Showing posts with label TnT. Show all posts
Showing posts with label TnT. Show all posts
Saturday, March 12, 2016
Deep thinking on T&T going on
After my last few posts, I started to wonder why things were like they were in the rules for T&T and initiated conversations with the creators of the game. There are some quite interesting stories and facts coming out in this conversations, but I'm going to let those run their course before posting. But, just so you know. More posts are coming on the topic.
Monday, March 7, 2016
Mix and match T&T rules - Rules for gear
Finally, after dissecting multiple editions of the game, I get so mix and match up the rules for the perfect experience. According to me. I would agree with critics who claim the game is taking too long with big dice pools, and I have my own issue with the lack of money sinks. I think these can successfully be handled, together.
Less dice - faster combats
For me, two things should be done to the game as written in the latest edition. My first suggestion would be to scale back the number for dice for all weapons. The older editions had smaller numbers and I see nothing to be gained by bigger numbers on both armour and weapons. One big benefit of this would be a game that runs faster. It's not hard to add at max 6 to 6 and so on, but every little step counts. Worth noting for those who like big pools of dice is a trick I learned Hero and D6 system players using, is to block the dice up in sums of ten, i.e. sort out those 5 + 5 and 6 + 4 matches and then you can quickly count those groups times 10. Supposedly it speed things up a bit. I'd just use less dice.
Ablative armour - money sink and more tactical combat
In my games I've found that after a short while, everyone have gotten the best armour they can buy. This is very similar to how D&D works in older editions. Check the price list in the B/X edition and you'll see what I mean. In D&D there's the possibility to save money to build that hold of yours at 9th level, but in T&T the only thing you have to pour money into is spells. The other option is to have a very developed system with an open market of magic items in general, but since that would make them feel less magical I don't like that option.
The solution would be to go back to ablative armour. If you take a hit, the armour absorbs the damage and gets reduced at the same time. An interesting option would be to take a page from dT&T and allow a LK roll to see if the armour holds up. But, in line with my first point, I'd limit that to a special occasion. Allow a LK roll to see if the armour absorbs all damage a round, and then it's wasted. For good.
This relates somewhat to character abilities, like Warriors and armour. That's the topic for the next post...
Less dice - faster combats
For me, two things should be done to the game as written in the latest edition. My first suggestion would be to scale back the number for dice for all weapons. The older editions had smaller numbers and I see nothing to be gained by bigger numbers on both armour and weapons. One big benefit of this would be a game that runs faster. It's not hard to add at max 6 to 6 and so on, but every little step counts. Worth noting for those who like big pools of dice is a trick I learned Hero and D6 system players using, is to block the dice up in sums of ten, i.e. sort out those 5 + 5 and 6 + 4 matches and then you can quickly count those groups times 10. Supposedly it speed things up a bit. I'd just use less dice.
Ablative armour - money sink and more tactical combat
In my games I've found that after a short while, everyone have gotten the best armour they can buy. This is very similar to how D&D works in older editions. Check the price list in the B/X edition and you'll see what I mean. In D&D there's the possibility to save money to build that hold of yours at 9th level, but in T&T the only thing you have to pour money into is spells. The other option is to have a very developed system with an open market of magic items in general, but since that would make them feel less magical I don't like that option.
The solution would be to go back to ablative armour. If you take a hit, the armour absorbs the damage and gets reduced at the same time. An interesting option would be to take a page from dT&T and allow a LK roll to see if the armour holds up. But, in line with my first point, I'd limit that to a special occasion. Allow a LK roll to see if the armour absorbs all damage a round, and then it's wasted. For good.
This relates somewhat to character abilities, like Warriors and armour. That's the topic for the next post...
Saturday, March 5, 2016
Combat capabilities through T&T editions
The next part of my walk through of T&T editions will be a closer look at some miscellaneous rules that pertain to combat, and that might exacerbate or alleviate some of the issues you might have.
Having talked about the hardware, it's time to look at how the classes/types work in combat. In T&T you have those wielding swords, and those wielding magic. There is the middle ground, the rogue wizard, but I will leave it out of the discussion as there's nothing new for that type of character. But, it's worth noting how opposition works, because the monster have their own rules.
Warriors
Let's start with the Warriors. In the first two editions, the only thing a Warrior got was their adds from high stats. Then from the T&T Supplement and on to the latest edition, they get the ability to use their armour extra effectively. So, twice the value for absorbing hits. This kind of coincides with the first serious bump in dice for weapons. From the unofficial 6th unto the latest edition Warriors have also gotten a boost by adding extra damage. I think the +1/lvl kind of makes sense as the armour suddenly absorbs more from 5th ed on, but 1d extra damage per level as in 8th ed just sounds ill thought out. They mention in a side bar it was questioned in play testing. That should have told the game developers this was a bad idea.
Wizards
The magic wielding class have been very uniform through the editions. All first level spells have been available for all wizards, and apart from the 7th ed era where they needed to make a Saving Roll to cast, they have been able to lob spells freely, paying for then by WIZ or STR points. From 5th ed they have been upgraded combat wise with the ability to not only use 1d weapon, but 2d weapons. Then they also got the ability to use adds from high stats, which they were forbidden before. Interestingly, before that switch they had the benefit of being assigned hits last.
Monsters
How about the opposition then? Monsters can be stated out like characters, or they can use the more basic method of just having a Monster Rating. The basic idea is the MR gives the dice rolled, and the adds you add to that in combat. From 5th ed on you use the same amount of adds for each combat round, and before that the monsters used to loose steam as the fight progressed, loosing dice and adds. Interestingly enough, before 5th ed. the rules stated that monsters thrived in darkness and got double their rating in darkness! As sometimes is the case, the British edition adds in a line about rolling the dice off MR to generate the amount of hits a monster can take. Feels a bit odd if you already have the MR, right?
So what does this all mean?
I think we can see how the power of the classes have increased in lockstep with the die ratings for weapons and armor. There are some quirks on top of this, like the Wizards being last to take a hit, that I had either not noticed or just plain forgot. There was one quite interesting note in the editions before the 5th about monsters on deeper levels. I guess they game expanded out beyond the dungeon. But, that suggestion was to multiply the dice the monster rolled by the level to make it easier on the GM when rolling many dice. It seems like the rules writer and developer somehow changed their minds about big dice pools being a hassle.
It's not very far fetched to think that if you feel the present edition is cumbersome, just roll scale back all the numbers! In my next post I will consider that, and some other options.
Having talked about the hardware, it's time to look at how the classes/types work in combat. In T&T you have those wielding swords, and those wielding magic. There is the middle ground, the rogue wizard, but I will leave it out of the discussion as there's nothing new for that type of character. But, it's worth noting how opposition works, because the monster have their own rules.
Warriors
Let's start with the Warriors. In the first two editions, the only thing a Warrior got was their adds from high stats. Then from the T&T Supplement and on to the latest edition, they get the ability to use their armour extra effectively. So, twice the value for absorbing hits. This kind of coincides with the first serious bump in dice for weapons. From the unofficial 6th unto the latest edition Warriors have also gotten a boost by adding extra damage. I think the +1/lvl kind of makes sense as the armour suddenly absorbs more from 5th ed on, but 1d extra damage per level as in 8th ed just sounds ill thought out. They mention in a side bar it was questioned in play testing. That should have told the game developers this was a bad idea.
Wizards
The magic wielding class have been very uniform through the editions. All first level spells have been available for all wizards, and apart from the 7th ed era where they needed to make a Saving Roll to cast, they have been able to lob spells freely, paying for then by WIZ or STR points. From 5th ed they have been upgraded combat wise with the ability to not only use 1d weapon, but 2d weapons. Then they also got the ability to use adds from high stats, which they were forbidden before. Interestingly, before that switch they had the benefit of being assigned hits last.
