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

Wednesday, January 16, 2013

I Supported Deluxe T&T

Today was payday; after paying a few essential bills and buying some much-needed toilet paper, my next priority was to make a $28 pledge to the Deluxe Tunnels and Trolls Kickstarter campaign. The new edition of T&T has already met its funding goal, but I nevertheless encourage you to get in on the action. As I have discussed before, T&T is a delightfully fun, easy to play, and historically significant FRPG that really belongs in almost any gamers' collection. And at these prices, who can refuse? The Deluxe Tunnels and Trolls Kickstarter page reveals that one can get a pdf of the new edition at the low pledge level of $14; or you can pledge $28 like I did to get the softcover edition of the book (plus pdf); or ratchet up to the $60 pledge level to get the hardback version (plus pdf).

The Deluxe Tunnels and Trolls Kickstarter campaign ends on Tuesday, February 5th.


I am very excited about the new edition, and encourage you to read this blog post or this one for insight into what it will include. In brief (from the Kickstarter description):

"The minimum we intend to deliver is a book of at least 200 pages (and possibly a lot more) wherein designer Ken St Andre lays out new rules, including new options for character creation, better methods of character development, new playable kindreds, and new personas like Paragon, Specialist and Citizen.

"The book gets a complete graphic make-over, including new art and old favorites, and a new cover painted by Liz Danforth.

"The game will play much the same as it did in the 70s and 80s, and be backwards compatible to existing modules and adventures. It will still be fun, lightweight and customizable."

Wow! To me, the new Danforth art alone is worth the price of admission. Not yet convinced? Then watch this somewhat hyperbolic yet amusing video:


The take-home message: make your pledge to the Deluxe T&T Kickstarter, and see also Trollhalla, Ken St. Andre’s online home base for the T&T community.

Image copyright Liz Danforth


--
UPDATE: I'M IN THE VIDEO! Upon watching the Deluxe T&T promotional video a second time, I caught something: if you watch closely right around the 4:50 mark, you can see an image of me from OSRCon holding up my T&T 5th Edition Rulebook!

Sunday, January 13, 2013

Deluxe Tunnels and Trolls on Kickstarter


As I recently learned from this informative blog post, Deluxe Tunnels and Trolls has begun its Kickstarter campaign, which ends on Tuesday, February 5th.  I had  the chance to hear some advance scuttlebutt about the new edition from its creator, Ken St. Andre, at OSRCon 2012 last August. I am very excited about the new edition and plan to make a pledge to the Kickstarter campaign after my next paycheck clears in a few days.

As classic (5th-Edition) T&T rulebook artist and editor Liz Danforth recently wrote:

"I talked quite a bit about the pleasure I took in reillustrating the venerable Buffalo Castle solitaire dungeon, now the all-new Château Bison. Steve [Compton’s] graphic skill made it shine, inside and out, bringing my black-and-white linework to living color.

"In fact, the new [French] edition of T&T was so glorious to see, the old team at Flying Buffalo was blown away. Me too. I don’t live in the Phoenix Metro area any more, but the experience was the same for all of us. No sooner had it arrived than we started talking (or in my case, emailing) about how we’d like to see a new edition in English that looked this good."

And that is what we're going to get with the Deluxe Edition of Tunnels and Trolls: newly revised rules (still basically compatible with all previous editions), NEW Danforth art, NEW background on Trollworld, and perhaps even some new Bear Peters maps.


Make sure to get in on the Deluxe T&T Kickstarter, and see also Trollhalla, Ken St Andre’s online home base for the T&T community.

Sunday, October 7, 2012

OSRCon 2012 - Why I Love This Photo

At the end of last year's OSRCon, I wrote a post about a specific photo that really summed up for me all the wonder, adventure, and camaraderie I felt during my first OSRCon experience. I would like to continue the tradition by sharing my single favorite photo from this year's Con and telling you the story behind why I love it so.

Here's the photo:

Chris and me at OSRCon 2012. (Photo by Garfield Noyahr.)

