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    <title>Deeper Delvings</title>
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      <pubDate>Sat, 25 Jun 2011 12:34:00 -0700</pubDate>
      <title>The Haunted Tower actual play, Part I [T&amp;T]</title>
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      <description>&lt;p&gt;
	&lt;p&gt;When I found out that &lt;a href="http://flyingbuffalo.com/tandt.htm"&gt;Flying Buffalo&lt;/a&gt; was releasing a new &lt;cite&gt;T&amp;amp;T&lt;/cite&gt; adventure for &lt;a href="http://freerpgday.com/"&gt;Free RPG Day 2011&lt;/a&gt;, I found &lt;a href="http://thedragonshoard.com/"&gt;a participating store&lt;/a&gt; and called to find out if they had anyone running a game of &lt;cite&gt;Tunnels &amp;amp; Trolls&lt;/cite&gt;. With a wistful note in his voice, the owner said that there were no &lt;cite&gt;T&amp;amp;T&lt;/cite&gt; games planned, and he sounded enthusiastic when I offered to make it happen.&lt;/p&gt;
&lt;p&gt;After rifling through some adventures I had on file, by myself and others, I decided to write a new one for the event. In order to fit the action into the time available, I thought it was important to know the adventure inside-out. I also created character sheets, and prepared a &lt;abbr title="Compact Disc"&gt;CD&lt;/abbr&gt; with a hodge-podge of freely-available &lt;cite&gt;T&amp;amp;T&lt;/cite&gt; resources&amp;mdash; I found out that the Free RPG Day kit only included one copy of the Flying Buffalo offering, and I wanted to make sure everyone could take away a freebie from the event.&lt;/p&gt;
&lt;p&gt;On the day of the game, I wasn&amp;rsquo;t sure anyone would turn up. When I got to the game store, there were a couple of games going on already, but the shop owner cleared a table and told me at least one player would be coming. Then he casually invited a twleve-year-old kid who had never role-played before to join the game, and she agreed with bright-eyed gusto. When we sat down, my ten-year-old daughter started coaching the other girl through rolling up a character, and before they were done, two other guys showed up to try out the game. I had each player roll up two characters to be ready for attrition, and before long, we had a party of eight delvers ready to explore the Haunted Tower!&lt;/p&gt;
&lt;h3&gt;Rollcall&lt;/h3&gt;
&lt;p&gt;Players&amp;rsquo; names have been changed for their privacy.&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&amp;ldquo;Junior&amp;rdquo;, my daughter, played &amp;ldquo;Bob the Dwarf Warrior&amp;rdquo; and &amp;ldquo;Chloe the Hobb Rogue&amp;rdquo;.&lt;/li&gt;
&lt;li&gt;&amp;ldquo;Lexi&amp;rdquo;, the other girl, played &amp;ldquo;Dagger the Elf Rogue&amp;rdquo; and &amp;ldquo;Mace the Leprechaun Wizard&amp;rdquo;; Mace&amp;rsquo;s Talent was &amp;ldquo;Poison Expert&amp;rdquo;, which was prominent in the game.&lt;/li&gt;
&lt;li&gt;&amp;ldquo;Jacob&amp;rdquo;, a soft-spoken guy slightly older than I am, played two Human Rogues that he didn&amp;rsquo;t name.&lt;/li&gt;
&lt;li&gt;&amp;ldquo;Luther&amp;rdquo;, a role-playing veteran with thirty-plus years of gaming, played a Dwarf Warrior and an ill-fated Elf Wizard whose names I don&amp;rsquo;t recall. Luther claimed that he got one &lt;abbr title="Triples Add, Roll Over"&gt;TARO&lt;/abbr&gt;&amp;dagger; for the first character and two for his second.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;[&amp;dagger;&lt;abbr title="Triples Add, Roll Over"&gt;TARO&lt;/abbr&gt;: Triples Add, Roll Over. Rolling triples on an ability score allows you to start with ability scores higher than normal, but it will generally happen once in thirty-six rolls.]&lt;/p&gt;
&lt;p&gt;Here&amp;rsquo;s what happened:&lt;/p&gt;
&lt;h3&gt;Exposition&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;I explained some of the history of &lt;a href="http://delver.posterous.com/tag/northmarch"&gt;Northmarch&lt;/a&gt;, letting the players know about the war between the Northron colonists and the moroi, about the non-aggression treaty, and the Marshals who are charged with enforcing the treaty. For this adventure, players take the roles of Marshals of Northmarch.&lt;/li&gt;
&lt;li&gt;I set up the current adventure goal: During the war, the Northrons had a certain watchtower on the borderlands, overlooking a small village in the Gorbo Pass. The tower has been out of commission since the war ended, and the records are sketchy. The Marshals want to secure the tower, recover some Northron artifacts, and use the location as a supply cache. The party is charged with securing the tower and lighting its beacon.&lt;/li&gt;
&lt;li&gt;The adventure started with the delvers ariving in the village of Gorbo Pass. They immediately went to the general store to stock up, and after disposing of their starting cash, the leprechaun got into a scuffle with the proprietor and they were thrown out.&lt;/li&gt;
&lt;li&gt;They decided to question the local innkeeper before setting off, whom they saw outside mending barrels. My idea was to give them a variety of rumors of variable truthiness from several towny NPCs, but at the table I dumped the idea and just had the innkeeper tell them what they needed to know to get started:           
&lt;ul&gt;
&lt;li&gt;Four of the innkeeper&amp;rsquo;s daughters have disappeared over the past four months.&lt;/li&gt;
&lt;li&gt;Strange noises have been heard from the tower lately, and the locals believe it&amp;rsquo;s haunted.&lt;/li&gt;
&lt;li&gt;The elders think that a creature they call the Varcolac has awakened, a great wolf that devours the sun and moon, whose only weakness is white oak.&lt;/li&gt;
&lt;li&gt;When asked, he told the players about a grove of white oaks across the gap from the tower, but he warned them that it&amp;rsquo;s guarded by mischievous spirits and &amp;ldquo;we don&amp;rsquo;t go there&amp;rdquo;.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;The players decided to ignore the grove and go directly to the tower after resting at the inn that night.&lt;/p&gt;
&lt;h3&gt;Path to the Tower&lt;/h3&gt;
&lt;p&gt;At this point, I decided to spring some enemies on the party. I let the players know that I was just throwing in a sample combat so that they could get used to the system. I had some index cards with some monsters I created for a previous adventure, and I grabbed the first one that seemed appropriate to the setting: Cave Wargs! Without giving much thought to the threat level, I randomly decided five of them would be an adequate challenge for eight characters.&lt;/p&gt;
&lt;p&gt;Since they were at the tree-line in broad day-light, I told them that their characters heard howls and then saw wolves aproaching from all sides, and I gave them a few rounds to get ready. The girls had their characters climb trees, but one of the unnamed human rogues used it as opportunity to fire off three arrows at a single warg, bloodying the beast before it could close in to attack. Another character was able to finish it off in the first melee round.&lt;/p&gt;
&lt;p&gt;The players quickly picked up effective tactics for melee in &lt;cite&gt;T&amp;amp;T&lt;/cite&gt;: Find creative ways to interact with the fiction before dicing off in melee, and you can often get an advantage to offset unfriendly odds. Even so, the cave wargs turned out to be a much more challenging encounter than I expected: At MR 55 each, the two first-level wizards found out that they couldn&amp;rsquo;t be panicked by their &lt;em&gt;Oh, Go Away&lt;/em&gt; spells. When those spells failed, they found themselves singled out by the wolves for attack, and they both went down. After four rounds or so, I could tell that the delvers were about to suffer a TPK&amp;mdash; suddenly, they heard a lonely far-off howl, and the remaining wargs fled.&lt;/p&gt;
&lt;p&gt;Since it was a sample combat, intended to demonstrate the mechanics, I told the players that their delvers recovered any lost hit points, but Luther said that to him &amp;ldquo;dead is dead&amp;rdquo;, and he abandoned his Elf Wizard there.&lt;/p&gt;
&lt;h3&gt;Entering the Tower&lt;/h3&gt;
&lt;p&gt;When they got to the tower, the party saw tracks in the snow near the door, and divined that at least one pair of footprints belonged to a teenager, likely a girl. When they went inside, they found an adipose human guard chowing down on roasted chicken. Dressed up like Grandpa from the Munsters, he warned them to leave because the tower was haunted, but he didn&amp;rsquo;t get up from his chair. To be continued!&lt;/p&gt;
&lt;h3&gt;Impressions and afterthoughts&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;p&gt;I don&amp;rsquo;t know what to make of Luther&amp;rsquo;s starting characters. Since I was helping the younger players at that moment, I didn&amp;rsquo;t see the rolls. Although the odds are against it, he could have authentically rolled multiple &lt;abbr title="Triples Add, Roll Over"&gt;TARO&lt;/abbr&gt;s, or he could have fudged the rolls to see if he could break the game with over-powered characters. He didn&amp;rsquo;t fudge any other rolls during the game, though, and he happily accepted defeat when his wizard died and when he missed Saving Rolls.&lt;/p&gt;
&lt;p&gt;&lt;cite&gt;T&amp;amp;T&lt;/cite&gt; isn&amp;rsquo;t concerned with game balance, and when it comes to &lt;cite&gt;T&amp;amp;T&lt;/cite&gt; neither am I. You need more than high stats to make it: You also need some cunning, creativity, teamwork, and luck. Luther exhibited cunning and creativity in spades, but we&amp;rsquo;ll get to that.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;I&amp;rsquo;m glad that the party didn&amp;rsquo;t go to the grove. I had some interesting stuff planned for that location, but it would have taken too much time. The game went about an hour over with several loose ends, and going to the grove would have extended it. Turns out, they didn&amp;rsquo;t need the white oak after all.&lt;/li&gt;
&lt;li&gt;Pitting this party against five cave wargs was a bad call, but it served its purpose and the players were happy with the rip-roaring combat and the outcome. I didn&amp;rsquo;t plan that encounter at all&amp;mdash; it was completely off-the-cuff. I knew I would need a throw-away encounter to demonstrate how combat worked, but without the grove guardians, I didn&amp;rsquo;t have anything particular in mind. As it turned out, this encounter was far more deadly than the &amp;ldquo;boss monster&amp;rdquo; I did prepare. Hopefully, I can get to that in my next post.&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;Unlike other popular RPGs, &lt;cite&gt;Tunnels &amp;amp; Trolls&lt;/cite&gt; doesn&amp;rsquo;t have an &amp;ldquo;initiative&amp;rdquo; system to divide combat into turns for each player&amp;mdash; everyone announces their actions, and during melee everyone rolls at the same time. But spells, ranged attacks, and other stunts can go off before the melee, and sometimes the melee can be divided into separate battles. I&amp;rsquo;m used to it, and I love the inherrent flexibility of the system, but I have to remember that it&amp;rsquo;s not completely intuitive to new players, especially those with a background playing games in which combat is more structured.&lt;/p&gt;
&lt;p&gt;When I introduced &lt;cite&gt;T&amp;amp;T&lt;/cite&gt; to the group with whom I played &lt;cite&gt;D&amp;amp;D&lt;/cite&gt; Encounters, one player was annoyed by the apparent disorder, so this time I came more prepared. I carefully explained the order of actions (announcement, spells, ranged attacks, stunts, melee, and fallout), at the beginning of the battle, and I think everyone had a better grasp of the sequence than before. However, I think an additional layer of order would be helpful for new players, especially when the party is large. My idea is to formally go clockwise around the table at the beginning of each round to get everyone&amp;rsquo;s actions, instead of letting the players announce their actions through &lt;a href="http://en.wikipedia.org/wiki/Open_outcry"&gt;open outcry&lt;/a&gt;, my usual method. I&amp;rsquo;m not interested in imposing an ad hoc initiative system, just making sure that new players know that they have a turn, and this is it.&lt;/p&gt;
&lt;/li&gt;
&lt;/ul&gt;
	
