During the early to mid 1980's, which was the high point of my gaming life, (you know, those high school and university years that I should have spent studying my course material instead of game rules) I played as many different games as I could get my hands on. But given the prolification of games in those years it would have taken a very dedicated and financially independent person to collect them all. And sadly, given my very limited finances at the time, I had to choose carefully what I spent my money on. Consequently there were a lot of games I passed on, and which I've spent the subsequent years wondering about. The most prominent of these was Tunnels & Trolls.
Published in 1975, T&T was first of many, many games inspired by D&D, and given its prominence, it's odd and unfortunate that it never captured my fancy in those early years. I certainly remember looking at it at my local game store, but whether I regarded it as just another D&D clone, or was turned off by its reputed silliness, I always put it back on the shelf and moved on. Until now.
My interest in T&T was recently kindled as I read reports of the new Deluxe Tunnels and Trolls rule book arriving in the hands of its Kickstarter supporters, and I was thrilled that to see that Flying Buffalo is still in business, and that Ken St. Andre is still at the helm of T&T, which is both gratifying and impressive for a fourty-year-old game. Unable to wait until DT&T was available for retail purchase, I turned to Noble Knight Games, and picked up an inexpensive copy of the 5th edition rules (shown above), which is the edition that I remember from my youth.
After reading the rules, my only disappointment was that I hadn't picked up this game decades ago. Tunnels & Trolls has such a simple and elegant set of mechanics that it is an ideal game for introducing newcomers to roleplaying. For anyone unfamiliar with the game I'll provide a brief summary.
Combat is exceedingly straightforward: instead of rolling to hit and again for damage, each combatant on either side rolls their combat dice (weapon dice plus attribute bonuses) and the total results of each side is compared. The side with the highest roll wins that round of combat and the losing side takes an amount of damage equal to the difference between the two rolls, which is divided among the players on the losing side. It's easy and fast - there's no fiddling around with initiative, nor does each player need to wait his or her turn. Every player rolls at once, and since the results are combined even the weakest combatant can contribute to the group's success.
Attribute scores are generated, as was usual for those early games, by rolling 3d6, and characters gain a +1 bonus to combat for each point of Strength, Dexterity, and Luck above 12. At each new level, characters get a number of points equal to their new level to distribute among their attribute scores, so the initial 3-18 range quickly moves up into the 20s and even the 30's allowing for some truly remarkable characters. One of the endearing features of T&T is that it isn't terribly concerned with realism or balance; powerful, unbalanced characters with over-the-top magic items is no unusual thing - it's all part of the fun. And because the monsters can be ramped up just as easily, death is always a misstep away.
There's a lot to like about Tunnels & Trolls, but the mechanic I like best - the one that really makes the game stand out - is its saving rolls. Saving rolls are made on 2d6 plus the relevant attribute score (T&T uses only six-sided dice), which must exceed a target number based on the level of the save - a level one save has a target number of 20, and this increases by 5 with each subsequent level. If doubles are rolled the dice are rolled again (for each time that doubles are rolled) and the results added, so in principal you could succeed at any save no matter how difficult. ("Sir, the possibility of successfully navigating an asteroid field is approximately 3,720 to 1.") This saving roll mechanic is also used for hitting opponents with ranged weapons, where the target's size and distance determine the level of a dexterity saving roll. It also became one of the first task resolution mechanics ever used in role playing games, and is an elegant way to determine the success of just about anything you can imagine leading players to attempt some truly cinematic feats.
I was somewhat chagrined to discover that none of my youthful misgivings about T&T were valid. It is nothing at all like D&D; the game is entirely different both in tone and play, nor is it a 'silly' game. The rules have a more whimsical tone than, say, D&D, and it doesn't take itself too seriously, but the whimsy is similar to that of Jack Vance, or Fritz Leiber - it isn't over-the-top slapstick, which is what the rumour-mill had me believe back in the day. Although I regret not having gotten into T&T long ago, in all honestly I'm not sure I would have appreciated it until recent years. Back then I was very much into crunchy game mechanics, and T&T might have been too simple for my tastes. These days, however, it suits me perfectly.
Within minutes of my first reading of the rules I was itching to play it, and so I've begun a campaign for my wife and daughter. Over the next several posts I'll continue to discuss my ongoing exploration of T&T, as well as describe the campaign setting I've created, and the adventures as they happen.
Let the good times troll!