Monsters
How about the opposition then? Monsters can be stated out like characters, or they can use the more basic method of just having a Monster Rating. The basic idea is the MR gives the dice rolled, and the adds you add to that in combat. From 5th ed on you use the same amount of adds for each combat round, and before that the monsters used to loose steam as the fight progressed, loosing dice and adds. Interestingly enough, before 5th ed. the rules stated that monsters thrived in darkness and got double their rating in darkness! As sometimes is the case, the British edition adds in a line about rolling the dice off MR to generate the amount of hits a monster can take. Feels a bit odd if you already have the MR, right?
So what does this all mean?
I think we can see how the power of the classes have increased in lockstep with the die ratings for weapons and armor. There are some quirks on top of this, like the Wizards being last to take a hit, that I had either not noticed or just plain forgot. There was one quite interesting note in the editions before the 5th about monsters on deeper levels. I guess they game expanded out beyond the dungeon. But, that suggestion was to multiply the dice the monster rolled by the level to make it easier on the GM when rolling many dice. It seems like the rules writer and developer somehow changed their minds about big dice pools being a hassle.
It's not very far fetched to think that if you feel the present edition is cumbersome, just roll scale back all the numbers! In my next post I will consider that, and some other options.
Wednesday, March 2, 2016
A bucket full of dice - how the dice have changed in T&T through the ages
Like I wrote in my last post, it seems the biggest issue people are having with dT&T who have come to the game cold, are the dice pools. Since the basic combat mechanic is you roll all dice on one side of the conflict, add it up and subtract from the sum of the other side, you will roll a lot of dice. There ways to either roll fewer, or to sum them up, but I'm going to focus on the historical perspective.
So, was the game always like this? Let's take out the old books. I have in my possession the 1st ed reprint, the 2nd ed, the British 1st ed (1st ed with The T&T supplement included), 5th ed, 7th ed, the revised 7th ed and now dT&T.
Let's take a look at how some of the weapons have looked like through the ages.
Greatsword
Bastard sword
Great axe
Can you also see a trend here? I could take more examples, but I think the point I'm trying to make is clear. The game has become more unwieldy because of dice inflation.
It kind of reminds me of how D&D grew out of proportions in 4th ed. where the hit points of both player characters and monsters were in the hundreds! The game wont feel more epic if all numbers are raised, it will only take longer to play. I think WotC proved that for all of us who played that edition of D&D. But, wait! Did T&T raise all numbers? Let's look at some armor.
Plate
Scale
Even though the Plate armor is not increasing all the way, we see the trend here as well. The fact is, the situation is more complex than it seems. In the earliest editions, armor was ablative! That 18 points of damage reduction you get in 7th ed is even better than the 10->18 step looks like!
So, the damage dealt have increased, and the damage absorbed by armor have increased. You could try to figure out the relation between those, but I will just state that in that increase you have also increased another thing. The time it takes to resolve a combat.
In my next post I will take a look at some other rules that have changed during the years, and in the final post I will serve up my take on how I would use the rules in my game.
So, was the game always like this? Let's take out the old books. I have in my possession the 1st ed reprint, the 2nd ed, the British 1st ed (1st ed with The T&T supplement included), 5th ed, 7th ed, the revised 7th ed and now dT&T.
Let's take a look at how some of the weapons have looked like through the ages.
Greatsword
| 1st | 2nd | 1st British | 5th | 7th | 8th |
| 3d+3 | 3d+3 | 3d+3 | 6 | 6 | 7 |
| 1st | 2nd | 1st British | 5th | 7th | 8th |
| 3 | 3 | 3 | 5 | 5 | 5 |
| 1st | 2nd | 1st British | 5th | 7th | 8th |
| 4d+3 | 4d+3 | 4d+3 | 5d+3 | 5d+3 | 7 |
Can you also see a trend here? I could take more examples, but I think the point I'm trying to make is clear. The game has become more unwieldy because of dice inflation.
It kind of reminds me of how D&D grew out of proportions in 4th ed. where the hit points of both player characters and monsters were in the hundreds! The game wont feel more epic if all numbers are raised, it will only take longer to play. I think WotC proved that for all of us who played that edition of D&D. But, wait! Did T&T raise all numbers? Let's look at some armor.
Plate
| 1st | 2nd | 1st British | 5th | 7th | 8th |
| 10 | 10 | 10 | 14 | 18 | 16 |
| 1st | 2nd | 1st British | 5th | 7th | 8th |
| 4 | 4 | 4 | 8 | 8 | 10 |
Even though the Plate armor is not increasing all the way, we see the trend here as well. The fact is, the situation is more complex than it seems. In the earliest editions, armor was ablative! That 18 points of damage reduction you get in 7th ed is even better than the 10->18 step looks like!
So, the damage dealt have increased, and the damage absorbed by armor have increased. You could try to figure out the relation between those, but I will just state that in that increase you have also increased another thing. The time it takes to resolve a combat.
In my next post I will take a look at some other rules that have changed during the years, and in the final post I will serve up my take on how I would use the rules in my game.
Monday, February 29, 2016
Some thoughts on the latest T&T edition
So finally did the big book arrive! The Kickstarter campaign was not really the most pleasurable experience you could imagine, but it no shit-storm either. It was overdue, long overdue, and sometimes you wondered why. But, here it is at last. Let's read.
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.
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.
Wednesday, October 28, 2015
Newbie friendly games - using probability
My last post was inspired by how my friend had a horrendous strike of
unluckiness, which made his game nights less than fun. He is after all a
seasoned gamer and while an experience like that might sour him on a
game, it would not make him run screaming from the hobby. But, how about
someone who never played a RPG before? Maybe it is actually more newbie
friendly to use a game with a bell curve instead of a flat probability
when introducing new people.
So would I use any of the games mentioned in my last post, or the systems mentioned in the comments to introduce a newbie?
The Fantasy Trip
This game has one big drawback, it's out of print. If you want to get it, you will have to search on eBay and be a bit lucky to get a complete set in nice condition. Luckily there are clones and derivatives out there. My favourite is Heroes & Other Worlds, which is an attempt to take some cues from B/X D&D and fuse it with TFT.
As most of you know, fantasy is the most popular setting for RPGs and TFT fits the bill. Also, there are only a few stats (one extra in HOW) and it's fairly easy to make a character in a short amount of time. Nothing weird, nothing fancy, just swords and sorcery.
GURPS
Even though it's not as visible as it used to be, this is still a game supported and published. Since it's a generic system it can be used for whatever setting, making it easy to run a game set in whatever setting you newbie favours. The flipside of the coin is that a adapting a generic game to a specific setting will take some work.
Character generation can be overwhelming, to say the least. Since there are so many options it's very easy to get analysis paralysis. Then, even if you as the GM do your homework, and you use a template system, the game is detailed enough to cover any eventuality. That can very easy bog down a game. But, it's extremely versatile.
Traveller
In my basement I have a big box with nothing but Traveller books. Science fiction is not a popular as fantasy, but considering how popular Star Trek or Firefly is, it's not exactly weird or exotic. There have been a ridiculous amount of stuff published for this game system, and many different editions of rules available.
Mongoose Publishing is a company that I would generally advice people to stay away from. They have a terrible track record of games with awful layout and abysmal quality control. But, their little black book of Traveller is really neat. It takes the classic Traveller and packages it in a very sweet package.
There is one thing that's less than ideal of Traveller for newbies. Since it uses a life path system where you take terms in different careers, and you can get thrown out of said careers on a bad dice roll, you never really know what kind of character you will get. As a mini game on it's own, it's quite fun. But, I imagine it could be less than ideal if you as a player had your eyes set on a specific kind of character with a specific set of skills.
Tunnels & Trolls
Everyone who looked at the text on the top of this page, or followed the blog, might know I have warm feelings for this game. It has some neat features, like a generic resolution and stunt mechanic. It also have a slightly comedic, or at least less than totally serious, attitude which I personally like.
If there's something this game does less well is probably the fact that it uses really big piles of dice, especially in later editions. Thus it can take some time to gather all the dice, roll, sum and subtract. It can be a bit slow.