&lt;/p&gt;

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      <pubDate>Tue, 21 Jun 2011 22:09:00 -0700</pubDate>
      <title>Why we chose the tunnels and the trolls | Part 2</title>
      <link>http://feedproxy.google.com/~r/DoublesAddRollOver/~3/_i6eiylG990/why-we-chose-the-tunnels-and-the-trolls-part-82694</link>
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      <description>&lt;p&gt;
	&lt;p&gt;&lt;cite&gt;Tunnels &amp;amp; Trolls&lt;/cite&gt; is is an accessible, fast-paced, and easy-to-use game with a lot of fun surprises. Make a character in a few minutes and resolve action-packed scenes of pitched battle in the same amount of time. &lt;cite&gt;T&amp;amp;T&lt;/cite&gt; is perfect for players and GMs who just want to play. The simple, elegant &lt;strong&gt;Saving Roll&lt;/strong&gt;&amp;nbsp;mechanic offers an infinite variety of feats and stunts without the handling time of constant reference and kibitzing about the rules. &lt;cite&gt;T&amp;amp;T&lt;/cite&gt;&amp;rsquo;s broadly-defined ability scores, character &lt;strong&gt;Types&lt;/strong&gt;, and advancement system offer an infinite range of specialization without requiring voluminous lists of options or complicated character builds.&lt;/p&gt;
&lt;p&gt;What you need to play: Just one rulebook, pencils, paper, and as many D6s that you can find (at least three). Bring some friends for hours of by-the-seat-of-your-pants action!&lt;/p&gt;
&lt;p&gt;That&amp;rsquo;s why we play &lt;cite&gt;Tunnels &amp;amp; Trolls&lt;/cite&gt;.&lt;/p&gt;
	
&lt;/p&gt;

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      <pubDate>Sat, 18 Jun 2011 09:10:00 -0700</pubDate>
      <title>Free RPG Day 2011 is here!</title>
      <link>http://feedproxy.google.com/~r/DoublesAddRollOver/~3/5lhtXmU7aXk/free-rpg-day-2011-is-here</link>
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      <description>&lt;p&gt;
	&lt;p&gt;I'll be running a &lt;cite&gt;Tunnels &amp;amp; Trolls&lt;/cite&gt; adventure I wrote called &amp;ldquo;The Haunted Tower&amp;rdquo; at a nearby game store.&lt;/p&gt;
	
&lt;/p&gt;

