I have been thinking about how to make Trollhalla.com a better site for everyone who likes Tunnels and Trolls. With advice from the Elite of Trollhalla, I have decided to create an Outer Sanctum to correspond to the Inner Sanctum. In this outer sanctum we will post all the Tunnels and Trolls news that we can get, including blogs from guest bloggers, art from our artists, news of new developments in Tunnels and Trolls gaming. If a new T & T product comes out, we will talk about it here. If new art is created for Tunnels and Trolls, it will appear here. And if you should decide that you want to be a member of Trollhalla, you will be able to sign up here. Continue reading «Trollhalla for Everyone!»
Sneak Peek: Alternate method of Character Creation
My last entry here featured something I wrote that will not be in DT&T. This time I want to give you a sneak peek of something that will be there. Years ago I got tired of the farmboy approach to character creation in rpgs, and have advocated for a long time, the idea of just starting with the character you really want to play. This isn’t a license for power gaming, because if you come in with Thoth-Amon, the world’s greatest wizard who can do anything by simply blinking, no sane GM will allow you to play in his game, but if you’re reasonable, and say you want to come in with a mid-level character who has been adventuring for years and has achieved certain things–like good armor, good weapons, and money in his pocket, then I feel that sort of thing should be allowed. Down below you will see the official take on alternate character creation–namely my chaos tempered by Liz’s ideas of game balance.
Elaborations: A Better Method of Character Creation
Some people have expressed dissatisfaction with the current random method of character creation. When you think about it, it really doesn’t make much sense to say your new character is fresh off the farm with his life savings, and he/she is now going to buy the best equipment she can afford, and then go into some hole in the ground with a bunch of strangers. It makes a lot more sense to say that your new warrior, wizard, or rogue has spent years of training in order to get where he is now, and is as fully equipped as those years have made possible.
There are two ways for you, the player, to make a new character: random or imaginative. In the imaginative way, you simply draw up the character with the attributes and equipment that you want him/her to have and narrate a brief history of how this character came to be, and if the GM accepts it, you’re in business.
The random way is more fun from a gaming point of view. First let us see how old your character is when we first meet her/him. Roll 5D6. Total it. If there are any doubles or triples or multiple instances of the same number coming up, pull those aside, and roll them again. Keep doing that until no multiples appear. I rolled 5D6 and got 6, 5, 4, 4, 1 for a total of 20; then I took the double 4s and rolled them again, getting 3, 1. Now my total is 24, and I’m done. My new character is 24 years old.
If you wind up with a number less than 16, the character is a child, and should not be played unless you want a child in your game. Children are assumed to have no significant weapons training or spell knowledge, and should be played as Citizens . Players are not advised to use children for player characters.
Most of the time 5D6 will give you a total in the 20s or 30s when rolled in this fashion. That’s adult and fully time for the character to have received whatever training it would have gotten–enough time to make it a wizard, warrior, or rogue, or if you got lucky on your dice rolling, a specialist or paragon. The character could be just a citizen, if you wish, but that is a poor choice to make for an adventurer. (I tried this to see how it would work and got ages of 51, 21, 20, 25, 32, 35, 18, 27, 43 and 15 in ten dice rolls.)
Then roll 3D6 using both DARO and TARO and give your character that many adventure points to start. The adventure points show that the character is not starting from scratch, has lived and done other things in the past. If the GM allows it, the player may spend those adventure points to increase an attribute if he has enough, but that probably won’t happen.
If you haven’t rolled for attributes, do so now. The totals you get represent what the character has developed into at the age that you have rolled.
The next thing to determine is how the world is treating this character at the time when the current adventure begins. At this point the Game Master may set the stage if she wishes to. If the adventure requires the characters to start with nothing but a loin-cloth and a sharp rock, the GM can so state, and that’s the way it begins. Or, the characters might all be well-equipped members of the royal guard, complete with armor, weapons, and a reasonable amount of spending money. The Game Master can always set the stage for the start of his adventure.
But, if the G.M. does not have any particular starting conditions in mind, then the player should roll the dice to see how well equipped his character is.
1 very poor–character has no money or equipment
2 poor–character has 1 weapon of his choice and 3D6 gold pieces
3 ready to start over–3D6 X 10 gold pieces
4-6 fully equipped–character has equipment of choice & 100 gold pieces
(on a roll of 4, 5, or 6 the player may give the character whatever equipment he wishes from the tables in the rules, as long as it’s reasonable. No character would have more than 2 sets of the same stuff–2 swords, 2 shields, 2 horses, etc. No character would own everything. If a player tries to abuse this generosity, it is up to the GM to say NO.)