For one, look at the smiles on those two guys' faces. They are having a great time. The guy on the left is named Chris and the guy on the right is me. The shot was taken right at the end of the last session of the Con, mere minutes before we would all disperse and say farewell for another year. Chris and I are sitting at Ken St. Andre's game table, having just played a rollickingly good session of Tunnels and Trolls with the Trollgod himself, and are proudly displaying our T&T 5.5 rulebooks for the camera. Minutes after this photo was snapped, I would ask Ken to sign my copy. He did.

Ken St. Andre with the other Chris - Chris Cunnington, OSRCon coordinator. (Photo by Garfield Noyahr.)

So that's number two: I met Ken St. Andre this year. In addition to playing two different T&T sessions with him, I also got to hang around with him after the Con activities were through -- in fact, we breakfasted together the morning after this shot was taken, and then Spawn and I had the pleasure of driving him back to the airport on our way out of town. Ken is a witty, warm, interesting man and it was a true delight to get to pal around with him for the weekend. Back when I started playing T&T in the early eighties, I would never have believed that now, thirty some-odd years later, I would be gaming and eating breakfast with the game's creator. My weekend with Ken at OSRCon 2012 will always stand as a major highlight of my entire RPG'ing career. 

Thirdly and finally, while this photo at least partially captures these two lads' glee at playing T&T with the Trollgod, it does not fully explain why Chris and I were so enthused. You see, during the session, Chris played an orc who got involved in a shipboard rivalry with another orcish crew member on the riverboat we worked aboard. At one point, Chris decided to teach the other orc a lesson by "accidentally" shoving him overboard and drowning him, and he asked my character -- a human warrior named Hobart the Brave -- to back him up in case he got into trouble. (As I recall, the target of Chris's orc's vengeance had a big orc brother who swore to avenge any foul play visited upon his sibling.) While a bit dubious of Chris' character's motives, Hobart agreed to help his fellow party member, and, when the orc PC's attempt to knock his rival into the river failed -- Chris' character plunged into the water instead -- Hobart leaped into action, faking a stumble and knocking the NPC orc into the river to be killed by Chris' PC. It was awesome, if a little immoral; Chris and I conspired to do something "naughty," i.e., murder an NPC ally, and through teamwork (plus some insanely good die rolling on my part -- best of the session for me) we pulled it off. We laughed quite gleefully after the deed of vengeance was done. I think Ken thought we were bad people after that, but we sure as hell had a great time together.

And that, for me, is what OSRCon is all about: making new allies at the game table with whom to commit somewhat unnecessary acts of violent revenge. Who could ask for more? THANKS CHRIS AND THANKS KEN!

 T&T 7.5 boxed set. (Photo by Chris Cunnington.)

Friday, September 7, 2012

Ken St. Andre arrives at TIFF

Reporteth Spawn:

Ken St. Andre returned to Toronto for the premiere of his new Tunnels and Trolls movie, a joint production of Film Canada, Canal+ and Flying Buffalo, at the Toronto International Film Festival. Sporting a new hat and buoyed by recent appearances at OSRCon and GenCon, St. Andre was heard to say that his film was way better than films about That Other Game, that Gygax couldn't screen-write his way out of a paper bag, and that no one around here seemed to be able to take a joke. The film is scheduled for limited release in time for Christmas 2012.

Friday, July 20, 2012

What's Going On (in NY)

Carter Soles, Real American.

Since Spawn of Endra is abroad right now, having all kinds of fantastic adventures, it falls to me to update the Lands of Ara readership about what is going on in my personal gaming milieu at present.

First, it should be noted that I have been working very laboriously upon an academic article for the past several weeks -- it is coming along well but is eating a lot of my time and concentration. Not only has this limited my contributions to the blog of late, it has also meant a slowing down of my personal RPG'ing schedule as well. I am now cut back to running my so-called "home" Lands of Ara campaign via Skype, and running the twice-monthly Lift Bridge "Lost City" campaign, which is chugging away quite nicely.


I am also "preparing" for OSRCon 2012, by which I mean eagerly awaiting Spawn's return to the U.S.A. so we can make our travel plans etc.  I also greatly look forward to running this adventure of mine, Keep of the Zombie Master, at the Con this year. And, of course, to meeting the legendary (and legendarily nice guy) Ken St. Andre in Toronto!  Tunnels and Trolls rules!!