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      <pubDate>Thu, 02 Jun 2011 09:35:00 -0700</pubDate>
      <title>Wizardry of Northmarch [T&amp;T]</title>
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      <description>&lt;p&gt;
	&lt;p&gt;The magic of Northmarch is Chaos incarnate. The wizard or witch is a wayward creature who conjures Chaos into the world.&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Spells are the living offspring of Darkness from beyond the Void.&lt;/li&gt;
&lt;li&gt;There is no &amp;ldquo;nearly universal, quietly powerful and highly conservative&amp;rdquo; Wizards&amp;rsquo; Guild to govern the magic trade in Northmarch. Weird Women, who speak in riddles and utter prophecies,&amp;nbsp;serve the same function. They are an uncanny, subversive, and secretive lot, and it is unknown whether they even belong to the mortal world.&lt;/li&gt;
&lt;li&gt;Magic can be learned by summoning the Weird Women in the places they are known to traffick, like strange moonlit glades, lonely crossroads, and graveyards. There, they concoct noisome brews which must be imbibed to digest the spells they contain. [The spell &lt;em&gt;Teacher&lt;/em&gt; works the same way.]&lt;/li&gt;
&lt;li&gt;Spell incantations sound like a hideously discordant alien tongue accompanied by inhuman gestures, and spells have no written form. Higher level magics are increasingly disturbing to behold.&lt;/li&gt;
&lt;li&gt;A magic focus may be a wand, staff, dagger, chalice, uncut crystal, or sword.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Although the color and style of magic in Northmarch are highly influenced by &lt;cite&gt;The Tragedy of Macbeth&lt;/cite&gt;, in game terms, the standard &lt;cite&gt;T&amp;amp;T&lt;/cite&gt; rules apply.&lt;/p&gt;
	
&lt;/p&gt;

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      <pubDate>Tue, 24 May 2011 12:44:00 -0700</pubDate>
      <title>Kindreds of Northmarch II: Inspirations, Color &amp; Style [T&amp;T]</title>
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      <description>&lt;p&gt;
	&lt;p&gt;In my last post I wrote about &lt;a href="http://delver.posterous.com/kindreds-of-northmarch-revisited-tt"&gt;the playable kindreds of my Northmarch setting&lt;/a&gt; for &lt;cite&gt;Tunnels &amp;amp; Trolls&lt;/cite&gt;, focusing on the &amp;ldquo;The Peters-McAllister Chart For Creating Man-like Characters&amp;rdquo; described in section 2.12 of the 5th edition rules, and how those humanoids are distinct in the hyperborean world of Northmarch. The main ideas of that post centered on the game mechanics of playing the given kindeds, which might be somewhat opaque to a reader unfamiliar with the &lt;a href="http://www.rpgnow.com/product_info.php?products_id=54407&amp;amp;filters=0_0_0_0_0&amp;amp;manufacturers_id=2238&amp;amp;affiliate_id=1446"&gt;&lt;cite&gt;Tunnels &amp;amp; Trolls&lt;/cite&gt; rules&lt;/a&gt;. This post is meant to sketch out some of the narrative color related to the Hidden People&amp;mdash; commonly called &lt;em&gt;moroi&lt;/em&gt; &amp;mdash;that I touched on briefly in my previous post.&lt;/p&gt;
&lt;h2&gt;Inspirations&lt;/h2&gt;
&lt;p&gt;The moroi of Northmarch are inspired by the &lt;em&gt;Alfar&lt;/em&gt; and &lt;em&gt;D&amp;ouml;kk&amp;aacute;lfar&lt;/em&gt;&amp;mdash; light and dark elves &amp;mdash;of Norse mythology, along with the capricious and weird fairies of German folktales (like Rumplestiltskin), the dark spirits and wild monsters of Romanian lore, and the courtly, passionate elementals of Shakespeare&amp;rsquo;s &lt;cite&gt;A Midsummer Night&amp;rsquo;s Dream&lt;/cite&gt;. The moroi of Northmarch inhabit twilit wild places, haunted ruins, and hidden citadels far from the sunlit lands. They include all of what we would call elves, dwarves, goblins, trolls, fairies, and other subversive spirits. Some are social, others solitary, but each is uncanny and unique.&lt;/p&gt;
&lt;h2&gt;Adding color&lt;/h2&gt;
&lt;p&gt;The Peters-McAllister Chart describes game stats for several fantasy peoples familiar to the role-playing hobby, like &amp;ldquo;Dwarves&amp;rdquo;, &amp;ldquo;Elves&amp;rdquo;, and &amp;ldquo;Hobbits&amp;rdquo; (renamed &amp;ldquo;Hobbs&amp;rdquo; in the current edition); as well as a couple that &lt;cite&gt;T&amp;amp;T&lt;/cite&gt; must have debuted as playable kindreds, such as &amp;ldquo;Faeries&amp;rdquo; and &amp;ldquo;Leprechauns&amp;rdquo;. These options offer several mechanical variations for different archetypes. What&amp;rsquo;s needed is a way to individualize each character&amp;mdash; the moroi are creatures of twilight and nightmare, not the familiar fantasy &amp;ldquo;races&amp;rdquo; of Tolkien&amp;rsquo;s Middle Earth.&lt;/p&gt;
&lt;p&gt;I considered making a table for the random selection of distinctive traits, habits, or other effects to make each character unique, but I think an &lt;em&gt;open-ended list&lt;/em&gt; would better serve the players, providing inspiration rather than directing their choice:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Animal eyes, ears, nose, or tongue&lt;/li&gt;
&lt;li&gt;Animal claws, talons, spurs, fins, or vestigial wings&lt;/li&gt;
&lt;li&gt;Horns, antlers, tusks, or fangs&lt;/li&gt;
&lt;li&gt;Animal head: mammal, bird, reptile, amphibean, or something weird&lt;/li&gt;
&lt;li&gt;Animal legs: mammal, bird, reptile, amphibean, or something weird&lt;/li&gt;
&lt;li&gt;Animal tail(s)&lt;/li&gt;
&lt;li&gt;Unusual eyes: no eyes, extra eyes, strange eye color, or special effect&lt;/li&gt;
&lt;li&gt;Unusual skin: furry, scaly, feathered, gnarled, rune-covered, oozing, outlandish color, etc.&lt;/li&gt;
&lt;li&gt;Unusual constitution: living stone, earth, wood, plant matter, animal matter, or something weird&lt;/li&gt;
&lt;li&gt;Otherwordly diet, habit, or quirk&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;These features are meant to provide color, and offer each character a peculiar detail reflecting her otherworldly heritage. They aren&amp;rsquo;t meant to provide the character with extra talents or powers, and they offer no advantages or disadvantages in game terms. Player suggestions should be in the same vein.&lt;/p&gt;
&lt;p&gt;The Hidden People are very rare in human settlements, and moroi who join the Marshals of Northmarch are those who live in exile from their twilit kingdom. What this means in game terms is that players don&amp;rsquo;t have to worry about portraying such a weird and diverse lot: Instead they can focus on the persona of their own character. Players who wish to keep to familiar tropes such as the stock elves or dwarves of role-playing fantasy are welcome to do so&amp;mdash; because even those stereotypes will make their characters stand out in the world of Northmarch.&lt;/p&gt;
&lt;h2&gt;The changeling &amp;amp; skin-changer&lt;/h2&gt;
&lt;p&gt;One major omission from my last post was the lack of a &amp;ldquo;changeling&amp;rdquo; description. What of the human child spirited away by the Hidden People and raised among them? What of the strange creatures they leave in exchange to be raised among humans? What of the hybrid produced by the rare coupling of moroi and humans?&lt;/p&gt;
&lt;p&gt;Players are welcome to create a character of any kindred and describe it as a changeling, but here is another option: Occasionally, skin-changers appear in the human world&amp;mdash; werewolves, werebears, and occasionally other kinds. They seem to be human, but they can change into a beast at will.&lt;/p&gt;
&lt;p&gt;The skin-changer follows all the rules laid out for &amp;ldquo;Weres&amp;rdquo; in section 2.12 of the 5th edition rules, with the following elaborations:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;In their human forms, skin-changers can handle iron and steel without penalty.&lt;/li&gt;
&lt;li&gt;In their beast forms, skin-changers suffer from the &lt;a href="http://delver.posterous.com/kindreds-of-northmarch-revisited-tt"&gt;curse of iron&lt;/a&gt; like other creatures of twilight.&lt;/li&gt;
&lt;li&gt;Like moroi, skin-changers have a Power score which they can draw upon to resist certain magical effects. However, skin-changers cannot cast spells in their beast forms due to the Dexterity requirements.&lt;/li&gt;
&lt;li&gt;When skin-changers fight tooth and claw, they roll the same number of dice as their STR multiplier, as per section 2.41 of the 5th edition rules.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Skin-changers may or may not be the changeling or hybrid offspring of humankind and the Hidden People&amp;mdash; it is a matter clouded in superstition and no one knows for sure.&lt;/p&gt;
&lt;h2&gt;Afterthoughts&lt;/h2&gt;
&lt;p&gt;In my &lt;a href="http://delver.posterous.com/kindreds-of-yggsgraf"&gt;earlier draft&lt;/a&gt; of the kindreds of Northmarch, I ditched the stock kindred names in order to discard any cliched associations and start fresh. Yes, there were &amp;ldquo;elves&amp;rdquo; and &amp;ldquo;dwarves&amp;rdquo; in Northmarch, but the moroi were intended to be strange, singular creatures of darkness and dreaming, not the well-defined peoples of Tolkien&amp;rsquo;s Middle Earth, nor the cliched demihumans of modern role-playing fantasy.&lt;/p&gt;
&lt;p&gt;Finally, I decided to let the canonical names and game stats stand: They give the newcomer or the veteran a point of entry into the world of Northmarch without demanding an entirely foreign frame of reference, and it&amp;rsquo;s easier to make use of the printed rules when I don&amp;rsquo;t have a custom list of playable kindreds. The details sketched out above &lt;a href="http://delver.posterous.com/kindreds-of-northmarch-revisited-tt"&gt;and in my previous post&lt;/a&gt; ought to give a sense of their unique flavor without requiring complete revision of the game stats.&lt;/p&gt;
	
