Monday, February 29, 2016
Some thoughts on the latest T&T edition
I own multiple editions of T&T, from the reprinted 1st ed, the 2nd ed, the British 1st, 5th ed, 7th ed, 7th ed revised and now the 8th AKA dT&T. I have some seen some trends and changes from 1975 to today, and I was actually worried about some of those carry on into the latest edition. The worst fears were not realized, luckily. But, some things have clearly been changing for better or worse.
My biggest complaint, which seems to mirror most of the play reports I've seen from peoples who have come to the system cold, is that there's too much arithmetic and too many dice. While it's not hard to add 1 and 4, or 6 and 6, it becomes more cumbersome to add 1 and 4 and 6 and 6 and 4 and 3 and 2 and 2 and 4 and 6 and 6 and ...
Have you tried any wargames lately? I have found that what makes a hex and chit game workable for me today with family and commitments outside gaming is mostly the amount of counters. I figure it's the same thing for a miniatures game. The more you have to handle during your turn, the longer it takes.
So, doing simple things multiple times is time consuming? Great insight, Sherlock!
Well. I have some data I want to talk about, and a suggestion to make those problems mentioned less acute. Stay tuned.
Monday, October 4, 2010
Rough and Ready - an angry young man
Peter
When taking a ride on one of the pick up rides from Korbo's Transport, you might ride with a young man called Peter. The story is that Korbo found him on the street, took him in and gave him a job. Now he is growing into a man, but is still just a kid. Peter is a dashingly handsome young man, with dark hair combed back. Should you find him out on his own after work, you'll probably recognize his swaggering gait and him constantly whistling some tune. Many have taunted him and called him "rubber legs", only to quickly regret it when they found out that young Peter is a pugilist of rank. He is also a womanizer with a nearly magical ability to charm. Many young girl have also found out another trait of his. He never beds the same woman twice.
Peter is not only a driver, he knows a thing or two. If something happened in Town, he knows it. If you want forbidden alchemical goods or a knife fight, he can take you there.
Name: Peter
Kindred: Human Type: Warrior Lvl: 2
STR: 17 IQ: 12 LK: 27
DEX: 24 CON: 10 CHR: 32
[SPD: 17 WIZ: 8]
Combat/Missile Adds: +30[+35]/+42
Weight Possible/Carried: 1700/-
Height: 5'11"
Weight: 170 lbs
Talents: The Voice +3/CHA, Puglism +3/DEX
Ideas
1 - Peter is actually the heir to a big fortune, but doesn't know it since he ran away from home when very young. The player characters get the jobs to try to find him.
2-3 - In one of the gambling joints there's one man who have lost one game to many. He couldn't pay when the crime boss asked him to, and came up with the lie that Peter had beaten him and taken the money. One other person who is owned money is a party member.
4 - Korbo allows Peter to sleep on the premises, but when the place get burglarized at night when Peter was out drinking all night he decide to kick him out. The next night the player characters are the ones burglarized.
5-6 - After a night out the player characters are jumped in an alley by some thugs. In the middle of the ruckus they hear a whistled tune familiar drawl.
Now listen to the soundtrack:
Tunnels & Trolls is a trademark of Flying Buffalo Inc. and used with kind permission
Tuesday, November 3, 2009
A Tunnels & Trolls convention scenario
For those of you who were not able to make it to Kingston, or maybe want to have a short and easy scenario to run yourself at a convention I hereby present it: The Tomb of Dipsom Dints. In the tradition from the Greyhawk campaign it is not totally free from word play, puns and general silliness.
Enjoy!
Many thanks to Flying Buffalo Inc, who have kindly given me permission to use their trademarks and given the FBI blessing on the Tomb. Go and buy yourself a T&T rulebook from them!
Friday, October 9, 2009
Reading T&T 7.5 - Talents p.31-35
Back when I was a strong critic of all class based game systems, I used to think that since every character of a specific class at a specific level were basically all the same, and that it was boring. The system of Feats which were introduced in D&D 3rd ed. was to me a boon. Now you could finally differentiate your hero from everyone else! It turned out to be much more complicated than that, unfortunately. The Talents of T&T, though, have a similar function to make your imaginary persona a bit special. Lucky for us, the mechanics are way simpler. Even elegant.