HERO System
Everything I said about GURPS is valid for HERO, even more so. This is ridiculously adaptable. But, compared to TFT and GURPS which have a small set of stats, this game's character sheet can be intimidating. If I have to choose between GURPS and HERO, I'd choose the former, as it's as clunky to make a character, but it's more smooth in play.
Over the Edge
I have played this game system twice. Once was in the original setting, and once was a free adventure for Harn I found online and ran with the OtE system as I did not own Harn, and I did not really fancy it anyway.
In the original, and very weird, setting this system is just right. You have so much oddity to keep straight that the game system has to be very light and narrative. If it has a problem, it is probably the same as Fate. Both game system suffer from the fact you can make a Trait/Aspect out of anything, and that can make you stumble before you understand how it works in play.
It's a quite expressive system and I think the fact you can just ask a potential player to describe in a few words what they envision, and then put dice to that is a big win.
The D6 System
Most players of this system have probably used it for Star Wars. I have only played it once, and then it flowed very freely and the action was exciting. Since then I've read how the piles of dice can be cumbersome, and that there are some rules that are fiddly. The latter case would be the target numbers, that can be chosen from a range, but probably just works best if you just have a set interval of 5.
Conclusion
So would I use these games to introduce a newbie to rpgs? Well. I think the fact these games all use multiple dice, and thus probably have a more even spread of successes, yes that is a point in their favour.
Would I use one of the more generic ones, like D6 System, GURPS, HERO or OtE? No, probably not. I think fantasy is popular for a reason, and even though it's the game on the list I am least familiar with, I lean toward TFT/HOW.
You would maybe expect me to champion T&T, but I think that maybe for once I have to agree with those who think the names of the spells are less suitable. Also, the free flowing stunt system of SR are not very easy to handle even by seasoned gamers.
So, who knows. Maybe I get to try to use one of these systems to bring new gamers to the fold. Maybe I actually will try to use TFT/HOW! Today I started to read HOW and I really felt like I wanted to play it. We'll see.
So would I use any of the games mentioned in my last post, or the systems mentioned in the comments to introduce a newbie?
The Fantasy Trip
This game has one big drawback, it's out of print. If you want to get it, you will have to search on eBay and be a bit lucky to get a complete set in nice condition. Luckily there are clones and derivatives out there. My favourite is Heroes & Other Worlds, which is an attempt to take some cues from B/X D&D and fuse it with TFT.
As most of you know, fantasy is the most popular setting for RPGs and TFT fits the bill. Also, there are only a few stats (one extra in HOW) and it's fairly easy to make a character in a short amount of time. Nothing weird, nothing fancy, just swords and sorcery.
GURPS
Even though it's not as visible as it used to be, this is still a game supported and published. Since it's a generic system it can be used for whatever setting, making it easy to run a game set in whatever setting you newbie favours. The flipside of the coin is that a adapting a generic game to a specific setting will take some work.
Character generation can be overwhelming, to say the least. Since there are so many options it's very easy to get analysis paralysis. Then, even if you as the GM do your homework, and you use a template system, the game is detailed enough to cover any eventuality. That can very easy bog down a game. But, it's extremely versatile.
Traveller
In my basement I have a big box with nothing but Traveller books. Science fiction is not a popular as fantasy, but considering how popular Star Trek or Firefly is, it's not exactly weird or exotic. There have been a ridiculous amount of stuff published for this game system, and many different editions of rules available.
Mongoose Publishing is a company that I would generally advice people to stay away from. They have a terrible track record of games with awful layout and abysmal quality control. But, their little black book of Traveller is really neat. It takes the classic Traveller and packages it in a very sweet package.
There is one thing that's less than ideal of Traveller for newbies. Since it uses a life path system where you take terms in different careers, and you can get thrown out of said careers on a bad dice roll, you never really know what kind of character you will get. As a mini game on it's own, it's quite fun. But, I imagine it could be less than ideal if you as a player had your eyes set on a specific kind of character with a specific set of skills.
Tunnels & Trolls
Everyone who looked at the text on the top of this page, or followed the blog, might know I have warm feelings for this game. It has some neat features, like a generic resolution and stunt mechanic. It also have a slightly comedic, or at least less than totally serious, attitude which I personally like.
If there's something this game does less well is probably the fact that it uses really big piles of dice, especially in later editions. Thus it can take some time to gather all the dice, roll, sum and subtract. It can be a bit slow.
HERO System
Everything I said about GURPS is valid for HERO, even more so. This is ridiculously adaptable. But, compared to TFT and GURPS which have a small set of stats, this game's character sheet can be intimidating. If I have to choose between GURPS and HERO, I'd choose the former, as it's as clunky to make a character, but it's more smooth in play.
Over the Edge
I have played this game system twice. Once was in the original setting, and once was a free adventure for Harn I found online and ran with the OtE system as I did not own Harn, and I did not really fancy it anyway.
In the original, and very weird, setting this system is just right. You have so much oddity to keep straight that the game system has to be very light and narrative. If it has a problem, it is probably the same as Fate. Both game system suffer from the fact you can make a Trait/Aspect out of anything, and that can make you stumble before you understand how it works in play.
It's a quite expressive system and I think the fact you can just ask a potential player to describe in a few words what they envision, and then put dice to that is a big win.
The D6 System
Most players of this system have probably used it for Star Wars. I have only played it once, and then it flowed very freely and the action was exciting. Since then I've read how the piles of dice can be cumbersome, and that there are some rules that are fiddly. The latter case would be the target numbers, that can be chosen from a range, but probably just works best if you just have a set interval of 5.
Conclusion
So would I use these games to introduce a newbie to rpgs? Well. I think the fact these games all use multiple dice, and thus probably have a more even spread of successes, yes that is a point in their favour.
Would I use one of the more generic ones, like D6 System, GURPS, HERO or OtE? No, probably not. I think fantasy is popular for a reason, and even though it's the game on the list I am least familiar with, I lean toward TFT/HOW.
You would maybe expect me to champion T&T, but I think that maybe for once I have to agree with those who think the names of the spells are less suitable. Also, the free flowing stunt system of SR are not very easy to handle even by seasoned gamers.
So, who knows. Maybe I get to try to use one of these systems to bring new gamers to the fold. Maybe I actually will try to use TFT/HOW! Today I started to read HOW and I really felt like I wanted to play it. We'll see.
Tuesday, October 13, 2015
The value of bell curves
A while back I started talking to some friends about starting up a regular game again. To fill some time, after realizing that it would need some discussion to find a game everyone agreed on, we picked a game we had played before as a starter. 3:16 Carnage Amongst the Stars was that game.
For those who have not played this game, I can summarize a key point of the rules system. All rolls are one 1d10, roll under but high is good, against a Trait. I guess you see what this means. Right. No bell curve.
We started to play and since it is very much driven by black humour and creative narration by the players, it worked quite fine with some cynicism and beer. But, after a few sessions a pattern started to emerge. One of my players rolled really shitty. Like some of us say, he storked it, repeatedly. The thing is, he rolled maybe 10 dice rolls a night and missed all but one. Even after changing dice, we are not superstitious, he kept rolling like that in session after session. It just was not fun any more. In the end the game was not just a chore, it was actively un-fun to roll dice for him.
Now, I guess you have all heard of games where the narrative is as much in the hands of the players as the GM? You would imagine that maybe that would alleviate the problem, maybe? The problem here is that 3:16 is just such a game. I as the GM could only limit the stiffness of the opposition, and the players still had to sit there and narrate the hell out of repeated failures. Kind of sucks after a while.
We decided to fade to black after a few missions, and now I had pitched a new game which all seemed to like. It was all down to the weird imagination of Ken Hite, since who can resist a game with both nazis and the Midgard Serpent? Savage Worlds it was.
I guess you see one thing that differs from 3:16? In Savage Worlds you roll multiple dice, and if you fail you can spend a token and roll again. Once again you roll multiple dice. Multiple dice, i.e. more chances to succeed, since you get to pick which to use.
That choice of game system was intentional.