&lt;/p&gt;

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      <pubDate>Thu, 19 May 2011 21:39:00 -0700</pubDate>
      <title>Kindreds of Northmarch revisited [T&amp;T]</title>
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      <description>&lt;p&gt;
	&lt;p&gt;A few months ago I posted an overview of kindreds I was using for my &lt;em&gt;Northmarch&lt;/em&gt; setting. I wanted to run a game without all the &lt;cite&gt;D&amp;amp;D&lt;/cite&gt; fantasy cliches so for this setting I whittled the list of playable kindreds down to &lt;a href="http://delver.posterous.com/kindreds-of-yggsgraf"&gt;Humans, the Hidden People, and their Changeling children&lt;/a&gt;. Unlike the stock demihumans of recursive fantasy tropes, the Hidden People were meant to be strange, unique creatures.&lt;/p&gt;
&lt;p&gt;Since then, my ideas for the setting have evolved quite a bit. Instead of inventing a new kindred whole cloth, I&amp;rsquo;ve decided to use the stats for standard T&amp;amp;T kindreds as described in section 2.12 of the 5.5 rules, except as follows:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;The non-human kindreds all belong to one &lt;em&gt;people&lt;/em&gt;&lt;/strong&gt;, and the different kinds may represent distinct bloodlines or families. By humans, they are known collectively as the Hidden People or Weird Folk. Storytellers and skalds call them by many names, including &lt;em&gt;mares&lt;/em&gt;, &lt;em&gt;moroi&lt;/em&gt;, &lt;em&gt;mara-born&lt;/em&gt;, &lt;em&gt;trowe&lt;/em&gt;, and &lt;em&gt;wights&lt;/em&gt;.&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;strong&gt;Hidden People are inherently magical.&lt;/strong&gt; In game terms, this is represented by the optional &lt;em&gt;Power&lt;/em&gt; ability, which they may use in addition to &lt;em&gt;Strength&lt;/em&gt; for spellcraft or to resist hostile magic. Humans rely on their natural &lt;em&gt;Strength&lt;/em&gt; to power spells.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Players roll ability scores normally, applying a &amp;times;1/10 multiplier to &lt;strong&gt;Power&lt;/strong&gt; for human characters, and &amp;times;1 for all other Kindreds.&lt;/em&gt;&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Hidden People suffer the curse of cold iron&lt;/strong&gt;, detailed below.&lt;/li&gt;
&lt;li&gt;&amp;ldquo;Fairies&amp;rdquo; fly using an innate &lt;em&gt;Fly Me&lt;/em&gt; spell (a Level 3 spell from section 2.22.4), which they perform for a third of the listed casting cost (3 POW), like the Leprechaun&amp;rsquo;s &lt;em&gt;Wink-Wing&lt;/em&gt; ability.&lt;/li&gt;
&lt;li&gt;Since there is no &amp;ldquo;Wizards&amp;rsquo; Guild&amp;rdquo; in the world of Northmarch, &amp;ldquo;Leprechauns&amp;rdquo; may begin play with a full complement of Level 1 spells.&lt;/li&gt;
&lt;/ul&gt;
&lt;h3&gt;The curse of cold iron&lt;/h3&gt;
&lt;p&gt;Hidden People touched by cold iron are deprived of their natural mana recovery until the iron is removed. Equipping weapons or armor made from iron or steel costs them &lt;em&gt;Power&lt;/em&gt; or &lt;em&gt;Strength&lt;/em&gt; equal to the item&amp;rsquo;s required minimum &lt;em&gt;Strength&lt;/em&gt;, just as if casting a spell. Other iron items may have the same draining effect at the &lt;abbr&gt;GM&lt;/abbr&gt;&amp;rsquo;s discretion.&lt;/p&gt;
	
&lt;/p&gt;

