kit-bashing, house-ruling, etc, the idea of building complexity to a desired level from a simple foundation has great merit. My early experiences with Rolemaster, however, may have really developed in me a tendency toward the opposite - to begin with complexity and pare it down to desired level of simplicity. Or rather, to begin with comprehensiveness and reduce reduce reduce.

Both approaches have their pros and cons. I feel that I am at odds with general OSR-ness when my yang side of overdevelop-then-reduce comes out. Oh well. Different strokes for different orcs.

Now, I have a hard time imagining two RPGs farther from each-other on the dirt-simple <-> over-blowed-out number line than T&T and Rolemaster - the two games that have had the most telling influences on my 'gaming philosophy'. (This may have produced a certain schizophrenic
tendency in my gaming...I refer to the orcs mentioned above). In the privacy of my notebooks and hard drive, I still attempt to write over-arching structures, comprehensive systems, exhaustive lists, rational categorizations and such - but in play, I am coming more and more to appreciate beginning with simplicity, and generally staying there.

I think though, that there's a lot of grey-area between the two extremes. And I think also that I will not be able to stop this series until I've plucked the various gems out of Rolemaster to put them here on display.

Oh yeah - the Castles & Ruins supplement for Rolemaster is magnificent!

Friday, May 22, 2009

T&T Solo Combat Matrix

The matrices in Tunnels and Trolls solo modules served many different uses. Common were Spell Matrices, cross-indexing your paragraph number with the spell you wished to use would yield a result. The matrices were used to add some variability to an otherwise rigidly serial format. And in the case of magic, writing down explicit choices to use specific spells seemed a signal that their use was crucial to proceed (or a temptation to doom oneself!)

As the 'golden age' of Tunnels and Trolls solo module publishing matured, the matrices were applied to more aspects of game play. I've been thinking a lot about solo module writing in general and I'm starting to mess around with more matrices.

One way that solo-module play suffers as compared to GM-player(s) sessions is that the negotiation of Saving Roll levels (for anything, but specifically here) for combat tricks/actions/maneuvers is impossible. So I was thinking about a matrix of combat manoeuvres, yielding a Saving Roll level and stat, to allow for more combat flexibility. It's not the kind of thing that is necessary, but it can lead to breaking a stalemate, creating an opportunity for escape, bypassing armor, etc...

Following is a table giving a rough idea, where the columns are 3 creatures (instead of the paragraph in which that creature is to be found...)
MoveSkeletonWolfRock TrollEffect
Desperate Stab(DX)badokbadRoll 1/2 damage and apply it, bypassing armor.
Stunning Bash(ST)goodbadok(good party!)
Trip(DX)ok bad bad Flee or foe at 1/2 CBT next round
Disarm(DX)ok no ok ??
Riposte(ST)ok no ok Deal damage to foe equal to its CBT
Feint(DX)ok no ok Foe at 1/2 CBT next round
Fighting Retreat(IQ)ok bad ok ??
Flee! Flee!(??speed??)ok bad ok ??


Early hashed implementation.
good = level 1 SR
ok = level 2 SR
bad = level 4 SR
no = SR cannot be made.
something I'll be working on some more - along with trying to get my head wrapped around the process of writing solo module in the first place...ugh

Saturday, February 14, 2009

The "System" (heh heh heh)

I say I'm running Tunnels and Trolls as a simplification. The truth is that I'm running a Frankenstein monster hybrid-game. The books I keep on or near the table during play: Tunnels and Trolls (5.5), Character Law, Spell Law, Player's Handbook (1e). I will try to explain what's what here. The fact is that during the last session, we never opened any of them...

First off, character sheets look mostly like T&T, but there are a few more stats, 6(!) to be exact.
The stats are Strength, Dexterity, Constitution, Intellect, Wit, Will, Power, Luck, and Soul. Characters have three 'aspects' (this for conceptual organization - not a mechanic/bug/feature):
Physical (Str.Dex,Con)
Mental (Int,Wit,Will)
Meta (Pow,Lk,Soul)

Then there are 3 derived stats
Charisma (average Str/Int/Pow),
Perception (average Dex/Wit/Luck), and
Discipline (average Con/Will/Soul).

Discipline is the odd man out. I have no idea what to do with this stat. I'm considering changing it into Health, or Determination or something. I dunno what yet. Characters with low Will are easily charmed/commanded. Characters with low Soul are easily possessed.

Stats are rolled with 2d6 + d12, in order.

Races DO NOT multiply stats. As of now race has no impact on stat scores, but I am considering different approaches here. I'm not using an 5.5 triples add-reroll stuff. At first I had plotted out stat scores giving bonuses/subtractions, but have decided not to do so anymore. Any, I'm not using Combat or Missile Adds. Or Speed. Or T&T combat. I'll explain more about that in a bit.

The race and class (along with 'social class' determine what 'categories' a character may choose skills from. There's a total of 13 'skill points' for a starting character: 3 from social class,
4 from race and 6 from class, and these 13 points are distributed among 9 'skill categories'. These categories are Combat, Magic, Stealth, Physical, Mental, Awareness, Social, Outdoor, and Technical. Here's a few lines from my table:


RACE/CULTURE COM STL MAG PHY MEN AWA SOC OUT TEC
Hillmen 1 1 1 1
Half-Elves 1 1 1 1

CLASS COM STL MAG PHY MEN AWA SOC OUT TEC
Fighter 5 1
Thief 1 3 1 1
Priest 4 2
Warlock 3 1 1 1

SOCIAL CLASS COM STL MAG PHY MEN AWA SOC OUT TEC
Outcaste 1 1 1
Middle Class 1 1* 1 1*


Where there is an asterisk, the player chooses which category the skill point is used in.

Skills are varied. Some skills give constant bonuses. Examples:
Physical-Body Development - gives d6 or 3.5 Hit Points
Combat-Dodge - improves 'Armor Class'

Other skills apply bonuses to specific situations as a 1 rank:+1 on SR (Physical-Climb as an example)

Combat and Magic skills are a little more varied, and in fact, I think most skills could follow this same approach. A skill point can give a bonus (Combat-Blades: +1 to hit/rank) OR to allow
the character to perform an action faster (this gets into the time-frame of rounds which is a different subject, resembling Rolemaster FRP rounds (10 seconds, no phases, but each action takes up some minimum time of that round). Magic Skill points can be used to learn spells, to improve some parameter of a known spell (like decreasing the casting time, etc)...

I've tried to keep these things vague, hoping that players will come up with variations and improvements. I made a short list of skills by these categories, but stressed that these lists are by no means exhaustive.

Characters have hit points. These are initally the same as the character's CON score, but can be increased with skill points.

I use 'armor class' in the sense of how easy/difficult something is to hit. Rolls to hit are made on 2d10, trying to roll the target's AC or better. I'm trying the bell curve in combat. So far, I like it. Base armor class is determined by size.

Tiny creatures AC 15 (fairy)
Small creatures AC 13 (halfling, dwarf, goblin)
Medium creatures AC 10 (human, elf, hobgoblin)
Large creatures AC 7 (say, ogres, bugbears)
Huge creatures AC 5 (say, giants)

I am using T&T weapons and armor, so there's Hits Taken. Which is good. Since there's no comparison between combat totals, weapons do A LOT of damage. For the unfamiliar, a broadsword
is listed as doing 3d6+4 damage. In standard T&T, the combatants roll damage, the lower roll is
subtracted from the larger roll and the difference is applied to the loser of the round. This is not the way combat is working here. There is initiative, attacks are sequential. Being stuck with a spear means taking 4-19 points of damage...