Once I get back from that exciting event, I will get refocused on finishing up two modules up for pdf-style and/or POD publication: first The Tower of Death, the adventure I ran at OSRCon 2011, and then Keep of the Zombie Master, this year's Con module. Both are completely drafted, and The Tower of Death is playtested and merely awaits artwork, cartography, and layout. Keep of the Zombie Master is receiving its preliminary playtest at OSRCon 2012, and may get run again with the Lift Bridge Group if I can make that work. Then, following manuscript revisions in response to those playtests, Zombie Master will need artwork and cartography and layout before it is ready to "ship."

Stay tuned!

Let's pray Spawn of Endra returns safely from this place.

Sunday, October 9, 2011

I Joined Trollhalla!

As regular readers know, Ken St. Andre's Tunnels and Trolls is a key part of my "gamer DNA" -- I was introduced to the game (by Michael Oshiro) fairly quickly on the heels of my earliest introduction to Holmes Basic D&D. I have spoken before of the game's many virtues and pleasures, and was reminded of them recently by ze bulette, who posted some great pics and a mini-review of T&T 7.5, an edition of the game I have never owned or played but about which I am very curious.

[Also, revisiting that aforementioned "virtues and pleasures" post of mine, I just noticed that Liz Danforth herself commented on it! And she's FAMOUS!]

All of this T&T-related excitement has led me to seek out Trollgod's Trollhalla, the online home base for T&T fandom. All it took was answering a few questions, and now I am on the path toward enhanced Tunnels and Trolls adventures and experiences! The coolest part of joining the Trollgod's Elite Champions is that the Trollgod himself -- legendary T&T creator Ken St. Andre -- is the site administrator! Yup, I got an email from Ken St. Andre! If you had told me when I was a fifth grader playing T&T that I would one day have direct (virtual) contact with the game's author, I would never have believed you.

Of course, as James Maliszewski has discussed before, the T&T game has stayed remarkably consistent over all these years, and it seems like part of this consistency stems from St. Andre's direct involvement: he has always kept himself accessible to the fans of his game, in ways that go above and beyond the average. This direct connection to the guru of the game system I'm playing is one of the great perks and joys of being part of our old-school hobby; this kind of personal touch doesn't seem a prevalent part of corporate RPG culture (e.g., WotC), though perhaps I misjudge.

At any rate, I have to go get to work on some material required for my deeper initiation into Trollgod's Trollhalla, and I don't really have much else to say here anyway except: T&T rules! And so do Ken St. Andre and Liz Danforth!

"Hey you! Git yer ugly mug out there and play some Tunnels and Trolls!"
(Stone troll illustration copyright 1991 by Liz Danforth.)

Saturday, March 12, 2011

Arandish Trolls

I have posted before about the various types of Trolls that exist in the Lands of Ara, therefore I will not re-post their stats here. But, in response to James Maliszewski's proposal, I will now offer some background explanation about WHY I chose to customize trolls for the Arandish Campaign.


The classic D&D troll, re-dubbed the "Hill Troll" in the Lands of Ara.

There are three main influences / factors that steered me away from using standard D&D trolls as written:

(1) Crimson Blades of Ara.  Trolls as they appear in Ara were first conceived for a non-D&D game, i.e., my homebrewed system Crimson Blades of Ara.  The main idea put forward in CBoA that impacted my choice to expand trollkind into a whole family of related-but-different monsters was its conception of indigenous Arandish monsters vs. extraplanar, summoned ones. Trolls were one of the few indigenous Arandish monster races (along with dragons, giants, and the undead) -- and therefore seemed to need to come in many regional varieties.  In fact, CBoA sported even more trollish types than I now use in the Labyrinth Lord iteration of Ara, including (in ascending order of power) mud trolls, tree trolls, hill trolls, rock trolls, and swamp trolls.  (Maybe one day I'll stat out those first two types for Labyrinth Lord.)

(2) The works of J.R.R. Tolkien, wherein orcs, goblins, and trolls all seemed much more powerful and dangerous than they did as statted for D&D. To be fair, D&D trolls are not much like the trolls who appear in the "Roast Mutton" chapter of The Hobbit -- the former are thin, rubbery, regenerating things, while the latter are huge, ravenous, turn-to-stone-in-sunlight type things. But nevertheless I felt from an early age that trolls -- or at least some varieties of trolls -- should be more powerful and dreaded than the standard D&D troll.