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      <pubDate>Tue, 08 Mar 2011 20:36:00 -0800</pubDate>
      <title>T&amp;T Actual Play: A brief visit to the Tower of the Stargazer</title>
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      <description>&lt;p&gt;
	&lt;p&gt;This is a report that I originally published at &lt;a href="http://trollbridge.proboards.com/index.cgi?action=display&amp;amp;board=running&amp;amp;thread=2142&amp;amp;page=1#30850"&gt;the Trollbridge&lt;/a&gt;, which I am reposting here for my archives. &lt;strong&gt;This post contains spoilers&lt;/strong&gt;, but as you&amp;rsquo;ll see, the players were timid and didn&amp;rsquo;t uncover much!&lt;/p&gt;
&lt;p&gt;On &lt;a href="http://www.tenkarstavern.com/2010/08/lotfp-weird-fantasy-tower-of-stargazer.html"&gt;Tenkar&amp;rsquo;s recommendation&lt;/a&gt;, I recently bought the &lt;abbr&gt;PDF&lt;/abbr&gt; of James Raggi&amp;rsquo;s &lt;a href="http://www.rpgnow.com/product_info.php?products_id=82999"&gt;Tower of the Stargazer&lt;/a&gt;, an adventure for Old School &lt;cite&gt;D&amp;amp;D&lt;/cite&gt; and its simulacra.&lt;/p&gt;
&lt;p&gt;So, my nephew came over for the weekend and we had a chance to play some &lt;cite&gt;Tunnels &amp;amp; Trolls&lt;/cite&gt;. Last time we played, the party was on the way to Millet&amp;rsquo;s Crossing to assist the town against a spate of recent goblin raids. When we started playing this time, I asked them if they&amp;rsquo;d rather explore the Skolari Vaults or the Tower of the Stargazer, and they picked the Tower.&lt;/p&gt;
&lt;p&gt;My daughter had two characters and my nephew had two, but my wife joined us and took over one of my daughter&amp;rsquo;s characters. So the company consisted of the following:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Gibious &amp;ldquo;Gibby&amp;rdquo; Gibbson Galfred Jr:&lt;/strong&gt; Level 3 Human Warrior, Marshal of Northmarch, and survivor of both &lt;cite&gt;Naked Doom&lt;/cite&gt; (which included a short &lt;cite&gt;DED&lt;/cite&gt; run) by Ken St. Andre and the &amp;ldquo;Ice Caverns of Seralind&amp;rdquo; by A.R. Holmes.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Link:&lt;/strong&gt; Level 2 Human Warrior with a ratling tail, survivor of &lt;cite&gt;Dungeon of the Rat&lt;/cite&gt; by Mike Hill.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Severus Davey Havock:&lt;/strong&gt; Level 2 &lt;a href="http://delver.posterous.com/kindreds-of-yggsgraf"&gt;Changeling&lt;/a&gt; Wizard, a Druid with a Goth affectation. This journey to Millet&amp;rsquo;s Crossing is his first adventure.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Ron Shadow:&lt;/strong&gt; Level 1 Changeling Rogue. This is his first adventure too.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;As the party crossed the wild lands of &lt;a href="http://delver.posterous.com/the-world-of-yggrsgraf-a-setting-for-tunnels"&gt;Northmarch&lt;/a&gt;, their food supplies began to dwindle and they realized they would need to find a food cache, and that&amp;rsquo;s when they saw the tower in the distance. &amp;ldquo;&lt;em&gt;Great&lt;/em&gt;,&amp;rdquo; said my wife.&lt;/p&gt;
&lt;p&gt;As they approached the tower, they were stunned by the otherworldly atmostphere: the circle of steel lightning rods, the blasted moon-like landscape within, and the constant crashes of lightning. As they crossed the circle toward the great iron doors, they noticed a the corpse of a master burglar famous for staging impossible break-ins.&lt;/p&gt;
&lt;p&gt;When they reached the door, they argued about whether or not to use the knocker until one of the characters knocked, sending a resounding BONG echoing across the hills. The doors opened of their own accord into a dark foyer. After lighting a torch (they also had the light of Gibby&amp;rsquo;s crystal hand), they proceeded into a spotless room, with two coffee tables and some adjacent chairs. They peeked into a coat closet and then proceeded into what appeared to be a dining hall.&lt;/p&gt;
&lt;p&gt;There they saw a great table, a statue, a flight of stairs going up, and a china cabinet. They realized that a stack of crates was a facade, but they decided not to move it. Ron inspected the china cabinet and found a few wine bottles.&lt;/p&gt;
&lt;p&gt;That&amp;rsquo;s when they decided to high-tail it, taking only the wine! They were so creeped out by the absence of obvious threats, like monsters and such, that they just took off! They literally left after exploring one and a half rooms! I was stunned. They picked their way back across the blasted hilltop, and chose to contend with the threat of starvation instead of exploring an abandoned tower. Guided by the Druid, they foraged for roots and berries, and made it to Millet&amp;rsquo;s Crossing.&lt;/p&gt;
&lt;p&gt;My wife explained her choice saying that she usually plays warriors, but this time she was playing Severus, and she was put off by the wizard&amp;rsquo;s negative Combat Adds. She figured there was too much risk sticking around such a strange and lonely place.&lt;/p&gt;
&lt;p&gt;I was totally shocked by this turn of events, but I&amp;rsquo;ve been looking forward to running the Skolari Vaults for a long time, which we got started with while Little Nephew is still here. I&amp;rsquo;ll keep Tower of the Stargazer for another time. ;)&lt;/p&gt;
	
&lt;/p&gt;

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      <pubDate>Tue, 01 Mar 2011 21:49:00 -0800</pubDate>
      <title>Tunnels &amp; Trolls on sale now until 7 March</title>
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	&lt;p&gt;If you&amp;rsquo;ve been waiting for a great opening to check out &lt;cite&gt;T&amp;amp;T&lt;/cite&gt;, now is your chance! The &lt;a href="http://www.rpgnow.com/product_info.php?products_id=59112{1}1"&gt;7.5th Edition Rules&lt;/a&gt; by Ken St. Andre are on sale now at RPGNow. It&amp;rsquo;s a great deal, and an awesome game.&lt;/p&gt;
&lt;p&gt;&lt;small&gt;[Via &lt;a href="http://www.tenkarstavern.com/2011/03/rpgnow-gm-sale-is-live-thru-march-7th.html"&gt;Tenkar&lt;/a&gt;]&lt;/small&gt;&lt;/p&gt;
	
&lt;/p&gt;