Our designer mentions on page 31 how you can use Saving Rolls to make anything happen in a T&T session. Not until page 99 will we get a description how to make those rolls (SR for short) but here in this section Ken manages to descrive their general utility better than the section where they are the subject of discussion! So, since you can roll a SR for anything, why do you need Talents? Well, it isn't really argued in the rule text why. Well, there is that suggestion to the player to imagine what skill there are that defines who or what your character are, and to use that as a Talent. I'd say that their main utility is to make you special. It's chrome, really. Anything you can do with a SR can be a Talent. I like the idea.
When we get to the meat of the rules, we encounter some oddities. In the example we have a Rogue who takes Thievery as his Talent. Looking to see what it says in the description for the Rogue Type, we see that a newly created Rogue has to take Roguery as the first Talent! The example is thus breaking the rules. It makes you wonder if that rule was written later, and the example not modified. While we are talking about rules, I am wondering if the concept can't be taken further. Since your rating in a Talen will be determined randomly at creation and never changed, you might end up with a 1 or a 6. With a higher and higher attributes as you gain levels it will be less and less of an issue, but it feels like an itch I'd like to scratch.
In Mercenaries, Spies & Private Eyes by Michael Stackpole (still for sale from Flying Buffalo, and there's a solo written by Dave Arneson available! What are you waiting for? Go grab it, and tell Rick I sent you.), you can level up your skills. It would probably be possible to do the same for Talents. How about this? One way would be to put a tick mark beside the Talent when used, and when you have used it as many times as you have ranks in it, pay 100 AP and raise it by one. Possibly 100 x Rank. Well. Let me know if you try it out.
Another cool House Rule would be to not base Talents on a specific ability, but letting the situation dictate. Thanks Dalton for that one!
What I really likes about Talents, and I do like them, is things like page 33 where Ken really shows us how to take a trait and do a cool stunt, even in combat where the use of Talents wont work to just boost your combat ability. More examples like this in the chapter about SRs and people might take notice why we T&T junkies harp on about how cool the SR mechanic is.
So a Talent will set you apart, but will also boost your ability to be extra good at once special thing. Take not that when asked about their Talents, my players managed to be creative (mind you, you can make up anything, there's no list!) and one of them took Cooking! Belive it or not, it can be used both in combat, business and interacting with monsters. Talents are pure roleplaying opportunity in a box.
Let me finish off with a quote from the rules about Talents. Ken writes: "Saving Rolls against a Talent may be called for by either the GM or the player." Maybe it should not be necessary to put that in the rules, but it's still good to see it. You have a cool idea? Go for it! Say Yes or roll the dice. Heck, roll some dice anyway.
Next week: Levels!
Wednesday, July 22, 2009
A New Box of Tunnels and Trolls goodies!
James Shipman from Outlaw Press have said that we can look forward to a new boxed set of T&T stuff this GenCon! Fiery Dragon Publishing is putting out this box, and the contents is of yet unknown. James have been providing FDP with material from his own Outlaw Press, so he knows they will use some stuff he has published, but not what they have chosen.
Why FDP have any mention of this on their web, or try to pump up any interest at all is anyones guess. I've been running T&T demos and other events and to my questions about potential convetion/demo support they have not even bothered to answer. So, make what you will of it. Outlaw Press publishes premium T&T goodness, though, so the content of the secret box have a good chance of being great.
Buy a rulebook from Flying Buffalo while you wait for the new box. Rick is a nice guy, supports conventions and the rules he sells are great!
Sunday, June 21, 2009
Free RPG Day - horray!
Today was Free RPG Day all over the world. As before Noble Night Games is available as a participating store for those who don't have a FLGS to go to. Maybe there's someone else, but I only know of Aaron's store. I want to thank my FLGSs Kingston Gaming Nexus and Minotaur Games and Gifts for their generosity! Thanks Michael, Justine and Michael!
Last year I was running in-store demos for T&T and Trail of Cthulhu. But this year with a new baby and everything, it was a lower level of attendance for me. The freebies this year looks really nice, and some of them were actually games I've been looking at for a while. This might push me over the edge. On me this kind of promotion works just as intended!
Sadly Flying Buffalo bowed out. I kind of wonder why it was done so late, but I guess there were reasons. Hopefully T&T will get some publicity come Gen Con, when the next boxed set of supplementary material will be published. Until then, you can still buy T&T from Flying Buffalo!