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Showing posts with the label tasks

Enter the Tunnelmaster

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Clickbait opener  The D&D killer has finally dropped: Tunnels & Trolls, by Ken St Andre, with illustrations by Liz Danforth, published 1975. Interior illustration from T&T 5e by Liz Danforth More seriously  I've been playing a lot of Tunnels & Trolls at the Table-Time server lately. It's fantastic. (No, it's not a "D&D killer", there's no such thing, it is not even desirable, just play the games you enjoy. I'm still playing D&D.) I haven't interacted with the T&T community, if there still is one, so I have no way of knowing if what I describe bears any resemblance to T&T as others have played it. Here I will explain the game as it strikes me, and what's so good about it. Player-side fun Tunnels & Trolls is designed for 3 to 5 players, including a GM. I find old-school D&D's insistence on a big play group stifling, not to mention impractical, so this is a nice change. The game is intimate.  Players are ex...

Tunnels & Trolls task resolution benchmarking

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Tunnels & Trolls has the first universal task resolution procedure in gaming. It's called the saving throw, after the D&D procedure. The Judge is expected to apply the results of this procedure to the fiction in a totally organic fashion. This is radical stuff! The procedure is quite simple: roll 2d6+stat, against a target number of 15+(5*difficulty). A roll of doubles on the 2d6 "explodes"; add another 2d6 and repeat this step. If the total of the 2d6 roll(s) is/are 4 or less, the task fails. Succeed or fail, the player gets (roll+stat)*difficulty experience points. I need a hard modelling surface to apply a "pick your own difficulty" procedure like this. I want to know what the odds are for a normal person to succeed at a given task. That way I can set the task's difficulty level irrespective of the player's actual stats. To that end, I simulated 200k dice rolls and counted them up. (Credit to Vivit Elric for doing the actual programming; I han...

Reconstructing Ars Magica: the basics

This post gives new magic rules inspired by Ars Magica. It's written for my own fantasy heartbreaker, but it should be compatible with most or all OSR games. Try using this in place of your Magic-User's normal magic rules, or add these as variant casting and spell-learning rules for a different casting class. These rules offer supreme flexibility and extensibility for a sort of magic grounded in magical traditions. I provide links to the traditions at the bottom of the post. These rules also model spell research, including the creation of brand new spells, better than any I have seen in any OSR game. What a spell is A spell is a combination of a noun and verb, spoken out loud, plus some gestures and effort. Your specific magical tradition is going to give you the specific list of nouns and verbs that can combine to form a spell. The same noun-verb combination can be used to cast a bunch of different spells; the noun and the verb just give the basic family of effects. For instan...

Reconstructing Ars Magica: Gruagachan

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Skimmed through the Ars Magica book Hedge Magic this morning. Pretty much every hedge tradition listed there is more interesting than the default Hermetic magic. It's a better use of my time to adapt these cooler magic rules than the main ones. These are simpler, too! An image of a Gruagrach from the Ars Magica book on hedge magic. Might as well pretend this is "fair use" You won't be able to use this without the material in the Ars Magica conversion basics . Gruagrachan (how do I decline this noun? gotta look it up at some point) magic is inspired by the Picts and druids and all that. Roll 4d18 (lol) for your starting spells (see below for spell descriptions) and take "some practice" at every skill necessary to cast the spells. If you've got two spells using the same noun, bump up the skill level by 1. If all your spells use the same verb, bump up the skill level by 1. Blessing of Urban Wisdom for the Rustic Blessing of the Swordsman's Expertise St...

Tasks v2

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In this post, I give a unified procedure for resolving tasks in games. This procedure has a low handling time, but it is extensible and flexible enough to model tasks at many different scales of abstraction. It has been extensively play-tested, by myself and others, used without much difficulty in over 200 sessions. Basic procedure Use the following procedure to model a simple, isolated task, with a binary outcome. Define the task. Assign the task a base difficulty as a score TN/D . " D " is the die size you're going to use (for instance, 6, 10, 20), and " TN " is the target number; you want to roll TN or lower on the die. Also assign the task a period, the time required to complete it. Adjust for situational factors. Count up situational advantages and disadvantages. Cancel one advantage for one disadvantage until only one type remains or neither applies. Assign bonus dice for remaining advantages and penalty dice for remaining disadvantages, 1 die each. Ro...

Combat overhaul: attack algorithm

Dice tech basics When you make a check of TN/D difficulty, you want to roll TN or lower on a D-sided die. Call that a hit, otherwise, the die is a miss. Sometimes you'll modify the roll by adding bonus dice (roll an extra die of the same size and take the better result), penalty dice (roll an extra die of the same size and take the worse result), or changing the target number (TN). If you would increase TN to the point where the task is a sure thing (in other words, TN = die size), bump up the die size instead and increase the TN accordingly. (So a task gets easier as 4/6, 5/6, 7/8, 9/10, 11/12, 19/20...) Similarly, if you would ever decrease TN to the point where the task is impossible (in other words, TN = 0 or less), keep TN the same and increase the die size. (So a task gets harder as 2/6, 1/6, 1/8, 1/10, 1/12, 1/20...) If you have both bonus and penalty dice, cancel out one of each until you have only bonus dice, only penalty dice, or neither. Now, roll the dice. If you have a...

7/10/24 actual play: no country for fantasy men

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First official playtest of my fantasy heartbreaker, tentatively named Coup Étrange. I ran the game for Patrick and Tschesae, playing a magician and a commoner respectively. Before they made their characters, I gave them the prompts: As the huge red sun gutters in the sky, fabulous, trivial men scheme and cavort in the monuments of dead civilizations Magic is misunderstood and forgotten technology Patrick's character, Marigold, before the start of play Tschesae's character, Karl, after the end of session I had prepared for a third player, Adam, but his internet went out so he couldn't attend. My session prep consisted of a relationship map, a list of forces for two groups of gangsters, and the layout of an extremely barebones dungeon, actually just a house with some treasure, a trap, and clues. Most of this wound up being unimportant for the scenario. The relationship map was composed almost entirely out of characters from the three players' contacts, with two additions,...

Tasks and skills

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 I have thought a lot about this while waiting for Eero to write up his CWP and thought I might put mine in the ring first. A lot of it is based on the stuff I've seen in the RPG Theory discord, but not all of it. Some small preparatory notes. The skill system, whatever it is, and the task "system", are totally separate. Their formalisms are just not the same. The task "system" is not a system at all, it is a vocabulary with which you can construct individual task resolutions. Various tasks are so different it would be nonsense to treat them all the same. Simple skill system In the simple skill system, you either have a skill or you don't. What the skill is is completely free-form; anything you can be good at is a skill. At any point, you can declare that you had a skill the entire time, if the skill is consonant with your background and current situation. If you want to train a new skill, go train it, for however long that would take. Maybe the skill requi...