As you probably know, there are more than one way to skin a cat. The cat I wanted to skin was player enjoyment. While I do not subscribe to the school of design that say encounters should be "balanced" and that the players are entitled to this or that, I do believe game system matters for how much fun you can have.Clearly linear probabilities do have some potential to screw up your game night.
Savage Worlds and Fate are two game systems that have decided to let you have all that wild and intense fun you get by rolling dice, but have also included some way to take the edge of Those Nights(tm). I think that is good game design for a game for modern adults, for whom game night is time you clawed back from all the necessities of family, work and other obligations. Narrative control is one thing, but getting to describe your failure yourself over and over again does not make it more fun. Maybe the first time. I think some game mechanic that works as a "safety net" should be in your mind when you design a game for my kind of gamer.
Are there other ways? Let's go back to those dice, and our subject line.
I know I am not the first one to notice that some games are really swingy, and D&D with its d20 based to hit roll is one of those. As those of us than own a AD&D 1st ed DMG know, there are more ways to roll dice, and one of them produce a bell curve. Such a probability distribution skews towards the middle, making it harder to get those extremes. On the other hand, it also makes it likelier to get above that first hump of lower target numbers. Is this possibly the way to increase player enjoyment? I will leave off dice pool systems, since I find the probabilities of those headache inducing, instead focusing on rolling multiple dice and adding them before comparing to a target number.
Strangely enough, there are few games I can think of where you roll multiple dice of a similar kind and add them, as a basic mechanic. Sure, it's used for damage, but more seldom for other things. Off the top of my head I can only remember five game systems that use this, and two of them are closely related.
Next topic: Are these thus newbie friendly games?
For those who have not played this game, I can summarize a key point of the rules system. All rolls are one 1d10, roll under but high is good, against a Trait. I guess you see what this means. Right. No bell curve.
We started to play and since it is very much driven by black humour and creative narration by the players, it worked quite fine with some cynicism and beer. But, after a few sessions a pattern started to emerge. One of my players rolled really shitty. Like some of us say, he storked it, repeatedly. The thing is, he rolled maybe 10 dice rolls a night and missed all but one. Even after changing dice, we are not superstitious, he kept rolling like that in session after session. It just was not fun any more. In the end the game was not just a chore, it was actively un-fun to roll dice for him.
Now, I guess you have all heard of games where the narrative is as much in the hands of the players as the GM? You would imagine that maybe that would alleviate the problem, maybe? The problem here is that 3:16 is just such a game. I as the GM could only limit the stiffness of the opposition, and the players still had to sit there and narrate the hell out of repeated failures. Kind of sucks after a while.
We decided to fade to black after a few missions, and now I had pitched a new game which all seemed to like. It was all down to the weird imagination of Ken Hite, since who can resist a game with both nazis and the Midgard Serpent? Savage Worlds it was.
I guess you see one thing that differs from 3:16? In Savage Worlds you roll multiple dice, and if you fail you can spend a token and roll again. Once again you roll multiple dice. Multiple dice, i.e. more chances to succeed, since you get to pick which to use.
That choice of game system was intentional.
As you probably know, there are more than one way to skin a cat. The cat I wanted to skin was player enjoyment. While I do not subscribe to the school of design that say encounters should be "balanced" and that the players are entitled to this or that, I do believe game system matters for how much fun you can have.Clearly linear probabilities do have some potential to screw up your game night.
Savage Worlds and Fate are two game systems that have decided to let you have all that wild and intense fun you get by rolling dice, but have also included some way to take the edge of Those Nights(tm). I think that is good game design for a game for modern adults, for whom game night is time you clawed back from all the necessities of family, work and other obligations. Narrative control is one thing, but getting to describe your failure yourself over and over again does not make it more fun. Maybe the first time. I think some game mechanic that works as a "safety net" should be in your mind when you design a game for my kind of gamer.
Are there other ways? Let's go back to those dice, and our subject line.
I know I am not the first one to notice that some games are really swingy, and D&D with its d20 based to hit roll is one of those. As those of us than own a AD&D 1st ed DMG know, there are more ways to roll dice, and one of them produce a bell curve. Such a probability distribution skews towards the middle, making it harder to get those extremes. On the other hand, it also makes it likelier to get above that first hump of lower target numbers. Is this possibly the way to increase player enjoyment? I will leave off dice pool systems, since I find the probabilities of those headache inducing, instead focusing on rolling multiple dice and adding them before comparing to a target number.
Strangely enough, there are few games I can think of where you roll multiple dice of a similar kind and add them, as a basic mechanic. Sure, it's used for damage, but more seldom for other things. Off the top of my head I can only remember five game systems that use this, and two of them are closely related.
- The Fantasy Trip (TFT) - roll 3d6
- GURPS - roll 3d6
- Traveller - roll 2d6
- Tunnels & Trolls (T&T) - roll 2d6 for Saving Rolls, in combat roll weapon dice and add stat bonus.
- HERO - roll 3d6
Next topic: Are these thus newbie friendly games?
Thursday, December 18, 2014
A solution to echoing empty rooms in a dungeon
Some people might remember that I have written before about the empty dungeon. For some people that is not a problem. They like the exploration of the dungeon environment to be a resource management challenge. Personally I like the idea of the challenge, but I have been thinking of "compressing" the experience a bit. If nothing else, it's variation. Right?
Ken St. Andre posted this on his blog a while ago. I had opened it in a tab on my browser and did not get around to reading it for real until now. That is a neat idea on how to do the "compressing" of your dungeon.
For those who want the executive summary, the idea is to make each room a index card, shuffle and deal a matrix of cards and those are the levels of your dungeon. Nice idea.
Ken St. Andre posted this on his blog a while ago. I had opened it in a tab on my browser and did not get around to reading it for real until now. That is a neat idea on how to do the "compressing" of your dungeon.
For those who want the executive summary, the idea is to make each room a index card, shuffle and deal a matrix of cards and those are the levels of your dungeon. Nice idea.
Monday, October 27, 2014
Old D&D editions and clones - Tunnels & Trolls 1st ed.
Now, some of you might object to that title. Surely T&T is not a clone of D&D, and it surely isn't an old D&D edition!? No, it is not, but it is the first published game inspired by D&D and it fits right in here in the series about how much the old games inspire and engage today.
Those of you who have read or played later editions of T&T should really take a peek at this edition if you get the opportunity! I own the 2013 reprint, which might be available yet. I do not know. Anyway. What's interesting about this game are two things, how it differs from later T&T editions and how it differs from D&D.
I found it interesting that on the first page you get a short summary of how to run a game as a GM, how to play it as a player and even the point of sitting around the table talking get across well. I like it a lot. This little section is actually a fairly good primer of what it's all about. Fun details is that the caller is mentioned, as the "Voicer".
There are many fun small idiosyncrasies in this game, but most of it is in the presentation that is extremely colloquial. Ken even jokes about the illustrations right beside the current paragraph. The rules are fairly easy and smooth and there are not multiple odd subsystems.
I like some of the advice for how to run the game, like the emphasize on house ruling, "this is not my game". It is a hack of another game that grew into its own and it is paying its dues. Then there's the suggestion to put in lot of stuff in the dungeons, since "Nobody likes to mess around in a dull dungeon". Here I think Ken is onto something. The big empty dungeon is something I feel have been overvalued in the OSR conversations. I'm not so sure it was a regular feature of the Old Ways even. Ken goes on with some other good advice suggesting that all the threats in the dungeon should be avoidable or be possible to nullify by smart players.
Much of the rules is as you'd expect, with the suggestion you start with a horisontal cut away fo your multi level dungeon, and there are rules for reaction rolls and capturing monsters. I also love the fact that there are names to the character levels. A Veteran is someone who has reached 3rd level, by the way. Not first.
Comparing this to modern versions of T&T and there are some differences. Armour is ablative, Saving Rolls are mainly done on Luck and you get XP for gold and deepest dungeon level penetrated.