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      <pubDate>Fri, 25 Feb 2011 22:28:00 -0800</pubDate>
      <title>Stunt dice: A tool for lightning combat and fiction-rich role-playing in D&amp;D</title>
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      <description>&lt;p&gt;
	&lt;p&gt;A few weeks ago, Red started what became a series of posts aimed at speeding up combat in &lt;cite&gt;D&amp;amp;D&lt;/cite&gt;: &lt;a href="http://www.theredboxblog.com/2011/02/10/speed-i-am-speed/"&gt;&amp;ldquo;Speed I am Speed&amp;rdquo;&lt;/a&gt;, &lt;a href="http://www.theredboxblog.com/2011/02/11/8-reasons-to-never-surrender/"&gt;&amp;ldquo;8 Reasons to Never Surrender&amp;rdquo;&lt;/a&gt;, and &amp;ldquo;Extreme &lt;abbr title="role-playing game"&gt;RPG&lt;/abbr&gt; Makeover&amp;rdquo; Parts &lt;a href="http://www.theredboxblog.com/2011/02/14/extreme-rpg-makeover-part-1/"&gt;1&lt;/a&gt;, &lt;a href="http://www.theredboxblog.com/2011/02/15/extreme-rpg-makeover-part-2/"&gt;2&lt;/a&gt; &amp;amp; &lt;a href="http://www.theredboxblog.com/2011/02/16/extreme-rpg-makeover-part-3/"&gt;3&lt;/a&gt;. In the comments, there was a stimulating conversation about dramatic pacing in story-oriented media and role-playing games, and I brought up some experiences with &lt;cite&gt;Tunnels &amp;amp; Trolls&lt;/cite&gt;, &lt;cite&gt;Sorcerer&lt;/cite&gt;, and &lt;cite&gt;Trollbabe&lt;/cite&gt;, each of which offer cool and compelling aproaches to the topic. I&amp;rsquo;ve been meaning to expand my comments there into a series of blog posts, but I haven&amp;rsquo;t gotten around to it.&lt;/p&gt;
&lt;p&gt;Earlier this week, Red posted another piece about &lt;a href="http://www.theredboxblog.com/2011/02/20/prophecy-points-as-a-reward-for-role-playing/"&gt;how to reward good role-playing&lt;/a&gt;, and the &lt;cite&gt;Dungeon&amp;rsquo;s Master&lt;/cite&gt; blog &lt;a href="http://dungeonsmaster.com/2011/02/5-tips-role-playing/"&gt;took up that subject recently too&lt;/a&gt;. Since one of my ideas about how to ratchet up the speed of combat hooks into richer role-playing, I thought it would be wise to get it down.&lt;/p&gt;
&lt;p&gt;The idea is pretty simple, and it revolves around something I&amp;rsquo;m currently calling &amp;ldquo;stunt dice&amp;rdquo;. Here&amp;rsquo;s how it works:&lt;/p&gt;
&lt;h3&gt;Lightning combat&lt;/h3&gt;
&lt;p&gt;Every time you land a &amp;ldquo;hit&amp;rdquo; in combat, you earn &lt;strong&gt;one stunt die&lt;/strong&gt; (1d6), which you can add to any subsequent damage roll or roll to hit for the rest of the encounter. When you get a stunt die, you can use it right away or bank it, but any stunt dice you get expire at the end of the current encounter.&lt;/p&gt;
&lt;p&gt;You can spend one or more stunt dice on any roll: just throw them with the other relevant die or dice and include them in the total. Whenever you use stunt dice, it&amp;rsquo;s up to you to narrate something &lt;em&gt;special&lt;/em&gt; or &lt;em&gt;interesting&lt;/em&gt; about the action&amp;mdash; picture the cool stuff you want your character to do, and describe it. Once you use stunt dice, they are gone.&lt;/p&gt;
&lt;p&gt;How does this speed up combat? The stunt dice give a mechanical edge to getting the jump on your enemy, making the hits hit harder or dovetailing into better positioning for key moments of the player&amp;rsquo;s choice, which translates into better chances to land those attacks. If you&amp;rsquo;re routing your enemies, it&amp;rsquo;s no longer a game of slow attrition to batter down their last few hit points. After you reach the tipping point, and the enemies really are out of tricks, it shouldn&amp;rsquo;t be a long slog to cement a decisive victory.&lt;/p&gt;
&lt;p&gt;Beware, adventurers! Your opponents will be hitting harder too. Did you think stunt dice were only for you?&lt;/p&gt;
&lt;h3&gt;Stunt dice in exploration and social conflicts&lt;/h3&gt;
&lt;p&gt;In my view &amp;ldquo;combat&amp;rdquo; and &amp;ldquo;role-playing&amp;rdquo; aren&amp;rsquo;t different activities in a &lt;em&gt;role-playing game&lt;/em&gt;, but after playing &lt;cite&gt;D&amp;amp;D&lt;/cite&gt; Encounters for a few months, I can see why people make the distinction. In contemporary &lt;cite&gt;D&amp;amp;D&lt;/cite&gt; combat, people tend to treat their characters as pawns in a tactical challenge with little emphasis on their passions and personalities. Instead, it&amp;rsquo;s during exploration and social encounters that they develop their character&amp;rsquo;s persona.&lt;/p&gt;
&lt;p&gt;So outside of combat, stunt dice are awarded for good role-playing. What I mean by &amp;ldquo;good role-playing&amp;rdquo; is any time someone announces an action that makes the situation more vivid or dramatic for the players at the table. It could be an appropriate quip, a cool description, or a dynamic bit of characterization. Just like in combat, you can use stunt dice right away for a relevant check or bank them until the end of the scene. Once the current scene or montage is over, any remaining stunt dice disappear.&lt;/p&gt;
&lt;p&gt;You can use stunt dice for any ability or skill check that builds on the action that earned you stunt dice in that scene. When you use stunt dice in exploration and social conflicts, it&amp;rsquo;s your job to narrate the action with flair!&lt;/p&gt;
&lt;h3&gt;Recursion: Did you mean recursion?&lt;/h3&gt;
&lt;p&gt;The idea of stunt dice is an amalgamation of the &lt;a href="http://bloodthornpress.wordpress.com/2008/10/17/sorcerer-unbound-system-transforms-situation/"&gt;currency mechanics of &lt;cite&gt;Sorcerer&lt;/cite&gt;&lt;/a&gt;, the intense role-playing game by Ron Edwards, and the innovative stunt system of Green Ronin&amp;rsquo;s &lt;cite&gt;Dragon Age &lt;abbr&gt;RPG&lt;/abbr&gt;&lt;/cite&gt;. My goal for stunt dice is to give players a way to escalate the momentum when they want to, and to give the GM a non-punitive way to encourage fiction-rich role-playing. I plan to give it shot over the next few weeks and see how it works.&lt;/p&gt;
	
&lt;/p&gt;

