Showing posts with label old school. Show all posts
Showing posts with label old school. Show all posts

Wednesday, February 3, 2016

Tunnels and Trolls Classic Solos

As a backer of the Deluxe Tunnels and Trolls crowdfunding, I also received the Adventurers Compendium (in PDF format.) It is a compilation of 10 solo adventures (and some GM adventures too), originally published from 1978 to the early 80's. Looking for a quick RPG fix, I decided to try some of them (being fully aware that many of them are brutal.)

To keep to "old school" traditions, I rolled a character (although Deluxe Tunnels and Trolls does have an option for point-buy character creation.) Thus was born Brelok, the rogue. From his attributes, we can see that Brelok is quite frail and not really charming; an odd, twitchy man hiding in the shadows and stealing what he needs:
https://openclipart.org/detail/71209/rogue-warrior

Brelok (level 1 human rogue)
STR 6, CON 17, DEX 4, SPD 14
IQ 12, WIZ 5, LK 13, CHR 4
Personal adds: +3
Talents: lock-picking, stealth
Items: high quality dagger (2d6+4), 20x caltrops, leather armor (3 hits), lock picks, basic delver's package, 6gp.

(Note: personal adds are a bonus added during combat by the character. For those curious about this game, there is a free short version of the rules.)

The wannabe warrior
And off went Brelok for a stroll in the wilds, only to be captured by barbarians, stripped of his possessions and put to a trial to determine if he is the reincarnation of a legendary king. That is how the mini solo adventure "Kingmaker" starts. It did not last very long: in the first trial, Brelok was crushed in combat against a much tougher opponent.

After such a quick career, Brelok went to the Abyss, a solo adventure for dead characters, included in the Deluxe Tunnels and Trolls book. Not that he fared much better there, being dragged to hell by a demonic creature right away.

The smuggler
In a parallel dimension, Brelok II tried to smuggle drugs into the city of Gull, in the solo adventure "Golden Dust, Red Death". Not only did he make a good job of it, but he gained 2000gp and 1000 adventure points. 

With these gains, Brelok II raised STR to 8, DEX to 7, SPD to 17, LK to 15. These changes increased his personal adds to +8. He also purchased a high quality shortsword (3d6+4) and a suit of brigandine (8 hits, -2 DEX).

After these upgrades, Brelok II went to another shopping session at the Great Bazaar of Khazan, starting "A Sworded Adventure". He got mugged but got 200 adventure points in the process, more than enough to raise LK to 16 (add 1 to his personal adds.)

Enjoying his good luck so far, Brelok II traveled to a distant fishing village, in "Seven Ayes." There he found his doom in a tavern filled with weird and ugly folk (and I cannot add more without giving out spoilers.)

Conclusion
I am still amazed at how open and rules-light Tunnels and Trolls is, compared to other "old-school" RPGs. Looking at its 1st edition reprint, the same core ideas present in the Deluxe edition are already there. This alone makes it inviting for narrative play and solo play. The vast amount of solo adventures is good, too.

The mini solo adventures that I tried can be really brutal. I am convinced that if a given adventure is recommended for characters up to, say, level 4, then a level 4 character is required -- preferably a warrior with a lot of personal adds.


Wednesday, September 23, 2015

52A347

Last weekend I spent some time reading and having fun with The Traveller Book. Released in 1982, this classic Traveller compilation predates my first contact with RPGs by almost a decade. Having read about how inviting to solo play this system was, I got the PDF some time ago but I had not made anything with it yet. It is a scan of the printed book and some pages are a bit blurred but readable. So after skimming over the book I went on to perform some of the suggested "Basic Traveller Activities" (p.122) -- in this case, creating characters.

Starting with a blank slate, then adding some rolls to find out the character's fate. [source: The Traveller Book]
My first character, with reasonable strength and dexterity and good intelligence and education scores died during his first term of service in the army. The title of this post is the "UPP notation" of the characteristics of my first surviving character, who despite the low dexterity and intelligence scores, served two terms in the army to raise to the rank of captain. UPP (universal personality profile) notation lists the character's attributes (strength, dexterity, endurance, intelligence, education and social standing) as hexadecimal numbers.