I would actually gladly pick up those for all editions, liking them a lot. In general, I like this edition a lot. Expanding Saving Rolls into the "meta mechanic" it got later on and I feel you've almost hit the sweet spot for T&T rules. There's a rawness to the rules, but it's brimming with enthusiasm and small snippets of the life in the Phoenix campaign, like how they all have 3-15 characters per player! For me the rules feels like a big smiling invitation to just roll some dice and dive in the deep end. This is another winner. I really want to play this game!
Those of you who have read or played later editions of T&T should really take a peek at this edition if you get the opportunity! I own the 2013 reprint, which might be available yet. I do not know. Anyway. What's interesting about this game are two things, how it differs from later T&T editions and how it differs from D&D.
I found it interesting that on the first page you get a short summary of how to run a game as a GM, how to play it as a player and even the point of sitting around the table talking get across well. I like it a lot. This little section is actually a fairly good primer of what it's all about. Fun details is that the caller is mentioned, as the "Voicer".
There are many fun small idiosyncrasies in this game, but most of it is in the presentation that is extremely colloquial. Ken even jokes about the illustrations right beside the current paragraph. The rules are fairly easy and smooth and there are not multiple odd subsystems.
I like some of the advice for how to run the game, like the emphasize on house ruling, "this is not my game". It is a hack of another game that grew into its own and it is paying its dues. Then there's the suggestion to put in lot of stuff in the dungeons, since "Nobody likes to mess around in a dull dungeon". Here I think Ken is onto something. The big empty dungeon is something I feel have been overvalued in the OSR conversations. I'm not so sure it was a regular feature of the Old Ways even. Ken goes on with some other good advice suggesting that all the threats in the dungeon should be avoidable or be possible to nullify by smart players.
Much of the rules is as you'd expect, with the suggestion you start with a horisontal cut away fo your multi level dungeon, and there are rules for reaction rolls and capturing monsters. I also love the fact that there are names to the character levels. A Veteran is someone who has reached 3rd level, by the way. Not first.
Comparing this to modern versions of T&T and there are some differences. Armour is ablative, Saving Rolls are mainly done on Luck and you get XP for gold and deepest dungeon level penetrated.
I would actually gladly pick up those for all editions, liking them a lot. In general, I like this edition a lot. Expanding Saving Rolls into the "meta mechanic" it got later on and I feel you've almost hit the sweet spot for T&T rules. There's a rawness to the rules, but it's brimming with enthusiasm and small snippets of the life in the Phoenix campaign, like how they all have 3-15 characters per player! For me the rules feels like a big smiling invitation to just roll some dice and dive in the deep end. This is another winner. I really want to play this game!
Saturday, December 14, 2013
Saturday Night thoughts on the sparsely populated dungeon
It's Saturday night, and I feel a Saturday Night Special feeling coming over me.
Some of you might have read my last post on dense Gygaxian dungeons. Given it is Saturday I got to thinking about those places that make the subterranean underworld its flair, and those moments of "sensawunda". Let me quote you from the 5th ed. Tunnels & Trolls rule book.
I love to invent those crystal waterfalls, devious traps, combat encounters with multiple co-operating foes or locales of majestic proportions and awe inspiring weirdness. Putting down corridors of nothing on graph paper is no longer fun.
Sure, I could use a computer to generating it for me, but I would not find it fun to run either. What I would like to have is a way to make those slow moving bits be outsourced to a second GM and then I could step in a run the Saturday Night Specials. Maybe. Is there a way to get it all?
I'm beginning to feel I understand what Ken St. Andre wrote above and how well it applies to me. I don't like a "dull" dungeon. It would be cool, though, if you could just rattle off some twists, turns and empty rooms without bother to have the first part make sense or be ever repeatable (like for backtracking out of the dungeon or repeat visits), and then dive into it. Too bad I like the idea of repeat visits to the dungeon. I would never be able to improvise the same map twice.
If that could be done, I'd be very happy.
Some of you might have read my last post on dense Gygaxian dungeons. Given it is Saturday I got to thinking about those places that make the subterranean underworld its flair, and those moments of "sensawunda". Let me quote you from the 5th ed. Tunnels & Trolls rule book.
"Let your imagination go wild - you can do anything you want because this is your creation. Put in a lot of stuff - nobody likes a dull dungeon. "So, populating your dungeon. I know some people likes the idea of a big underground labyrinth where there are one third empty rooms or something like that. Each to his own. I don't say I don't like to play that way. But, I've come to realize that I'm no longer fond of creating dungeons like that.
I love to invent those crystal waterfalls, devious traps, combat encounters with multiple co-operating foes or locales of majestic proportions and awe inspiring weirdness. Putting down corridors of nothing on graph paper is no longer fun.
Sure, I could use a computer to generating it for me, but I would not find it fun to run either. What I would like to have is a way to make those slow moving bits be outsourced to a second GM and then I could step in a run the Saturday Night Specials. Maybe. Is there a way to get it all?
I'm beginning to feel I understand what Ken St. Andre wrote above and how well it applies to me. I don't like a "dull" dungeon. It would be cool, though, if you could just rattle off some twists, turns and empty rooms without bother to have the first part make sense or be ever repeatable (like for backtracking out of the dungeon or repeat visits), and then dive into it. Too bad I like the idea of repeat visits to the dungeon. I would never be able to improvise the same map twice.
If that could be done, I'd be very happy.
Saturday, March 30, 2013
Some more thoughts on Ars Magica
My last post on Ars Magica had 187 views, and only one comment about someone who had actually played the game. I think it's kind of telling that they basically ripped the themes from the game and ditched the rest.
It seems like AM is a game many people have read, been very impressed by and then not played as written! I guess that those who kept the covenant management system are the same kind of people who play merchant campaigns in Traveller, keeping tabs on earnings, losses and mortgage payment. I have enough of that in real life.
The really detailed magic system is another matter. It seems like everyone loves the idea of being able to craft spells on the fly and using some kind of and system, just like spell points and all those ideas. But, even though I'm not a fan of the classic system of D&D it's easy and it works, even though it lacks flavour. Maybe this is the part of AM which actually change how people play.
Then there's that part which I find kind of funny, namely the "troupe style play", which is actually just they old way to play, reinvented. Having multiple characters per player is not new, and that I've even tried myself with great success.
It seems like AM is a game many people have read, been very impressed by and then not played as written! I guess that those who kept the covenant management system are the same kind of people who play merchant campaigns in Traveller, keeping tabs on earnings, losses and mortgage payment. I have enough of that in real life.
The really detailed magic system is another matter. It seems like everyone loves the idea of being able to craft spells on the fly and using some kind of
Then there's that part which I find kind of funny, namely the "troupe style play", which is actually just they old way to play, reinvented. Having multiple characters per player is not new, and that I've even tried myself with great success.
"it is recommended that the GM keep the number of players in his party small - two or three players with up to four characters apiece is ideal."That's T&T 5th ed. from 1979. Something old, something new, something borrowed and something blue. Maybe I'll get to run Ars Magica one day, and then it will be nothing like written, I bet.
Tuesday, January 15, 2013
dT&T, just saying
You have noticed that there's a Kickstarter for a new edition of Tunnels & Trolls out, right? Yeah, I thought so. I put up my two yatmas for a hardcover of the new book, and after that there will be fewer Kickstarter pledges from me for a while. I need to wait in some deliveries.
Monday, May 14, 2012
T&T sure is popular
Dave Arneson's personal copy of 2nd ed T&T just sold on eBay for $347.00 and I guess that is a sign of a popular game. Yes, I did bid. No, not $300.
Sunday, May 13, 2012
T&T hacks - D6 Star Wars
Some people likes their games wild and crazy, some want it more downplayed and subdued. If you like me have looked fondly on DARO (Doubles Add and Roll Over, the exploding dice mechanic of T&T) results in the stratosphere, you probably like it wild.
Maybe T&T does not need any more of that juice? Well, let's take a look at another way to inject some unpredictability in your game. Let's take a cue from the WEG edition of the Star Wars RPG.