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      <pubDate>Tue, 22 Feb 2011 22:44:00 -0800</pubDate>
      <title>Weird fantasy rekindled: DIY D&amp;D in Forgotten Kingdoms</title>
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      <description>&lt;p&gt;
	&lt;p&gt;In my last post, I began to sketch out a setting for &lt;abbr title="Do It Yourself"&gt;&lt;span class="caps"&gt;DIY&lt;/span&gt;&lt;/abbr&gt; &lt;cite&gt;D&amp;amp;D&lt;/cite&gt;, &lt;a href="http://delver.posterous.com/spiking-the-opium-of-the-masses-rekindling-we"&gt;using &lt;cite&gt;Heroes of the Forgotten Kingdoms&lt;/cite&gt; as my only rules reference&lt;/a&gt;:&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;Imagine a world similar to Tolkein&amp;rsquo;s Middle Earth, only in this world the Dark Power prevailed. A thousand years later the free peoples of the last age are no more, and their legacy lies in ruin. Humans barely cling to a barren existence in subjugation, the Elves having departed to havens beyond the earth before the cataclysm, the Dwarves having turned to stone deep inside their mountain fortresses. No one knows what happened to the tender halflings who once lived in a peaceful backwater of the empire, but their land is now torn by marauding horrors.&lt;/p&gt;
&lt;p&gt;Gone are the independent warriors, the sagely wizards, the holy clerics, and the clever rogues who once stood&amp;mdash; and broke &amp;mdash;against tides of evil in ages past. They failed. The would-be heroes of this world are scattered, debased, and forgotten. Think of the rebelion presented in the original &lt;cite&gt;Star Wars&lt;/cite&gt; trilogy&amp;mdash; vagabonds, aliens, and bizarre hyrbids who confront and harness the Weird. They eek out tenuous life-styles in blasted landscapes that stretch across the shattered borderlands of ancient kingdoms, or ply their trades in sprawling labyrinthine citadels ruled by priests of the Dark Power.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;Here are my current notions about the setting; It&amp;rsquo;s all subject to revision, especially as I get feedback from players:&lt;/p&gt;
&lt;h3&gt;Look &amp;amp; feel&lt;/h3&gt;
&lt;p&gt;The &amp;ldquo;Dark Power&amp;rdquo; in this setting is &lt;em&gt;Ulhula Hekate&lt;/em&gt;, the goddess of the moon, transformation, and death. Her sacred bird is the owl, who ferries souls of the dead to the Silent City, the capital of Hekate&amp;rsquo;s Imperium.&lt;/p&gt;
&lt;p&gt;The look and feel of the Imperium harkens most of all to &lt;cite&gt;One Thousand And One Nights&lt;/cite&gt;, with traces of Aztec, Inka, and ancient Egyptian culture in the mix: sultry bazaars, great thronging cities with narrow twisting streets and minarets on towering spires, rich merchants, pious sheiks, penniless adventurers, and a blasted landscape churning with wild sandstorms, cunning Ifrits, and hungry Ghouls.&lt;/p&gt;
&lt;p&gt;Toss in a soundless necropolis at the center of it all, and advance the society to a tenuous industrial age, with mechanized factories powered by ghosts. On the outskirts of the Imperium are a variety of small vassal states and barbarian territories&amp;mdash;collectively known as the Forgotten Kingdoms&amp;mdash;who give the empire souls for it&amp;rsquo;s factories in exchange for relative autonomy and peace.&lt;/p&gt;
&lt;h3&gt;Castes &amp;amp; kindreds&lt;/h3&gt;
&lt;p&gt;The Imperium is organized into a rigid caste system, with the soulless Drow on top, followed by Half-orks and other Ork-kin, then Humans. The Drow of this world are the most elite and refined of the Ork kindreds.&lt;/p&gt;
&lt;p&gt;Orks themselves come from Elven ancestry, but they were bred for war, making them apex predators. As progeny of the Feywild, Orks and Drow cannot die of natural causes, and they have no souls to enslave when killed.&lt;/p&gt;
&lt;p&gt;The Dragonborn, Tieflings, and Half-Elves are &lt;em&gt;untouchables&lt;/em&gt;. They represent inhuman bloodlines that became mingled with certain families long ago. All of them can pass as human, but others can make a Perception vs Bluff check to detect their true natures.&lt;/p&gt;
&lt;p&gt;Half-Elves are the last remnant of the once-noble Elves, who retreated into the Feywild from Hekate&amp;rsquo;s hordes. The Dragonborn are descendents of human-dragon hybrids, and they can transform from human to half-dragon form (or back) as a free action, but they must be in their draconic form to use any racial powers. Tieflings are the offspring of humans and chaotic Ifrits.&lt;/p&gt;
&lt;h3&gt;The Heroes&lt;/h3&gt;
&lt;p&gt;The players take the roles of champions in an underground movement called &amp;ldquo;the Returners&amp;rdquo; (an obvious homage to &lt;cite&gt;Final Fantasy VI&lt;/cite&gt;). the Returners struggle to liberate humans and their hybrid kindreds from Hekate&amp;rsquo;s rule, create safe freeholds, and end the soul tribute that powers the Imperium. How they do this is up to the players&amp;mdash;The Returners are a decentralized network with no chain of command, and each party sets it&amp;rsquo;s own goals.&lt;/p&gt;
&lt;p&gt;This approach has several interesting advantages:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;No obligatory tavern scenes:&lt;/strong&gt; Each player can decide how her character joined the Returners and why, and what ties she has with the other characters, if any. We can get right to the action without having the awkward question of why these people are working together, anyway. The group provides a framework for collective action, even if the characters are strangers.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Short missions:&lt;/strong&gt; Since each party of Returners is a small group with limited resources, their ambitions at any given time are likely to be pretty local in scope. By keeping the focus on short adventures, the players can enjoy a series of loosely-connected missions without committing months or years to a campaign of unbounded scope. That way we can play other games as we are led, and recognize and appreciate the end of the series when it comes.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;The character stable:&lt;/strong&gt; Players may wish to try out different characters for different adventures just to mix it up, or even play missions with entirely different groups of characters in different parts of the world. Some characters may develop their own plots that take them out of play temporarily, and others might disappear, retire, or betray the alliance. A loose affiliation like the Returners provides a ready stable of potential characters and adventure hooks so that players can take the roles of a variety of characters when it suits them.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Autonomous, self-directed missions:&lt;/strong&gt; With a group like the Returners, it&amp;rsquo;s easy to toss out a variety of opportunities, problems, threats, and other hooks and develop adventures based on what the players want to play. I have ideas for an introductory adventure just to shake things up, but future quests might be derived whole-cloth from the specific goals of individual characters. Is this what the kids these days mean when they talk about the &amp;ldquo;sandbox&amp;rdquo;? I&amp;rsquo;m interested in running quests that come from what the players care about, and a decentralized group like the Returners gives them the chance to follow their ambitions rather than be puppets of some GM mouthpiece.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Scope for long-term play:&lt;/strong&gt; The short missions create a kind of pulp adventure format, and a good run might be just a few adventures, or even just one. But if the players come back, there&amp;rsquo;s scope for greater challenge as the characters step on up, even including a climactic grand finale with the Goddess of Death. But who knows?&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;I think the fact that there are no Wizards, Rogues, or Clerics in the Forgotten Kingdoms will have a big impact on the style and focus of play. The Returners can&amp;rsquo;t count on the scholarly, formulaic magic of the Wise, nor the self-assured miracles of religious leaders, nor even the legerdemain of the specialized burglar skulking in a cloak with dagger drawn. Their ranks are filled instead with the Druids, Rangers, Paladins, and Warlocks, whose powers are more mysterious and fickle.&lt;/p&gt;
&lt;hr /&gt;
&lt;p&gt;In my next post, I&amp;rsquo;ll talk about the house rules I&amp;rsquo;m currently considering.&lt;/p&gt;
	
&lt;/p&gt;

