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

Sunday, June 22, 2014

A Little Chunk of Gaming History

So, I'm kicking around RPGNow this afternoon, and what should I find?


It seems that one of the stretch goals of the Deluxe T&T kickstarter was a re-issue of 1st edition T&T. It is only $1.95. It includes a new forward by Ken St. Andre. It is endlessly fascinating to me that our hobby grew to such lofty heights from such humble beginnings. This is a scan of the original deal, and it looks like it. It looks as if it went straight from Ken's typewriter to a high school mimeograph machine. It practically smells like an English test. It even looks like the pages were hand-numbered, either as an afterthought or due to technical limitations. I love this sort of thing. My hard drive is almost a museum of the hobby and this is a welcome "piece" in my collection. Get it here, if you want a glimpse into our collective past.

Wednesday, January 4, 2012

Buffalo Castle

I have survived a brief, but lucrative, foray into Buffalo Castle. My first experience was a positive one. I didn't enter very many rooms when I came upon the Bank Vault. I fought one wandering monster, a giant snake with no mate or treasure. I fought an orc on the way out. I opened one chest full of tear gas, and another with an emerald necklace worth 250 gp. In the vault I found a vitamin that doubled my CON, which started at a very respectable 15.

So, my final tally was 32 AP, a 250 gp emerald, a face full of gas (2 hits), and my CON doubled. Not bad, I don't think. I don't know how brutal BC has the potential to be, so I can't say just how lucky/good I was. I plan on hitting it again, though, since I only actually used about 14 entries. I know it has more to offer . . .

Tuesday, January 3, 2012

PocketMod Character Sheet Redux

Ok, since my GoogleDoc has gone rogue on me, here is an idea of the pocketmod sheet. Here is the link directly to the jpg again. Hopefully it will work this time. I've also changed the pointer in my Pages link, so it should go to a better place, vis a vis my GoogleDocs. Sorry for the inconvenience.

Tunnels & Trolls: Combat

I still haven't found time to play this, even a solo. My comments are untested observations on a reading of the rules. You've been warned.

The first time I read T&T some time ago, one of the things that initially put me off was combat. I was in a hyper-tactical frame of mind, and upon reading T&T doesn't seem to fit that bill. Wrong answer.

Combat in T&T is bog-simple. Combatants roll a number of d6, that number being derived from chosen weapon modified by three stats. This modification is called "Adds", and that is exactly what is does, it adds to the roll. Weapons can have adds too, so you might have a weapon that is rated 3 dice +2 Adds. Your stats might yield another +2 in Adds. So, you would roll 3d6+4 when using the weapon. Monsters do the same thing, but their numbers are arrived at differently.

Essentially, there is no "to hit" roll in T&T. There is only one roll, and it does determine who does the most damage, so in a sense it is a hit roll, but not really. Each combatant rolls his dice and totals them. The lower number is the loser. That lower number is subtracted from the higher number and the remainder is the damage. Armor reduces damage directly, so it is subtracted from the damage remainder, and the final result is deducted from the victim's Constitution score. Zero Constitution equals dead guy. There is also a rule for the winner of the combat potentially getting nicked up in the fracas, which is reasonable.

That, to my eyes, seems very simple, straight-forward, and quick to play through. Upon my initial reading there were two things about it that jumped out at me. I'll admit to not really opening myself up to the spirit of the rules, which hindered my understanding greatly. The two things were:

  1. All combatants on a side in combat pool all their dice and Adds. There is a single roll per side, compared for a final result, per side, with damage being evenly divided amongst all combatants on that side.
  2. A distinct and total lack of tactical options.

The thing about #1 that never occurred to me is to split a big combat into individual combats. It is not carved in stone that all combats must be reduced to a single roll per side. Split it up however you want to. It is actually very handy to have a "mass" combat system built right into the base combat system. Who wants to waste half the session in a combat with 14 goblins that were a random encounter to start with? Not me. Just lump it all together and get it over with.

As far as #2, I wasn't applying the Saving Roll concept in combat. In a nutshell, Saving Rolls make it easy to adjudicate anything a player wants his character to attempt. Swinging on chandeliers, kicking sand, flipping table, tangling somebody in your cloak, whatever the player can think of. In a nutshell, there are endless tactical options, they just aren't spelled out.

So, now that I've read it more thoroughly and with a more open mind, what started out as a turn-off for me has become one of the game's selling points for me. Isn't life strange?

Sunday, January 1, 2012

Tunnels & Trolls Character Sheet

I've created a pocketmod-style character sheet for T&T. It is on my google docs, but you can get to it here. I hope it works out for you, whoever you are.

Wednesday, December 28, 2011

Now for Something Completely Different



The roulette wheel that is my gaming ADD has spun, again. I've never played this game, even solo. I had only seen it in a game store one time, back in '93 (I think). Of course, I heard of it. My  impressions (and that is all they were, I never read a review or ad) were that is would be too simplified for me. I thought that to accommodate solo play it would have to be shorn of tactical options, deep character development, and long-term campaign potential.

Thus, in my early, formative gaming days it was D&D for serious gamers (like me), Runequest for potheads and hippies, and T&T for those who couldn't find a group.

Prejudice is ignorant at any age, and I am happy to report that I was horribly mistaken about T&T. (The jury is still out on RQ, I've known a lot of potheads and they swore by it.)

Before I go further, I want to stress: everything I'm saying is based only on reading, not on actual play.

There is so much in this game that I like in a fantasy game.

  • It seems like it will play fast
  • Combat features a "death spiral" effect
  • Armor absorbs damage, rather than deflecting hits
  • It uses only d6's
  • Magic is not Vancian
  • Characters have class and level, but advancement is "individualized"
  • A simple Saving Roll system to handle anything a player wants to try, without limiting their imagination with lists of skills and/or "feats"
  • Silver Piece standard, rather than gold (a personal thing, but I don't like the "Read GP as SP" conversion advice)


Those high points are from an incomplete and quick read, so I'm sure I'll find more to like. I'm reading the 5th edition. I think that pic may be the 30th Anniversary 7th Edition, I'm not sure. I just like it.

One definite boon is the community. A lot of games like to boast about their friendly community, but in my experience they seem very cliquish. I get almost no feedback on my posts on several forums covering a variety of games, and sometimes if I am getting a few replies going all of a sudden my thread gets hijacked by some of the "popular kids".

The designer of Tunnels and Trolls, Ken St. Andre, maintains an active and welcoming website, Trollhalla. It requires membership, which is free. There is a treasure-trove of T&T material there, as well as an active group of "trolls". One outstanding feature is the "walla", which is almost like an IRC window right smack in the middle of the homepage, allowing any members currently logged in to talk in real-time about the game. Instant feedback is a wonderful thing. Mr. St. Andre is often in residence, as well, so there is almost unprecedented access to the man behind the game.

If you've never given this game a serious look, you really should. There is a free "quickstart" download at Trollhalla, so no excuses.