(3) Tunnels and Trolls. Although I did not consciously realize this until quite recently, Ken St. Andre's Tunnels and Trolls surely influenced my outlook on trollkind.  For example, on p. 2.7.2, in the description of the troll that inhabits the included introductory adventure "Trollstone Caverns," St. Andre writes: "This is a Cave Troll of the classic type -- direct sunlight will change him into stone."  Not only does this passage align this particular troll with Tolkien's conception mentioned above (and perhaps explains why so many mythological trolls live under bridges and the like), but it subtly implies that the "Cave Troll of the classic type" is not the only type of troll available.  I could also swear that the words "rock troll" appear somewhere in the T&T rulebook, though I cannot now locate the reference. 

Now, where exactly I got the idea for the swamp troll and the rock troll, I do not exactly know. However, I can tell you precisely what creature from pop culture LOOKS the most like a rock troll: the H.R. Giger Alien creature.


The elongated head shape of the Alien is not quite right, nor do Arandish rock trolls have that little mouth-within-a-mouth thing, but in terms of overall stature, way of moving, and relative invulnerability, rock trolls and aliens are indeed closely related.

 The Bulette: inspiration for the Arandish Swamp Troll?

Swamp trolls, which dwell mostly in the Great Western Swamp, and which constitute the only trollish strain to eschew walking bipedally, remind me somewhat of oversized, aquatic bulettes.  A direct influence?  I cannot say now, but it is a strong possibility since bulettes are (and have always been) a particular favorite monster of mine.

Sunday, January 30, 2011

In Praise of Tunnels and Trolls


In my prior post on Tunnels and Trolls I mentioned that T&T was one of the earliest RPGs I ever played, second only to the Holmes + AD&D hybrid I started off playing in 5th grade. Now, revisiting the T&T rules via my newly-acquired Version 5.5 rulebook, I must say that I am forever indebted to Michael Oshiro for introducing me to this terrific game.

Unlike James Maliszewski, I never had anybody turn me against T&T in my early days. Sure, I was well aware of those early Golden Age "edition wars" James discusses, and I certainly had no truck with systems like Chivalry and Sorcery, Runequest, or Rolemaster in my formative years. But thanks to Mike O., I knew about T&T firsthand, and although I did not stick with the game after Mike and I drifted apart in junior high school -- I reverted to AD&D, which is what the majority of my friends played anyway -- I am forever grateful to have had T&T as part of my early RPG'ing experiences. For looking back now, I see that elements of T&T make up a palpable strand of my own "gamer DNA."

Perhaps this should not be surprising to me, since, as far as geekiness and game preferences go, I am more amenable to the "gonzo" side of the spectrum than the "rigorously simulationist" one. I have the brains and patience to learn complex wargames, and have played a few Avalon Hill games (like Blitzkrieg and Civilization) that certainly trend in the latter direction. But overall, I vastly prefer a rules-lite approach, because for me it is the creativity and role-playing of the people at the table that provides the real kick in the pants, NOT consulting rulebooks and memorizing figures and doing complex math. (This preference explains why I play Labyrinth Lord as opposed to Pathfinder.)

Furthermore, in general I love comedy and therefore am not averse to having some levity introduced into my FRPG experience. So T&T never really struck me as being horribly outside the pale. I knew, even as a 6th grader, that its tone was different from that of AD&D, but this did not strike me as a deficiency, just a difference. Paired with its very different (and vastly simpler) rules mechanics, the lighter tone of T&T's written rules and assumed game-world seemed par for the course.

To be clear, for the most part I am not a fan of 100%, no-holds-barred silliness in RPG's, and I do identify to a great extent with the sentiment James M. expresses in his excellent retrospective on T&T, for I came of age in the same cultural moment:

Whimsy and humor were antithetical to "serious roleplaying" and so games that evinced either were seen as unfit for play by discerning gamers. Ludicrous though this position is, it's one against which I nevertheless have to fight even now and, while, I've been largely successful in keeping it in check, it still pops up every now and again, despite my best efforts to the contrary.