In SW, you used a dice pool system. Traits where rated in dice and you gathered them all up and rolled and summed them. Kind of familiar territory so far. There was an additional quirk, though. In addition to the dice from your traits, you also rolled a Wild Die. Since I only have the 2nd ed. of the Star Wars game, I am not 100% sure if this mechanic was there from the start, and I know it was tweaked in later editions of the rules. So, what use is the Wild Die? Simple. It makes a situation a little more interesting.
To incorporate the Wild Die in your T&T game, just take one of the dice you use and make sure it's special. My T&T dice used to be the black ones with a troll or the T&T logo instead of a one, but I gave all those away. Nowadays I use ten white Gamescience dice. For a Wild Die, I use my blood read die with the Minotaur logo from my former FLGS. Make sure it stand out!
When you roll your dice, keep an eye on that special one, the red one in my case. If it turns up a six or a one, it's time to rumble.
1. Something just happened, and it is not to your favour. If you made your roll, you still made it, but another complication shows up. Say that you rolled a SR on DX to jump over a chasm. Maybe you got over safe, but that belt pouch of yours dropped down into the depths! Say that you rolled a SR on CHA to intimidate those hyenakin you let you pass, but now they insist on accompanying the brave adventurers and making a nuisance of themselves and making it impossible to sneak up on that dragon. I don't think I have to give any examples of what happens when you fail and roll a 1. Bad stuff. You'll have to determine before the game how harsh you want to be.
6. Some just happened, and it was to your favour! If you failed your roll, you still failed, but something happened that opened up new venues to approach the problem. Say you failed to intimidate that hyenakin chief, but he instead haughtily proclaim that such an insult to his honour has to be answered the traditional way, with a duel. At the chess board. Maybe you'll win that challenge? The icing on the cake that a success and a 6 is combined need to be elaborated. We all like cake, or pie. Maybe both.
Optional: I think the Wild Die is used to best effects on SRs on stats, but feel free to add it to combat as well.
I hope you think these hacks sounds interesting and inspire you to try them, or your own variant thereof, in your next T&T game.
Fight on!
Maybe T&T does not need any more of that juice? Well, let's take a look at another way to inject some unpredictability in your game. Let's take a cue from the WEG edition of the Star Wars RPG.
In SW, you used a dice pool system. Traits where rated in dice and you gathered them all up and rolled and summed them. Kind of familiar territory so far. There was an additional quirk, though. In addition to the dice from your traits, you also rolled a Wild Die. Since I only have the 2nd ed. of the Star Wars game, I am not 100% sure if this mechanic was there from the start, and I know it was tweaked in later editions of the rules. So, what use is the Wild Die? Simple. It makes a situation a little more interesting.
To incorporate the Wild Die in your T&T game, just take one of the dice you use and make sure it's special. My T&T dice used to be the black ones with a troll or the T&T logo instead of a one, but I gave all those away. Nowadays I use ten white Gamescience dice. For a Wild Die, I use my blood read die with the Minotaur logo from my former FLGS. Make sure it stand out!
When you roll your dice, keep an eye on that special one, the red one in my case. If it turns up a six or a one, it's time to rumble.
1. Something just happened, and it is not to your favour. If you made your roll, you still made it, but another complication shows up. Say that you rolled a SR on DX to jump over a chasm. Maybe you got over safe, but that belt pouch of yours dropped down into the depths! Say that you rolled a SR on CHA to intimidate those hyenakin you let you pass, but now they insist on accompanying the brave adventurers and making a nuisance of themselves and making it impossible to sneak up on that dragon. I don't think I have to give any examples of what happens when you fail and roll a 1. Bad stuff. You'll have to determine before the game how harsh you want to be.
6. Some just happened, and it was to your favour! If you failed your roll, you still failed, but something happened that opened up new venues to approach the problem. Say you failed to intimidate that hyenakin chief, but he instead haughtily proclaim that such an insult to his honour has to be answered the traditional way, with a duel. At the chess board. Maybe you'll win that challenge? The icing on the cake that a success and a 6 is combined need to be elaborated. We all like cake, or pie. Maybe both.
Optional: I think the Wild Die is used to best effects on SRs on stats, but feel free to add it to combat as well.
I hope you think these hacks sounds interesting and inspire you to try them, or your own variant thereof, in your next T&T game.
Fight on!
Sunday, April 22, 2012
T&T hacks - Over The Edge
Since Over The Edge showed up in 1992, designers Jonathan Tweet and Robin D Laws have designed more games, and all are very much talked about. I don't know if it started with OTE, but it has been a very influential design. Let's take a look at why.
The setting of the game is very surreal. It's a game where every oddball tabloid conspiracy is out there, fighting over reality. It makes my head spin every time I read it. It is also the only have I have played where That Guy(tm), don't even stand out, he is just like the rest. Yes, it's that odd. But, I don't think it's why the game is so highly regarded, it's the rules.
To make a character, you pick one defining trait, a few supporting ones and assign them some dice. Easy enough, eh? The really interesting thing is that those traits are not picked from a list, or even limited very much at all. Basically, you can take any descriptive phrase at all, and make it your defining ability. In one game I made a character that had the trait Playboy. I used it for seducing, gambling, shopping and intelligence gathering. On the other hand, you could make it quite narrow, and then you get some more dice to assign to it. More dice are good when you roll them, add and try to beat a target number. But, I guess you see how that is the least exiting part of this. No two characters will look alike, and you have lot of freedom to define the characteristics of your character. Now let's see how we can take this system and put it into the guts of T&T.
In this hack, you have one trait called the Expert trait. This defines what your character is all about. Write down whatever you feel define your character, and roll 2d6+6 for that trait. Now, write down two more Good traits. These are the abilities that you feel gives you some breadth and is important, but not as defining. Roll 4d6 and pick any three for both those traits. Lastly, everyone has a Flaw, the ability that always gets you into troubles. Roll 2d6 for that trait. For any other trait you feel you need, roll 3d6.
Now, in order to be able to use as much as possible of the standard T&T rules we need to think of combat adds, combat hits and magic. Designate one of these traits as your Health trait. It can be your Flaw or your Expert trait. This is going to work just like CON usually does in T&T. You also need to define three traits that is level defining, and contribute to combat adds. Pick any three. Lastly, pick your Mystic trait, which works like INT and WIZ does in T&T.
Got that? Let's summarize.
The traits
Their usage
Since this is very different from the usual fare, expect the games you play be very different. Tweak those numbers a bit and roll some different dice, but keep the distinction of one one trait higher than the rest, two above average and one sub par.
The setting of the game is very surreal. It's a game where every oddball tabloid conspiracy is out there, fighting over reality. It makes my head spin every time I read it. It is also the only have I have played where That Guy(tm), don't even stand out, he is just like the rest. Yes, it's that odd. But, I don't think it's why the game is so highly regarded, it's the rules.
To make a character, you pick one defining trait, a few supporting ones and assign them some dice. Easy enough, eh? The really interesting thing is that those traits are not picked from a list, or even limited very much at all. Basically, you can take any descriptive phrase at all, and make it your defining ability. In one game I made a character that had the trait Playboy. I used it for seducing, gambling, shopping and intelligence gathering. On the other hand, you could make it quite narrow, and then you get some more dice to assign to it. More dice are good when you roll them, add and try to beat a target number. But, I guess you see how that is the least exiting part of this. No two characters will look alike, and you have lot of freedom to define the characteristics of your character. Now let's see how we can take this system and put it into the guts of T&T.
In this hack, you have one trait called the Expert trait. This defines what your character is all about. Write down whatever you feel define your character, and roll 2d6+6 for that trait. Now, write down two more Good traits. These are the abilities that you feel gives you some breadth and is important, but not as defining. Roll 4d6 and pick any three for both those traits. Lastly, everyone has a Flaw, the ability that always gets you into troubles. Roll 2d6 for that trait. For any other trait you feel you need, roll 3d6.