Jake Maxwell, 52A347, age 26, Captain (Army)
Skills: Rifle-1, SMG-1, Gambling-1, Body Pistol-1, Dagger-1
Possessions: 10,000 Cr, High Passage

Afterwards I created two more characters:

Mark Sanders, 7877D4, age 26, served on the Navy
Skills: Blade-1, Vacc Suit-1
Possessions: 50,000 Cr

Julie Briggs, 735856, age 30, 4th Officer (Merchant)
Skills: Vacc Suit-2, Medical-1, Body Pistol-1, Electronics-1
Possessions: 80,000 Cr, Low Passage

Character creation assumes that characters start at the age of 18. The six attributes are rolled and then the character may attempt to enlist on one of six services (navy, army, marines, merchants, scouts and other). Failure to enlist results in being drafted into a random service. After this, characters may serve one or more four-year terms, during which they might improve skills and training, go up in ranks and so on. They might also get killed in service. Provided this does not happen, at the end of a term of service the character may muster out, collect some benefits and go on to adventure.

"Mass Effect" anyone? [source: The Traveller Book, p.28]
It is fun to see this "simulation" approach to character creation, something that other games would later adopt (Fuzion and Blue Planet come to mind.) While it is miles away from more recent story-driven role-playing game trends, it does provide a "game within the game" that may itself serve as a procedural source of other character stories.

Thursday, August 29, 2013

Nine questions in the mutant future - part 1

Since I read JF's post of the 9Qs PDF, I have been wanting to try it. Well, over an year has passed, he released an updated 2013 edition back in March and I still had not played anything with it.

I like post-apocalyptic games and I have a number of RPGs with that theme to try... the problem is that trying two things for the first time at once increases the risk of something going wrong. So I decided go with Mutant Future, which at the same time satisfies my need for some post-apocalyptic role-playing and is based on a very familiar game system.

The PC Party
Characters were randomly rolled using the "roll four dice, drop lowest, for each ability in order" method. I just decided beforehand that I would have a party with a mutant human, an android and a mutant animal. For the character names, I googled "post apocalyptic character name generator" with little hope of finding something so specific... this led me to the Badass Mad Max Style Post Apocalyptic Nickname Generator. Some generated results are bizarre but a few clicks gave me more than enough inspiration. I also used the Universal NPC Emulator to generate some traits for each of them. Here is the party:

James 'Equalizer' O'Neal, Mutated Human (Neutral)
AC 5, HP 73, STR 18 (+3 to hit, damage, force doors), DEX 16 (-2 AC, +2 to hit with missiles), CON 17, INT 13 (+5% on tech rolls), WIL 14, CHA 11.
Damage turning, spiny growth (medium spines, 1d6 damage), ultraviolet vision.
Heavy crossbow, leather armor, long sword, 50 heavy quarrels, backpack with basic items.

Equalizer is a 6' tall bald man with tanned, dry skin. Thick black spines jut out of his forearms and legs.  Despite the scary looks, and the fame gained defending his village, his real passion is in restoring ancient technology. That puts him at odds with scavengers and junk traders, and draws him to the city states of the pure humans. [UNE description and motivations: dignified artisan, overthrow resources, associate with the wealthy, conceive pleasure.]

Artiface, Basic Android (Lawful)
AC 2, HP 50, STR 17 (+2 to hit, damage, force doors), DEX 13 (-1 AC, +1 to hit with missiles), CON 7 (-1 radiation saves), INT 7 (-5% on tech rolls), WIL 13, CHA 14 (-1 reaction adjustment.)
Control light waves, dwarfism (1' tall, -2 damage, -2 AC, +1 to hit), increased hearing.
Chain mail, short sword, backpack with basic items.

Artiface is a very short android, a product of the ancient world. Found and repaired by Equalizer, he has become his loyal companion. He enjoys aiding villagers in improving their living; at times the android will start rambling about "reconstructing the glory of civilization," which is source for amusement, and sometimes trouble. [UNE description and motivations: habitual adept, obtain the world, relate disbelief, produce expertise.]

Bandit Missle, Mutant Donkey (Neutral)
AC 4, HP 36, STR 10, DEX 14 (-1 AC, +1 to hit with missiles), CON 14, INT 5 (-10% on tech rolls), WIL 15, CHA 16 (-1 reaction adjustment.)
Body adjustment (4 times a week), capable of speech, chameleon epidermis, dual cerebellum (+10% on tech rolls), killing sphere.
No weapons, bite attack does 1d4 damage. Beast barding, also carrying provisions (rations, waterskins, rope etc.)

Artiface and Equalizer freed Bandit Missle, or BM for short, from a group of mutants that used him as a beast of burden. Since then, they take the simple-minded, two-headed stealthy donkey along with them to protect him from raiders and slavers. No one is sure why he took that name but he speaks it proudly and spells it that way. BM is fond of roaming the wasteland to learn of stories about the animals of the ancient civilization. [UNE description and motivations: unseemly gypsy, oppress pride, obtain myths, indulge enemies.]

