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Showing posts with label solo. Show all posts
Showing posts with label solo. Show all posts

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, 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