Now, in order to be able to use as much as possible of the standard T&T rules we need to think of combat adds, combat hits and magic. Designate one of these traits as your Health trait. It can be your Flaw or your Expert trait. This is going to work just like CON usually does in T&T. You also need to define three traits that is level defining, and contribute to combat adds. Pick any three. Lastly, pick your Mystic trait, which works like INT and WIZ does in T&T.
Got that? Let's summarize.
The traits
- One Expert trait - 2d6+6
- Two Good traits - 4d6, pick any three
- Flaw - 2d6
- Other traits - 3d6
Their usage
- one Health trait - works like CON
- three combat and level traits - works like STR,DX,SPD and LK in T&T
- one Mystic trait - works like a combination of INT and WIZ
Since this is very different from the usual fare, expect the games you play be very different. Tweak those numbers a bit and roll some different dice, but keep the distinction of one one trait higher than the rest, two above average and one sub par.
Saturday, April 21, 2012
Talents - character traits in T&T
It seems I write more on T&T than I've done in a while. Today's post can be fitted to D&D as well if you like, though. You will have to expand your game with rolls against the stats Dave Arneson's style, though. I will probably write more upon that at a later stage.
One new addition to the game with the 7th ed. is Talents. 5th ed. diehards do without, but those of us who have embraced 7th ed. feel it's an innovation that have some merits. I'm going to talk about how I think the idea can be used and even improved upon.
Talents are defining skills, the abilities that make you the special individual you are. They can be narrow like "Playing Cards", or more broad like "Gambling". Those are two examples from the rules. According to the rules all new characters get a Talent. Then, as they go up in level, they may add another. Simple enough.
There are some problems with this, of course. While this all makes sense, the fact that some character types gets Talents as part of their class abilities is written in a way which makes it unclear if it is in addition to the Talent eveyone gets or not. In the specific case of the Rogue, the example character of Zam the Bony (p.32-33) is awarded a Talent of Thievery while there's no mention of a Roguery Talent.
Just like in OD&D, the Thief breaks the mould and creates problems. I suggest the following way to handle Talents, and the special case of the Rogue.
and
This is a clear set of rules which unifies the mechanic, and gives the Rogue that extra flexibility with going totally over board with a Talent with a potential +6 usable for multiple SRs!
I hope you like that, or voice your disagreement. This probably they way I'll play the game from now on.
One new addition to the game with the 7th ed. is Talents. 5th ed. diehards do without, but those of us who have embraced 7th ed. feel it's an innovation that have some merits. I'm going to talk about how I think the idea can be used and even improved upon.
Talents are defining skills, the abilities that make you the special individual you are. They can be narrow like "Playing Cards", or more broad like "Gambling". Those are two examples from the rules. According to the rules all new characters get a Talent. Then, as they go up in level, they may add another. Simple enough.
There are some problems with this, of course. While this all makes sense, the fact that some character types gets Talents as part of their class abilities is written in a way which makes it unclear if it is in addition to the Talent eveyone gets or not. In the specific case of the Rogue, the example character of Zam the Bony (p.32-33) is awarded a Talent of Thievery while there's no mention of a Roguery Talent.
Just like in OD&D, the Thief breaks the mould and creates problems. I suggest the following way to handle Talents, and the special case of the Rogue.
Every character gets one Talent when created, regardless if high stats rolled makes you start the game on a higher level than one. The Talent is written as Stat + Bonus, and the initial bonus is rolled on 1d6.
Every time a character gains a level through AP expended on raising a stat, another Talent may be added to the character. The bonus for that Talent is rolled on 1d6.
and
Rogues may at character creation, since they rely so much upon their smarts and good fortune, add their level to the bonus to their first level Talent. This is a set bonus, and does not increase at the Rogue gain levels.
This is a clear set of rules which unifies the mechanic, and gives the Rogue that extra flexibility with going totally over board with a Talent with a potential +6 usable for multiple SRs!
I hope you like that, or voice your disagreement. This probably they way I'll play the game from now on.
Sunday, April 15, 2012
T&T hacks - Savage Worlds
There was a time when you couldn't read the forums at Big Purple (AKA rpg.net) without it every day serving you another thread where people talked about how to convert this or that setting to a new rules set, most often Savage Worlds. I read many of those, and do think it is a great fit for many settings. I own the rules and follow podcasts and bloggers who cover it, and to some extent it has entered into my mind as a "go to" system. One of the cool things with it is the bennies.
In SW you get three "bennies" and the start. When you do something impressive, cool, fun or impressive in character you might be rewarded by another one. These can be used for re-rolls.
Naturally, having the ability to re-roll makes for a more high octane style of gaming. Many "savages" talk about "pulp gaming" as if it was a genre. In fact, it was a description of the cheap paper the lurid "two fisted tales" from the twenties to the forties were printed on. I find it kind of curious that it has become a genre of gaming. There is actually a game for that kind of gaming, namely Daredevils from FGU. But, I can see why Savage Worlds have become popular for it, since it lends itself very easily to fast and furious action. Let's see how to port that to T&T.
Every player start the game with 3 bennies. The GM start with one for each player, plus one. Use poker chips, coloured stones , pennies or whatever you have handy. When someone does something exceedingly cool or makes everyone laugh, hand them another one. To use the bennies, say that you want a re-roll, hand the token to the GM and roll again. If you don't like the result, use the first one you rolled instead. You can use bennies to re-roll any Saving Throw, i.e. a roll based on a trait. In combat you need to attempt those stunts to be able to use bennies to re-roll. At the end of the session, hand in the unused tokens. Next session, everyone start with 3 new bennies.
Option 1: If you don't mind the bookkeeping, make a note of every bennie earned, and cache them in for 50 AP each after an extended downtime from adventuring.
Option 2: The GM can only use bennies for named NPCs or major antagonists.
Option 3: If you as a player want to support another player character, you might use your own bennies to chip in. Only one bennie per roll may be added, though.
Option 4: You may use as many bennies as you like, re-rolling until satisfied. Note that this makes for a very high powered game!
I hope you think these hacks sounds interesting and inspire you to try them, or your own variant thereof, in your next T&T game.
Fight on!
In SW you get three "bennies" and the start. When you do something impressive, cool, fun or impressive in character you might be rewarded by another one. These can be used for re-rolls.
Naturally, having the ability to re-roll makes for a more high octane style of gaming. Many "savages" talk about "pulp gaming" as if it was a genre. In fact, it was a description of the cheap paper the lurid "two fisted tales" from the twenties to the forties were printed on. I find it kind of curious that it has become a genre of gaming. There is actually a game for that kind of gaming, namely Daredevils from FGU. But, I can see why Savage Worlds have become popular for it, since it lends itself very easily to fast and furious action. Let's see how to port that to T&T.
Every player start the game with 3 bennies. The GM start with one for each player, plus one. Use poker chips, coloured stones , pennies or whatever you have handy. When someone does something exceedingly cool or makes everyone laugh, hand them another one. To use the bennies, say that you want a re-roll, hand the token to the GM and roll again. If you don't like the result, use the first one you rolled instead. You can use bennies to re-roll any Saving Throw, i.e. a roll based on a trait. In combat you need to attempt those stunts to be able to use bennies to re-roll. At the end of the session, hand in the unused tokens. Next session, everyone start with 3 new bennies.
Option 1: If you don't mind the bookkeeping, make a note of every bennie earned, and cache them in for 50 AP each after an extended downtime from adventuring.
Option 2: The GM can only use bennies for named NPCs or major antagonists.
Option 3: If you as a player want to support another player character, you might use your own bennies to chip in. Only one bennie per roll may be added, though.
Option 4: You may use as many bennies as you like, re-rolling until satisfied. Note that this makes for a very high powered game!
I hope you think these hacks sounds interesting and inspire you to try them, or your own variant thereof, in your next T&T game.
Fight on!
Sunday, April 8, 2012
T&T hacks - Rolemaster
This is the second post in this series, and today we are going to take a look at Rolemaster from I.C.E., which happens to be an old favourite of mine.
The first thing I remember when I think of Rolemaster is the tables. There are tables for spells, attacks, fumbles and crits. I loved those.