Heroic Motivation
The characters are tied together by their interest in the ancient civilizations and their willingness to travel the wasteland to look for information and relics. Their home base is Crevace, a small village of mutants hidden in the mountains. Therefore, their main motivation is to recover ancient relics, and the opposition are scavengers and whoever might be guarding those relics. A secondary motivation is to protect Crevace from raiders and slavers.

That is all for now. Hopefully I will be able to post at least part of a session this week.

Sunday, March 24, 2013

Smugglers in the Dark - part 3

With some delay, here is the last part of my solo dungeon delve. Based on comments on the first report, it became clear that I should define the mechanics for group decision. After some thought, here is the system to be used:

1) I will set the scene based on card drawn, Mythic description chart etc.
2) I will come up with a likely course of action for each character, based on description, and I will test them with the Mythic fate chart. A result of "exceptional yes" will mean that the character will want to stick to their plan, possibly disregarding others' opinions and even taking immediate action. A result of "exceptional no" will mean they will actively avoid that option even if others suggest it. In the case of a simple "no" I will try to come up with secondary plan and test it again. A second "no" means the character has not made up their mind.
3) Based on the results from each character, I will try to interpret the decision of the party. This may require more fate chart rolls if a character tries to persuade the others, for instance.
4) If all characters rolled two "no" results on step 2, the action will be initiated by the NPCs, environment etc. For instance, a trap might be accidentally sprung, wandering monsters arrive, the NPCs start asking questions...

Since I am not very experienced in solo RPGs, I tried to fit most decisions into the "make a common sense question / answer with fate chart" framework from Mythic. I will leave the comments about how it worked for the end of the report:

Ingont woke up to the sound Eryz and Swyem talking. They had built a small campfire and Swyem was making some kind of tea. He had planned to wake up before sunrise and start preparing... Now all this chatter would make concentrating harder, not to mention the risk of drawing unwanted attention. At least Swyem seemed to have recovered, and the blood stains on her armor were the only reminder of yesterday's fight.

The party walked back to the ruins and passed through the entrance in mid-morning. They moved slowly, wary of any signs or sounds of movement, until reaching the point where two corridors crossed. [Party order remains the same: Eryz, Ingont and Swyem. Turns 1 and 2 were spent moving to the crossing found on the previous day.]

Sunday, March 10, 2013

Smugglers in the Dark - Part 2

Here is the first report on my solo dungeon delving. You can read about the characters here and the dungeon generation system here. Rules details and other comments are shown in square brackets.

Ingont arrived at the village nearly at sunset, to avoid drawing too much attention. For the same reason, he met Swyem at the closing trading post, not the tavern or her house. Seeing her brought him some joy, mostly from the memories of their childhood, when they could afford to be careless. Swyem told him that she had confirmed the location of the kobold lair, but she could not find anything new about the courier or who could have poisoned him.

On the following day, Swyem and Eryz left in the afternoon, allegedly on a trip to a nearby village. Ingont, who had rented a room at an old widow's house, left again at sunset. The trio met in the woods, halfway between the village and the kobold lair and camped there for the night. The plan was Ingont's to avoid prying eyes from the villagers.

Before sunrise, they left their horses at the camp and walked to the entrance of the lair. Stone steps covered with dead leaves and roots led down into a dark opening. Once inside, they could see that the passage continued ahead and there was a second corridor leading away from the left side. [Turn 1: Entrance to the dungeon. I just rolled a die to find out how many exits there were. Marching order: Eryz leads, followed by Ingont, who carries a lantern, and lastly Swyem. I mapped each explored dungeon area as a 5x5 block in gridded paper.]

Saturday, March 9, 2013

Smugglers in the Dark: Dungeon Setup

Here is the card-based dungeon mechanics I will use to continue the Smugglers in the Dark adventure. From a standard deck of playing cards, I will use the following: one red and one black of each face card (jacks, queens, kings) and numbers 2-7. One card is drawn at the beginning of a turn when the party is moving further into the dungeon:

  • Face cards mean that a new room is entered and an encounter happens, focused on a given character, Jack: Eryz, Queen: Swyem, King: Ingont. The nature of the event is defined using the event focus and event meaning systems from Mythic.
  • Number cards require a roll of a ten-sided die. If the result is greater than the card number, the new area is a corridor or passageway. Otherwise, it is a new room, filled according to the "stocking the room" rules on the Basic game.
The number of doors found in a room or corridor, including the one used to enter that section of the dungeon, is given by the roll of one six-sided die: 1-2: 2 doors, 3-4: 3 doors, 5-6: 4 doors. Each door will be locked on a roll of 1-2 on a six-sided die.