Welcome Back to the Labyrinth
"We have been away far too long, my friends," Ashoka declared, his face lit by the eldritch green glow of his staff. "But we have finally returned to the labyrinth whence our adventures first began."
"Just imagine the treasures that lie within," said Yun Tai, flexing his mighty muscles. "Wealth enough to live in luxury the rest of our days."
"And arcane artifacts of great power," added Ashoka his words dripping with avarice. "All ours for the taking!"
"Umm...guys?" Nysa interrupted. "Do you hear something dripping?"
Sunday, December 27, 2015
Tuesday, June 3, 2014
Otherworld Miniatures Skirmish Game
As is typical of me, although this news has been out for a while, I've only just heard about it: Otherworld Miniatures is producing a tabletop skirmish game! I thought I'd pass the news along in case there are others, like myself, who remain inexplicably oblivious to various happenings in the gaming world.
The game, which is due to be released this summer, is a small-scale skirmish game using small warbands that can be constructed with a point-buy system using any miniatures in Otherworld's line. The game will apparently remain true to Otherworld's old school aesthetic, and capture the feel of classic D&D adventures.
I'm obviously pretty excited about this. I've already got a fair-sized collection of pig-faced orcs; more than enough to make a decent warband, and I'm always happy to see another alternative to the increasingly rapacious Games Workshop.
Here's a recent Youtube video interview with Otherworld at UK Games expo from the Duke of Blood Keep.
And here's an older post from last summer with more details about the game from Wargame News and Terrain.
The game, which is due to be released this summer, is a small-scale skirmish game using small warbands that can be constructed with a point-buy system using any miniatures in Otherworld's line. The game will apparently remain true to Otherworld's old school aesthetic, and capture the feel of classic D&D adventures.
I'm obviously pretty excited about this. I've already got a fair-sized collection of pig-faced orcs; more than enough to make a decent warband, and I'm always happy to see another alternative to the increasingly rapacious Games Workshop.
Here's a recent Youtube video interview with Otherworld at UK Games expo from the Duke of Blood Keep.
And here's an older post from last summer with more details about the game from Wargame News and Terrain.
Friday, March 28, 2014
In memoriam: Dave Trampier 1954 - Mar 24 2014
I was sad to learn of the passing of Dave Trampier earlier this week. It was his art more than any other that I came to associate with Dungeons & Dragons, and he was certainly my favourite artist ever to illustrate the game. I have no idea how many times in my life I've looked to his illustrations in the Player's Handbook or Monster Manual for inspiration, and I have no doubt that I will continue to do so for many years to come.
Monday, February 17, 2014
Libram Mysterium Vol. 1 Now in Trade Paperback
The long wait is now over, and Libram Mysterium Volume 1, an anthology of thirteen OSR-inspired short stories is now available as a trade paperback!
You can order your copy from DriveThru Fiction for only $14.49 ($15.49 for trade paperback/PDF bundle).
You can order your copy from DriveThru Fiction for only $14.49 ($15.49 for trade paperback/PDF bundle).
Monday, January 20, 2014
Libram Mysterium Volume 1 Now on Sale
Here it is at long last, folks! It's been a little more than six months since Pulp Mill Press opened to submissions, and now Libram Mysterium 1 is finally finished. It's been a huge amount of work that has claimed the lion's share of my spare time for the last several months, but it's also been a lot of fun, and I'm tremendously proud of the finished product. The contributors are a mix of established professional authors, and emerging authors who have never before been published, and I think you'll be as impressed by the quality of the stories as I was.
If you haven't heard of Pulp Mill Press or Libram Mysterium, the anthology was the brain-child of Tim Shorts of Gothridge Manor who, back in June, proposed publishing a book of short stories of the sort that might appear in a modern-day Appendix-N. A few others, including Ken Harrison of The Rusty Battleaxe, Boric Glandaum, and myself came on board and Pulp Mill Press was born. In fact, I'd long been contemplating putting something like this together some day, but as we all know, some day never comes, and if it hadn't been for Tim proposing the project, I would probably never have gotten around to it.
Tim, Ken and Boric ended up not being as closely involved with the project as we would have liked, due to other commitments on their time, but their support and enthusiasm, especially in the early days, helped make Pulp Mill Press a reality.