Character level is determined by highest attribute. Warriors get their level bonuses in combat. Wizards and rogues get spells. Because the wizard has been in training for years, give the wizard all the spells up through her level. For humans, this should only be first level unless the character is a specialist with an attribute of 20 or more. Specialist mages may know more than level 1 spells in their specialty (healing, combat, conjuring, etc.), but only in that specialty. Nonhumans may do better in such cases. Rogue humans also start without much magic–1 spell of the player’s choice per character level.
Play nonhumans by the same rules except for age. As a general rule, nonhumans do not age at the same rate as human. Elves, dwarves, ogres, trolls, and some other kindreds live much longer than humans. Goblins, uruks, and fairies have shorter lives on average. Roll for age as shown above, but use the following table to determne starting age for nonhumans.
Kindred Age Multiplier
Human x 1
Elf x 10
Dwarf x 5
Ogre x 7
Troll x 20
Goblin x 1/3
Uruk x 2/3
Fairy x 1/4
These are only the most common nonhumans. For the many dozens of other sentient races a player could choose, let the player simply set whatever age seems reasonable to him or her. It will not affect the attributes, and the attributes determine level and possible starting advantages.
Regardless of the kindred, you may give the player who uses a nonhuman the same starting conditions as humans in terms of physical wealth, with the same proviso that the equipment chosen be reasonable in game terms for such a creature. Because some nonhumans are likely to have much higher attributes than a human would, they will start at higher levels. Elves or dwarves might easily start at levels 2 or 3; trolls will probably range between levels 3 and 5, and so forth. Thus, if the player chooses to use an elven wizard, it could easily start with second or third level spells. It is only logical. The elf has lived longer, and has had a greater opportunity to learn and advance than a human would have had.
This alternate method of character creation will eliminate the logical improbability of every new character starting with just 3D6 X 10 gold pieces to buy equipment and start the adventure.
As you can see this method of character creation still gives you a randomly created new player character, but it eliminates the wild improbability of all new characters wandering into town with nothing but the clothes on their back and a pocket full of gold to buy equipment with.
Q and A about Weapons on Trollworld
by Ken St. Andre
Where do weapons come from? Somebody makes them.
Who? Someone with the resources, knowledge, and ability.
In terms of Trollworld kindreds who would that be? Mostly humans, dwarves, elves–a few other kindreds. Not Orcs, Goblins, Trolls, Ogres . . .? They don’t have the technology or culture to do much in the way of weapon making.
Since those kindreds are generally well-armed, where do they get their weapons? They trade for them, steal them, take them in conquest, perhaps make a few of the poorer weapons like stone knives, bow and arrow, spears, tomahawks.
Previous editions of Tunnels and Trolls have assumed that the characters could buy anything they wanted at fairly reasonable rates. Is that true? Logically, it would only be true in fairly large cities and towns, some place with a large population of humans or dwarves, some place where metal is easily obtained and worked.
How are weapon prices determined? Completely arbitrary numbers pulled out of thin air based on the idea that larger weapons requiring more knowledge to make would cost more. However research has shown that these numbers bear little or no relationship to reality of weapon costs on the only world we really know about, our own Earth.
Should weapons have an arbitrary cost? I don’t think so. The truth is that in a place like Trollworld, every weapon would have an individual cost ranging from free to thousands of gold pieces depending upon location and situation.
So where do characters get their weapons in the game? Do they just go to a smith or an armory and buy them? Logically, that could only happen in the largest towns and cities. Even then, choices would probably be extremely limited. A swordmaker is going to specialize in one or two kinds of swords and knives. A gunsmith will only make guns. Anything out of the ordinary will be a special commission. Humans in the game have something called Heritage–that is a beginning character can inherit a special weapon or armor. Similarly, warriors often get their weapons from their employer. When some overlord creates an army, that army must have equipment which the overlord commissions and pays for. Soldiers and warriors who muster out of such armies generally retain their weapons. The weapons of those who are slain, defeated, captured, etc. are generally gathered up and re-used or sold to those who are willing to buy used weapons.
What shall we do about the cost of weapons and armor in Deluxe Tunnels and Trolls? I don’t think they should have a cost. Under the new rules I favor starting characters at some point in a career they have already established. They already have things like weapons and armor because they have been living and adventuring for years. What they have would logically be determined by what they can wield. Thus, I would give characters almost any basic weapon that they have the necessary STR and DEX to use. Players should make up a story about how they obtained the weapon if that seems important to them. Example: “This double-bladed axe? I took it from the corpse of a minotaur warrior that I killed with an arrow in his eye during the raid on Silverhold that the Broken Horn tribe made last year.” In special cases, I would require a saving roll from the character who wants a weird or very expensive weapon. Gil the mad hobbit wants razor-wire bolas . . . well, he can have them if he can find a kobold bola maker, and that requires a level six saving roll on either his Luck or Intelligence. (Level of saving roll could be determined by GM fiat or rolling dice for it.–I think rolling 2D6 might be fair to determine what level saving roll it would require to find a particular weapon.)