The color of the card will be used to indicate the kind of encounter, when applicable. Red cards indicate a conflict of physical nature (combat, obstacles, traps to dodge etc.) while black cards are related to mental conflicts (social interactions, puzzles, traps to disarm etc.)


If the adventurers spend more than two turns in the same location, I will make a check for wandering monsters. For this adventure, the wandering monsters are kobolds, and their number is given by the roll of one six-sided die: 1: a single kobold, 2-4: two kobolds, 5-6: three kobolds. However, for every previous encounter with wandering monsters, a +1 modifier is added to the roll.

After six cards have been drawn, one joker is added and the cards are reshuffled. When the joker is then drawn, the players have reached their objective -- the stolen magical trinkets.

Sunday, February 24, 2013

Smugglers in the Dark - part 1

There are several entertaining posts about solo dungeon crawling at Tabletop Diversions and Solo Nexus. While I have played some crawls using Dungeons and Dark Dungeon, with the recent re-release of old Dungeons and Dragons PDFs, I decided to try a little crawl using the Basic Set.

Character creation
The first step was to generate a party. I wanted to have a fighter, a thief and a magic-user. I started rolling the three characters' attributes and then assigned them to a suitable class, with maximized hit points. I then used the Universal NPC emulator (UNE) to create a general description and two motivations for each character. To keep things simple, I discarded one motivation from each, trying to make them consistent with each other. Lastly, I rolled on the Mythic description chart to give them a quirk.

From the results I got, I did not think that any of the characters would be lawful, so I used the Mythic fate chart to answer the question "is the character chaotic?" with a likely chance for each of them -- an "exceptional no" would mean the character actually was lawful. I rolled a 50/50 chance for each character to be male or female and finally, I used this fantasy name generator to pick names for them. These are the resulting characters. UNE and Mythic results are marked in brackets.

Ingont
Chaotic Human male Magic-user
Few people would be able to guess that Ingont spent the last several years studying in the Academy. The light-haired man dresses like a peasant and seldom talks about magic, carrying his spellbook hidden in a bag. His actions and words are carefully measured to disguise his plotting mind. Currently involved with a secret society, he is tasked with expanding their smuggling routes to the south of the kingdom. [logical herald, maintain contraband, irritatingly nondescript]
HP 3, AC 9, STR 9, INT 17, WIS 12, DEX 11, CON 7, CHA 12
Modifiers: +10% XP
Spellbook: magic missile
Backpack: dagger, waterskin, flask of oil x5, lantern, iron rations x1, 95gp

Swyem
Chaotic Human female Thief
Swyem is a frail young woman of light and delicate manners. For a few years she has worked for a local trading guild, managing the sale of goods in neighboring villages. Lately, however, she became involved in a smuggling scheme. She is not troubled by exploiting others' weaknesses and needs to serve herself. [habitual drifter, guard deprivation, slowly fancy]
HP 3, AC 7, STR 8, INT 10, WIS 10, DEX 10, CON 7, CHA 11
Modifiers: -1 to hit and damage
Short sword, Leather armor
Backpack: dagger, waterskin, iron rations x1, thieves tools, 4gp

Eryz
Chaotic Human male Fighter
Eryz thinks that they are out to get him: the village elder, the tax collectors, the king's knights. He only really trusts his half-sister Swyem, who arranges jobs for him to guard or sometimes bully others. Physically, he is not very imposing and may even come out a little clumsy but if you look into his eyes, you can see an eerie fire burning. [fanatic bum, agonize the government, quietly messy]
HP 8, AC 5, STR 11, INT 9, WIS 9, DEX 7, CON 11, CHA 11
Modifiers: -1 to missile fire, +1AC
Sword, Chain mail and shield
Backpack: dagger, waterskin, torches x6, iron rations x1, 50' of rope, 34gp

The story so far...

Ingont, Swyem and Eryz grew up together and used to cause all kinds of trouble in their village. Eventually, Ingont went to study the magical disciplines in the Arcane Academy and Swyem moved to another town, taking Eryz with her. She kept corresponding with Ingont and they started to smuggle magical trinkets in and out of the kingdom.

Ingont paid a visit to Swyem when one of their couriers went missing. She had found out that the courier was poisoned and died in the woods, and a group of kobolds took the magical trinkets to their lair in some ruins. The three characters bought the necessary supplies and are now ready to enter the lair, to recover their "merchandise."

... To be continued.