Libram Mysterium 1 is the first in what I hope will be an ongoing series of pulp style fantasy, horror, and science fiction stories, and I hope that as many of you as possible will check it out and pass the word on. At present the book is only available as a PDF download, but I am waiting on proofs and it should be available as a 6" x 9" trade paperback within a few weeks for those, like myself, who need a hard copy in hand.
The cost to buy the book is $2.99 for the PDF, $14.49 for the trade paperback, and $15.49 for the trade paperback/PDF combo pack.
Since I had no start-up money to fund this project, I was only able to offer the contributors free copies of the PDF in compensation, but I hope to be able to pay them actual money with proceeds from the sale of the book, so please do consider buying a copy - the authors and artist really do deserve to be paid for their outstanding work.
If you haven't heard of Pulp Mill Press or Libram Mysterium, the anthology was the brain-child of Tim Shorts of Gothridge Manor who, back in June, proposed publishing a book of short stories of the sort that might appear in a modern-day Appendix-N. A few others, including Ken Harrison of The Rusty Battleaxe, Boric Glandaum, and myself came on board and Pulp Mill Press was born. In fact, I'd long been contemplating putting something like this together some day, but as we all know, some day never comes, and if it hadn't been for Tim proposing the project, I would probably never have gotten around to it.
Tim, Ken and Boric ended up not being as closely involved with the project as we would have liked, due to other commitments on their time, but their support and enthusiasm, especially in the early days, helped make Pulp Mill Press a reality.
Libram Mysterium 1 is the first in what I hope will be an ongoing series of pulp style fantasy, horror, and science fiction stories, and I hope that as many of you as possible will check it out and pass the word on. At present the book is only available as a PDF download, but I am waiting on proofs and it should be available as a 6" x 9" trade paperback within a few weeks for those, like myself, who need a hard copy in hand.
The cost to buy the book is $2.99 for the PDF, $14.49 for the trade paperback, and $15.49 for the trade paperback/PDF combo pack.
Since I had no start-up money to fund this project, I was only able to offer the contributors free copies of the PDF in compensation, but I hope to be able to pay them actual money with proceeds from the sale of the book, so please do consider buying a copy - the authors and artist really do deserve to be paid for their outstanding work.
THIRTEEN TALES OF THE WEIRD AND FANTASTIC!
Join vengeance-seeking ghouls in Dylath-Leen; an expedition to the cursed ruins of an ancient city; and a mercenary company with only one criterion for recruits: they must already be dead.
This anthology recalls the pulp fantasy stories of the early- to mid-twentieth century: from pulse-pounding sword & sorcery adventure to chilling tales of the macabre, eldritch horrors, ruthless warriors, and fabulous treasures await within!
FEATURING STORIES BY:
Josh Reynolds, Josh Graboff, Matthew Bottiglieri, Timothy P.
Remp, Tobias Loc, Trey Causey, James MacGeorge, Alasdair
Cunningham, Jared Plumber, Alex J. Christy, Garnett Elliot,
and Sean P. Robson
COVER AND INTERIOR ART BY:
Christopher Conklin
| Buy Libram Mysterium 1 at: |
Monday, November 11, 2013
Adventures in Hybras
After a months-long gaming drought, I've finally started a new campaign to introduce my seven-year-old daughter to the joys of gaming. I chose to use the Swords & Wizardry Core Rules; these rules are not quite as bare-bones as my usual Whitebox set, but not so cumbersome as S&W Complete. In short, it is a great rule set for young gamers.
I've set the campaign on the fictional island of Hybras, off the south coast of Ireland, during the reign of the Roman Empire, and I've incorporated a lot of Welsh mythology into the setting. I'm drawing primarily upon Lloyd Alexander's Prydain Chronicles, Jack Vance's tales of Lyonesse (Suldrun's Garden, The Green Pearl, Madouc) and Grimm's Fairy Tales for inspiration.
One of the benefits of setting the campaign in a real-world setting is being able to use it as a spring board to teach my daughter about different ancient cultures and mythology. While I've started the campaign in Hybras, I plan to eventually leave those shores and have the players travel the world and visit Rome, Greece and Egypt.
We're already two sessions into the campaign and my daughter is already pestering me for her own set of dice (because, as we all know, borrowed dice don't have the right mojo). We're exploring the Caves of Chaos from the venerable Keep on the Borderlands. This was my first introduction to D&D and I wanted it to be my daughter's as well.