What is a basic weapon? A basic weapon is any non-magical weapon that can be mass-produced or is made to a common pattern. A broadsword, a scimitar, a sax, a waraxe, a spear, a self-bow or a crossbow, a single-shot musket–these are all basic weapons. Most of the weapons in the Tunnels and Trolls game could be considered basic weapons. Special items like the mithril weapons of the elves would not be basic weapons.
What about kindred specific weapons? Some kindreds have weapons that are unique to their kind, generally identified by putting the kindred name in the weapon name. Example: the urukish scimitar–specially made weapons for uruks (by humans), the trollish warhammer, the dwarven spike shield or greataxe, the centaur lance, the goblin fishspear and flensing knife, the elven hunting knife, and so forth. Most weapons–about 80%–are made with the average human in mind and just have a common name; i.e. broadsword, battleaxe, tower shield.
So do we have enormous extended lists of weapons for players to choose from? We’ve always had pretty great lists in the past, but I think we should discourage the idea that anyone can just walk into a store somewhere and find any weapon they want. That isn’t true even in our own world of super technology. A person has to search and be willing to pay a lot of money for anything unusual.
Any other questions?
Your Trollgod gets sluggish in his old age. Old trolls sleep a lot. But, I still do things once in a while, and my trusty assistant Mosk’qorg does good stuff like this latest newsletter every two weeks. If you read carefully, you will see a Longest Night present for you in this newsletter.
Welcome to issue #22 of the Tunnels and Trolls Newsletter. We say goodbye to 2014 with another glimpse of 2015’s most important release…
Last issue we revealed a rough version of kindred distribution on Rrr’lff. If you compare the image below to the previous release at (http://trollhalla.com/outer-sanctum/2014/11/17/who-lives-where-part-2/) you’ll note some changes as the map gets ready for the 16-page color section of the rulebook.
Was it a colorist mood swing? War between the species? Unnatural disaster? Steve Crompton promises an update soon at http://www.deluxetunnelsandtrolls.com/.
He also informs us that the color pages will include a map with the location of the Flying Buffalo-published adventures, city maps of Knor, Khost and Khazan, portraits of famous NPCs, a pictorial guide to troll breeds by Miika, and much more, including new Danforth color art.
The Trollgod, Ken St. Andre, has released Rock & Rule: The Spellbook of Gristlegrim’s Dwarves, the first in a series of tomes of arcana used by Trollworld kin.
Between now and New Year’s, Ken is offering a special discount for newsletter readers: you can get 50% off this David Ullery-illustrated volume by going to: http://rpg.drivethrustuff.com/browse.php?discount=9b3e7f1802. Additionally, members of Trollhalla’s Inner Sanctum can earn 1000 TVPs when they purchase a copy. Just let Ken know at firstname.lastname@example.org.
Although it’s summer where he lives, Mark Thornton (Khaghbboommm) understands the need for adventure to help fill long winter nights, and has therefore released his 538-page, 2500+ paragraph solitaire adventure, Missing Inaction. Among the 200 characters you’ll meet is our own Ken St. Andre who writes the introduction. A PDF release is planned, but you can get your hardcopy now at: http://www.lulu.com/shop/mark-thornton/missing-inaction/paperback/product-21955020.html.
(Want a taste of Mark’s work? Check out his new puzzle-room adventure at: http://gemsandgiants.blogspot.co.nz/2014/12/escaping-from-octagon-room.html)
Call for submissions:
The Snollygoster is not quite full, and so its editor/caretaker is still seeking monsters, rule variants, adventures, art, stories and other T&T related submissions (especially those with a holiday theme). Send yours to email@example.com with “Snollygoster” in the subject line. (Previous issues can be found here: http://rpg.drivethrustuff.com/browse.php?keywords=snollygoster ).
The deadline is December 20, 2014, so get to work!
H.P. Lovecraft. Wynn Mercer. Ken St. Andre. Alfred Lord Tennyson, and more. Who else would you expect to write stories set in the Sidhe, the Greek Underworld, Jotunheim—and the city where the divine residents of those locales and other (presumably) mythic realms all interact?
Their stories comprise Mythic Tales: City of the Gods 2 (Volume 2), the latest installment of the City of Gods series.
As with all City of The Gods products (see www.CityOfTheGods.com) there’s plenty of interior art, including work by Trolldom’s Steve Crompton and Liz Danforth.
Get your copy at: http://www.amazon.com/Mythic-Tales-City-Gods-Volume/dp/1505302951/ref=aag_m_pw_dp?ie=UTF8&m=AMFDV8UO0N7A