I knew lots of gamers like this and even played in their campaigns. And I would say that I generally favor seriousness at the game table, at least insofar as major aspects of the game-world are concerned.  I do not want humor or levity to derail the possibilities for danger, fear, and suspense.  Yet, like James says,

Older and wiser now, I no longer see silliness as necessarily antithetical to seriousness. Indeed, I often think it's an important complement to it. My games nowadays are filled with whimsical asides and comedic moments, in addition to grim and perilous encounters and philosophical musings. This isn't an either/or situation, at least not in the way I used to think it had to be.

I agree with this wise assessment, and, in contradistinction to Maliszewski, I always loved (and still love) T&T's spell names.  "Take That You Fiend" would surely win any spell naming contest of which I was the judge -- pure brilliance! (Of course, I am the same guy who brought you "Scumbrella," so factor that in here). "TTYF" (as we used to shorthand it) tells you exactly what the spell does (delivers a mental energy blast) and yet it is also (IMO) quite funny. In my imagination, the wizard has to speak the phrase "Take That, You Fiend!" when casting the spell -- even better!

As for T&T's rules mechanics, I am now (as I re-read the rules 20+ years after my initial exposure to them) frankly amazed at the simplicity and effectiveness of the T&T combat system. No AC to keep track of, no combat matrices needed: just add up the dice + adds totals on both sides of the conflict, and deduct the difference from the losing side. Brilliant! Not to mention T&T's using CON as hp, a very efficient rules choice that makes great intuitive sense to me. In fact, would it be going too far to say that T&T solved the so-called D&D "dump stat" problem through its more active deployment of Attributes in the game? It feels a little that way, reading it now.

My final piece of praise must focus upon Ken St. Andre's writerly "voice" in the T&T rulebook. Such a friendly, down-home, concise writer! Everything makes sense without needing over-extensive description or wordiness (I'm looking at you, EGG!). As James M. puts it so well,

T&T is a very cleverly designed game: complete, simple, and flexible, yet easily expandable. [. . .] Both editions I own are paragons of verbal economy -- there's barely a wasted word in either and their page count is well within my limited tolerance.

I couldn't say this better. And I wonder: should I invest in the T&T 7.5 rulebook for the sake of comparison / contrast / completeness?  Tempting.

In sum, I am immensely happy to have refamiliarized myself with this old, long-lost friend. Now all I need to do is play T&T again. Solo adventures, here I come. . .

Friday, January 28, 2011

T&T Arrived Today!


I just picked up my mail to find that my new copy of Tunnels and Trolls (Edition 5.5) has arrived from Flying Buffalo!  I can hardly wait to open up the box and start traveling back in time through some of my earliest RPG'ing memories.

As I've explained before, I started out with Holmes Basic D&D in 4th or 5th grade, and swiftly became aware of AD&D, grafting stuff from the Players Handbook and Monster Manual onto a Holmesian style D&D.  But in 6th grade I met Michael Oshiro, a highly intelligent, articulate, and humorous fellow who insisted that D&D was for pretentious idiots and that T&T was THE TRUE WAY.  (I think Mike O. actually played both games, but he was a forceful rhetorician and wanted to drive home to me the point that D&D wasn't the only game in town.)

So I played many sessions of T&T with Mike and some other classmates -- in the school library at recess, as I recall -- and I really enjoyed it.  The lighter tone of the game suited Mike's terrific, dark sense of humor (and spoke to my own Pythonesque leanings), and we shared many great hours playing T&T in the library conference room at Wellington Elementary School.  I think T&T's relative simplicity (particularly in chargen) made it an easier game to set up and play quickly at recess-times, and we players did not get quite so attached to / wrapped up in our characters as we did when playing D&D --  a good thing since Mike was a "killer DM" who took great sadistic pleasure in killing PCs and parties.  A harsh (if hilarious) taskmaster was Michael Oshiro.

In short, I can't wait to refresh my memories of this great game by perusing the rules this coming weekend -- and I hope I get the opportunity to play it soon as well, either with Tenkar or via some other scheme of my own devising.

Take That, You Fiend!