I guess everyone who has played Rolemaster remember the critical hits tables. Let's see if we can hack T&T to get something with a similar feel.
So, did you managed to get any Spite dice on your attack? Congratulations. Now, did you also manage to get any doubles? Now we get into crit/fumble territory.
But, just like in RM there should be continuous effects. Those spite points are now bleeding, and you take that amount of damage, every round. Now, let's get on with the crits and fumbles.
Count the numbers of dice that are the same, that's the level of your crit/fumble. If the doubles where ones, it was a fumble and any other kind of number is a crit.
For crits, roll a SR on CON on the level of your crit. For fumbles, roll a SR on LK on the level of your fumble. As you understand, this means lvl 2-6. If you fail your SR, this is what happens.
Critical hits
Lvl 2 - roll 2 to more dice of damage
Lvl 3 - stunned, you loose your next action
Lvl 4 - you fall unconscious
Lvl 5 - random limb is now useless
Lvl 6 - save or die
The level of SR is the extra points of damage you take (regardless if you make your save), and that's spite damage folks! Don't forget the bleeding.
Fumbles
Lvl 2 - drop your weapon
Lvl 3 - your weapon break
Lvl 4 - damage random ally
Lvl 5 - damage yourself
Lvl 6 - damage yourself, and you roll one more die. That number is the crit level you just inflicted, on yourself.
Do you think it hurts enough yet? I think in this system you can probably get the same kind of feel as in RM, where a lucky schmuck can kill himself if he is "lucky" enough.
What did you say? Is the math wonky? It probably is, I have not tested this, and am not that great at crafting mathematically sound rules. But, take it and run with it! Let me know what you think.
The first thing I remember when I think of Rolemaster is the tables. There are tables for spells, attacks, fumbles and crits. I loved those.
I guess everyone who has played Rolemaster remember the critical hits tables. Let's see if we can hack T&T to get something with a similar feel.
So, did you managed to get any Spite dice on your attack? Congratulations. Now, did you also manage to get any doubles? Now we get into crit/fumble territory.
But, just like in RM there should be continuous effects. Those spite points are now bleeding, and you take that amount of damage, every round. Now, let's get on with the crits and fumbles.
Count the numbers of dice that are the same, that's the level of your crit/fumble. If the doubles where ones, it was a fumble and any other kind of number is a crit.
For crits, roll a SR on CON on the level of your crit. For fumbles, roll a SR on LK on the level of your fumble. As you understand, this means lvl 2-6. If you fail your SR, this is what happens.
Critical hits
Lvl 2 - roll 2 to more dice of damage
Lvl 3 - stunned, you loose your next action
Lvl 4 - you fall unconscious
Lvl 5 - random limb is now useless
Lvl 6 - save or die
The level of SR is the extra points of damage you take (regardless if you make your save), and that's spite damage folks! Don't forget the bleeding.
Fumbles
Lvl 2 - drop your weapon
Lvl 3 - your weapon break
Lvl 4 - damage random ally
Lvl 5 - damage yourself
Lvl 6 - damage yourself, and you roll one more die. That number is the crit level you just inflicted, on yourself.
Do you think it hurts enough yet? I think in this system you can probably get the same kind of feel as in RM, where a lucky schmuck can kill himself if he is "lucky" enough.
What did you say? Is the math wonky? It probably is, I have not tested this, and am not that great at crafting mathematically sound rules. But, take it and run with it! Let me know what you think.
Monday, April 2, 2012
Monsterlist download
(edit: I had misspelled the title! Oops!)
I decided to collect all the monsters in the officially published monster books from FDP for Tunnels & Trolls. When running a game I often have to scramble through the booklets to try to find where this or that monster i located. Hopefully this document can be of some help to those you you who like me never seem to find the right monster.
Check over on the left on this page, there you'll find a download link. Please let me know if you have any problem with it, or any other suggestions!
I decided to collect all the monsters in the officially published monster books from FDP for Tunnels & Trolls. When running a game I often have to scramble through the booklets to try to find where this or that monster i located. Hopefully this document can be of some help to those you you who like me never seem to find the right monster.
Check over on the left on this page, there you'll find a download link. Please let me know if you have any problem with it, or any other suggestions!
Sunday, April 1, 2012
T&T hacks - Burning Wheel
As the first post in this new series, I'm going to take a cue from Luke Crane's game Burning Wheel.
In BW you have these psychological traits called Beliefs. They are things your character are all about. It's things that define your character, and things that you can not miss or ignore when interacting with that character. In short, it's a great way to tell your GM what kind of game you want to play.
The second thing is Instincts. These are stylish markers for how your PC behaves. They are things that will work great for colour, but also short cut some of the "grind" actions you'll want to do.
Let's show some examples. There's a great one in the BW rules about Beliefs, let's look at that. "People feel better when lied to". How about that? It makes it clear that your PC is somewhat of a cynic, and that you want to lie a lot. Excellent role playing tag, and a hint to the GM that you want to interact with people and lie to them.
To incorporate this into your T&T game, do just like in BW. Pick at least one, and up to three, and write them on your character sheet.
Next, let's look at Instincts.
An Instinct is a if < this > then < that > kind of routine. They will help your character stand out, and also help you not forget to do that thing, which might be a life saver. Again, let's look at an example. "I always use a glove when opening a door". There you go, it makes you look cool and it might save your hide when you encounter a contact poison. The GM could even allow you to make a SR after the fact to notice the odd powder or smell on your glove, telling you what you just evaded. Maximum game fun.
To incorporate this into your T&T game, list one or up to three Instincts on your sheet.
I guess I managed to convey the value of the Instincts, but what about the Beliefs? Well, in Burning Wheel they have many different flavours of what we call Adventure Points in T&T. I think the simplest way is to just say that every time your character in game acts upon one of her Beliefs, you gain 100 AP. It pays to practice what you preach, if you see what I mean?
If you feel a Belief has run it's course, save up 1000 AP and buy it off, exchanging it for something new. Don't make Beliefs something cheap. It will cost you to turn your back on something that defined your character!
I hope you think these hacks sounds interesting and inspire you to try them, or your own variant thereof, in your next T&T game.
Fight on!
In BW you have these psychological traits called Beliefs. They are things your character are all about. It's things that define your character, and things that you can not miss or ignore when interacting with that character. In short, it's a great way to tell your GM what kind of game you want to play.
The second thing is Instincts. These are stylish markers for how your PC behaves. They are things that will work great for colour, but also short cut some of the "grind" actions you'll want to do.
Let's show some examples. There's a great one in the BW rules about Beliefs, let's look at that. "People feel better when lied to". How about that? It makes it clear that your PC is somewhat of a cynic, and that you want to lie a lot. Excellent role playing tag, and a hint to the GM that you want to interact with people and lie to them.
To incorporate this into your T&T game, do just like in BW. Pick at least one, and up to three, and write them on your character sheet.
Next, let's look at Instincts.
An Instinct is a if < this > then < that > kind of routine. They will help your character stand out, and also help you not forget to do that thing, which might be a life saver. Again, let's look at an example. "I always use a glove when opening a door". There you go, it makes you look cool and it might save your hide when you encounter a contact poison. The GM could even allow you to make a SR after the fact to notice the odd powder or smell on your glove, telling you what you just evaded. Maximum game fun.
To incorporate this into your T&T game, list one or up to three Instincts on your sheet.
I guess I managed to convey the value of the Instincts, but what about the Beliefs? Well, in Burning Wheel they have many different flavours of what we call Adventure Points in T&T. I think the simplest way is to just say that every time your character in game acts upon one of her Beliefs, you gain 100 AP. It pays to practice what you preach, if you see what I mean?
If you feel a Belief has run it's course, save up 1000 AP and buy it off, exchanging it for something new. Don't make Beliefs something cheap. It will cost you to turn your back on something that defined your character!
I hope you think these hacks sounds interesting and inspire you to try them, or your own variant thereof, in your next T&T game.
Fight on!
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