The story, thus far, is that a vital trade caravan from Avalon has been hijacked by bands of goblins, depriving the isolated village of Caer Darrig of supplies it will desperately need before winter sets in. A small group of villagers, led by Brianne the Bold and Ariana the Nimble have set out to track down the missing caravan. While trekking through the woods late one afternoon, the band came upon a cozy-looking cottage in a clearing. Ariana the Nimble horrified her mother and I by immediately proposing to "kill whoever lives there and take over the cottage!" After sneaking up to the cottage and peering through the window she discovered the cottage was the home of a little old lady who was bustling about her kitchen, preparing her evening meal. When my wife said, "See, it's just an old lady; she's no threat to us," my daughter replied, "Great, she'll be easy to kill!" I can see that we have a natural born gamer on our hands.
It turned out that Ariana's instincts were correct, as the old woman predictably turned out to be a witch intent on charming and ultimately eating the party. My daughter's indoctrination by the Brother's Grimm served her in good stead.
After dispatching the witch and looting her cottage of its valuables, the party tracked the caravan to the dreaded Caves of Chaos, where they explored one set of caverns, killing or capturing a band of wicked boggles that lived there. They discovered the cache of captured supplies and rescued three captive merchants, who informed the party that Caer Darrig faced an even graver threat than missing supplies: an evil cleric of Chaos was uniting the various humanoid tribes to invade the village...
I've set the campaign on the fictional island of Hybras, off the south coast of Ireland, during the reign of the Roman Empire, and I've incorporated a lot of Welsh mythology into the setting. I'm drawing primarily upon Lloyd Alexander's Prydain Chronicles, Jack Vance's tales of Lyonesse (Suldrun's Garden, The Green Pearl, Madouc) and Grimm's Fairy Tales for inspiration.
One of the benefits of setting the campaign in a real-world setting is being able to use it as a spring board to teach my daughter about different ancient cultures and mythology. While I've started the campaign in Hybras, I plan to eventually leave those shores and have the players travel the world and visit Rome, Greece and Egypt.
We're already two sessions into the campaign and my daughter is already pestering me for her own set of dice (because, as we all know, borrowed dice don't have the right mojo). We're exploring the Caves of Chaos from the venerable Keep on the Borderlands. This was my first introduction to D&D and I wanted it to be my daughter's as well.
The story, thus far, is that a vital trade caravan from Avalon has been hijacked by bands of goblins, depriving the isolated village of Caer Darrig of supplies it will desperately need before winter sets in. A small group of villagers, led by Brianne the Bold and Ariana the Nimble have set out to track down the missing caravan. While trekking through the woods late one afternoon, the band came upon a cozy-looking cottage in a clearing. Ariana the Nimble horrified her mother and I by immediately proposing to "kill whoever lives there and take over the cottage!" After sneaking up to the cottage and peering through the window she discovered the cottage was the home of a little old lady who was bustling about her kitchen, preparing her evening meal. When my wife said, "See, it's just an old lady; she's no threat to us," my daughter replied, "Great, she'll be easy to kill!" I can see that we have a natural born gamer on our hands.
It turned out that Ariana's instincts were correct, as the old woman predictably turned out to be a witch intent on charming and ultimately eating the party. My daughter's indoctrination by the Brother's Grimm served her in good stead.
After dispatching the witch and looting her cottage of its valuables, the party tracked the caravan to the dreaded Caves of Chaos, where they explored one set of caverns, killing or capturing a band of wicked boggles that lived there. They discovered the cache of captured supplies and rescued three captive merchants, who informed the party that Caer Darrig faced an even graver threat than missing supplies: an evil cleric of Chaos was uniting the various humanoid tribes to invade the village...
Tuesday, October 1, 2013
Reaper Kickstarter II: The Return of Mr. Bones
Having fulfilled the pledges from their first, fantastically successful Bones Kickstarter, Reaper is at it again and has launched a second Kickstarter, which threatens to eclipse the last. The new Kickstarter has been live for about 20 minutes as I write this, and they are already have more than $211,000 in pledges (of a $30,000 goal). So, if you missed out on the first Bones Kickstarter, or just want fill your entire house with polymer plastic miniatures and risk the ire of your wife (*cough, cough*), here's your chance!
Here's what the basic pledge will get you (they haven't put the stretch goal rewards on the site yet):
Here's what the basic pledge will get you (they haven't put the stretch goal rewards on the site yet):
Subscribe to:
Posts (Atom)