Saturday, September 26, 2009

Auto-Ethnography of a RPG'er

I have been a role-playing gamer since 1981 or ‘82 when I got my first "Dungeons and Dragons" boxed set as a fifth grader. That was the very popular 1977 Dungeons and Dragons Basic Set with the blue tinted cover depicting a magic-user and a fighter confronting a red dragon—I had one of the later (post-1979) printings that included module B2: The Keep on the Borderlands. As wikipedia.org says of that Basic D&D rules set, it “focused on only the first three levels of play, and was intended as a bridge between the original D&D and the AD&D rules rather than a simple introductory version of the game. Although this Basic Set was not compatible with AD&D, players were expected to continue play beyond third level by moving to the AD&D version, [. . .] even though the basic game included many rules and concepts which contradicted comparable ones in the advanced game.” As this passage suggests, it would not be long before I would be exposed to Advanced D&D.

Indeed, after playing Basic D&D for six months or so, in the sixth grade I met friends who were already playing AD&D, so due to their influence and at the aforementioned urging of the Basic D&D rules manual itself, I began to play AD&D almost exclusively and bought my own copies of the three core hardcover rulebooks. Interestingly, that same sixth-grade year, a friend introduced me to Ken St. Andre’s Tunnels and Trolls: a few of us would reserve a conference room in our elementary school library and play T&T at lunch and recess. My interest in T&T did not last long – I was still pretty big into AD&D then – but T&T's less-is-more, “rules-light” ethos (not to mention its sense of humor, something I enjoy a lot in my RPGs) would come back with dramatically increased appeal and impact for me within a few years.

Sometime around the time AD&D 2e came out in 1989, I realized there was no way I was going to keep up with the world of published AD&D products, not in a whole new edition anyway. I was still a high school / college kid with very little money, so buying a whole new set of hardcover rulebooks felt out of reach to me. Plus, I had no real interest in updating or changing the rules I was playing by. “If it ain’t broke, don’t fix it,” I thought, and so my friends and I continued to play by the first-edition rules of AD&D, for awhile. . .

Throughout late high school and college, I started drifting away from AD&D altogether, instead playing other RPGs in different genres: Traveller, Gamma World, Marvel Super Heroes, Paranoia, and Shadowrun, to name a few. I also got pretty heavily into Steve Jackson’s Car Wars for a few years in there. Finally, unable to find a game that I wanted to stick with long-term, I co-designed a homegrown fantasy RPG called “Crimson Blades of Ara” (hereafter CBOA) with a friend, David Miller. Dave and I worked on CBOA starting in summer 1988, when we were on a camping trip together discussing all the things that disgruntled us about AD&D and other RPG rule systems currently on the market. We thought we could design our own game with a skill-based rule system and a well-thought-out campaign setting (called Ara) that would be much more fun for us to play with our friends than any game we could buy. So we designed CBOA and played it pretty much exclusively from about 1990 through 1998.

Then I stopped playing RPGs altogether from roughly 1998 until 2004, mainly because I moved around and led a nomadic lifestyle during those years that made it difficult to find a group with whom to play RPGs. After moving to Eugene, Oregon in 2002, I found and joined a group in 2004 that played D&D 3.5e. I have had some great times playing with that group, and it has been fun to return to my roots in D&D, but I admit that the 3.5e rules feel awfully cumbersome to me: for example, I still don’t really grok why there are both skills and feats in the game. I don’t say this because I require an explanation; it is more of a rhetorical statement meant to convey that at a certain core level I feel alienated by the WotC take on D&D, since it does not evoke or emulate the beloved TSR versions of AD&D and Basic D&D that I remember and love so well from the 80’s.

In fact, in light of recent events — i.e., my discovery of the “old-school” gaming community — it is clear to me that the answer had always been right there in front of me, provided by TSR in that 1977 boxed Basic D&D set: my flight from AD&D, and my participation in co-writing a homegrown rules system, were all inspired by a need to escape cumbersome rules, to instead play within a system that was “rules-light” and allowed for the most player-referee flexibility. Obviously, once my friend Carl turned me on to Mutant Future a few months ago, I realized that Old-School Gaming is for me! Now I will begin development of my own OD&D campaign using the Labyrinth Lord rules. My campaign will take place in the setting my friend and I developed for our homegrown game: The Lands of Ara. I now commence the work of converting that campaign setting and its denizens into OD&D terms; this blog is where I will share the fruits of my labors!