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      <pubDate>Thu, 17 Feb 2011 22:42:00 -0800</pubDate>
      <title>Spiking the opium of the masses: Rekindling weird fantasy in Type IV D&amp;D</title>
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      <description>&lt;p&gt;
	&lt;p&gt;Imagine a world similar to Tolkein&amp;rsquo;s Middle Earth, only in this world the Dark Power prevailed. A thousand years later the free peoples of the last age are no more, and their legacy lies in ruin. Humans barely cling to a barren existence in subjugation, the Elves having departed to havens beyond the earth before the cataclysm, the Dwarves having turned to stone deep inside their mountain fortresses. No one knows what happened to the tender halflings who once lived in a peaceful backwater of the empire, but their land is now torn by marauding horrors.&lt;/p&gt;
&lt;p&gt;Gone are the independent warriors, the sagely wizards, the holy clerics, and the clever rogues who once stood&amp;mdash; and broke &amp;mdash;against tides of evil in ages past. They failed. The would-be heroes of this world are scattered, debased, and forgotten. Think of the rebelion presented in the original &lt;cite&gt;Star Wars&lt;/cite&gt; trilogy&amp;mdash; vagabonds, aliens, and bizarre hyrbids who confront and harness the Weird. They eek out tenuous life-styles in blasted landscapes that stretch across the shattered borderlands of ancient kingdoms, or ply their trades in sprawling labyrinthine citadels ruled by priests of the Dark Power.&lt;/p&gt;
&lt;p&gt;It&amp;rsquo;s no secret that I&amp;rsquo;ve been &lt;a href="http://delver.posterous.com/tt-encounters"&gt;running the &lt;cite&gt;D&amp;amp;D&lt;/cite&gt; Encounters game&lt;/a&gt; at my local game shop. At first I was motivated to learn what I could from the program to promote the indy games that I enjoy a lot, especially &lt;cite&gt;Tunnels &amp;amp; Trolls&lt;/cite&gt; and &lt;cite&gt;Sorcerer&lt;/cite&gt;. I even ran a demo of &lt;cite&gt;T&amp;amp;T&lt;/cite&gt; when the other players expressed interest in it, and we might come back to it again sometime after the current adventure concludes&amp;mdash; I don&amp;rsquo;t know. But I&amp;rsquo;ve also come to really enjoy playing with this group, even if &lt;cite&gt;D&amp;amp;D&lt;/cite&gt; is all they&amp;rsquo;re interested in playing.&lt;/p&gt;
&lt;p&gt;So this Wednesday I picked up a copy of &lt;cite&gt;Heroes of the Forgotten Kingdoms&lt;/cite&gt;, one of the core books of the &lt;cite&gt;Dungeons &amp;amp; Dragons&lt;/cite&gt; &amp;ldquo;Essentials&amp;rdquo; line. Although this supplement is meant to be used as a companion to &lt;cite&gt;Heroes of the Fallen Lands&lt;/cite&gt;, it suggests a world starkly different than the standard pastiche of fantasy tropes associated with &lt;cite&gt;D&amp;amp;D&lt;/cite&gt;&amp;mdash; &lt;strong&gt;&lt;em&gt;if&lt;/em&gt;&lt;/strong&gt; we take it in isolation. &lt;cite&gt;Heroes of the Forgotten Kingdoms&lt;/cite&gt; presents character creation rules for playing Druids, Paladins, Rangers, and Warlocks, with kindred templates for the Dragonborn, Drow, Half-elves, Half-orcs, Humans, and Tieflings.&lt;/p&gt;
&lt;p&gt;The text assumes that all of these character types live together with the options presented in &lt;cite&gt;Heroes of the Fallen Lands&lt;/cite&gt;: those familiar Fighters, Clerics, Rogues, and Wizards; Dwarves, Elves, and Halflings that are routinely battered into insipid clich&amp;eacute;s by fantasy fiction. But that needn&amp;rsquo;t be the case! &lt;cite&gt;Heroes of the Forgotten Kingdoms&lt;/cite&gt; provides a sufficient foundation for building a complete setting without trotting out the same tired stereotypes and assumptions.&lt;/p&gt;
&lt;p&gt;Part of my reason for &lt;a href="http://delver.posterous.com/kindreds-of-yggsgraf"&gt;abandoning the stock &lt;cite&gt;T&amp;amp;T&lt;/cite&gt; kindreds&lt;/a&gt; for my Yggsgraf setting is that I have no interest in the careless pastiche of fantasy races and cultures that has become the default offering in fantasy role-playing. For a gonzo-style game, I don&amp;rsquo;t mind having the Dwarves who speak with an inexplicable Scottish brogue&amp;mdash; heck, I&amp;rsquo;ve even run games for my daughter in which she played &lt;a href="http://finalfantasy.wikia.com/wiki/Moogle#Final_Fantasy_Crystal_Chronicles"&gt;a Moogle&lt;/a&gt;, a Shih Tzu warrior named &lt;a href="http://www.flickr.com/photos/hilarious/243295924/"&gt;Fluffy&lt;/a&gt;, and most recently &lt;a href="http://zelda.wikia.com/wiki/Goron"&gt;a Goron&lt;/a&gt;. I just think that the character options should be carefully selected with respect to the setting, situation, and tone of the game you want to play.&lt;/p&gt;
&lt;p&gt;Right now I don&amp;rsquo;t want to clutter my game with the same old stereotypes&amp;mdash; if I include a kindred or character type, it should be an interesting and exciting part of the fiction. That&amp;rsquo;s why reading &lt;cite&gt;Heroes of the Forgotten Kingdoms&lt;/cite&gt; unexpectedly sparked my imagination: What would the world be like if these were the only character options available? No wizards or clerics, just wild druids and Chaos-bound warlocks. Now that could be interesting! The setting notes above present just one possibility, but it&amp;rsquo;s a possibility that makes &lt;cite&gt;D&amp;amp;D&lt;/cite&gt; interesting to me again: dungeoneering that confronts, unshackles, and &lt;a href="http://dndwithpornstars.blogspot.com/2011/01/philosophical-implications-of-weird.html"&gt;embraces the Weird&lt;/a&gt; once more!&lt;/p&gt;
	
&lt;/p&gt;

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      <pubDate>Tue, 14 Dec 2010 09:23:00 -0800</pubDate>
      <title>Kindreds of Yggsgraf</title>
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	&lt;p&gt;In Yggsgraf there aren&amp;rsquo;t a bunch of &lt;em&gt;demihumans&lt;/em&gt; running around. It&amp;rsquo;s a world more informed by the folklore and dark fairy tales of our world than the exhaustive taxonomies routinely included in fantasy literature and role-playing games. There are &lt;em&gt;humans&lt;/em&gt;, and there are the &lt;em&gt;others&lt;/em&gt;, a hidden people with their own weird customs and magic. I&amp;rsquo;ll call them &lt;a href="http://en.wikipedia.org/wiki/Wight"&gt;wights&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;Wights seem familiar and yet alien, like the elves, goblins, trolls, and great fairies of folklore. There are two kinds: the Fair and the Dread. They move in twilight, guarding mounds, tombs, and wild places. They recoil from the touch of iron and they steal human children, leaving their changelings behind in exchange. They are fell and dweomercrafty, and speak with animals. In their secret lairs and citadels, they may be solitary or social. Wights are very rare in human society&amp;mdash; only those who swear an unbreakable oath of allegiance to a human master and are branded with their master&amp;rsquo;s mark are available to players.&lt;/p&gt;
&lt;p&gt;That makes three playable kindreds for a starting delver: humans, wights, and changelings. Here are the relevant game terms for each:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Humans:&lt;/strong&gt; Humans are very adaptable&amp;mdash; multiply any ability x4/3 (player&amp;rsquo;s choice). Humans can be Warriors or Rogues, but not full Wizards.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Wights:&lt;/strong&gt; Wights may be any Type, but are very obviously not human. Drop one die when using weapons of iron or steel, and halve the protection from iron or steel armor. They also have an extra &amp;ldquo;Wight-born&amp;rdquo; talent, useful for knowing the ways of their kindred and speaking with animals. In human society they depend on their human patrons to stave off intolerance and suspicion.             
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Fair wights&lt;/strong&gt; require a minimum 15 Charisma before Kin multipliers. They get IQ &amp;amp; CHA x3/2, CON x1/3. Fair wights tend to be inhumanly enchanting; the player should pick a few strange habits and effects that give the Fair wight away.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Dread wights&lt;/strong&gt; may have no greater than 9 in Charisma before Kin multipliers. They get STR &amp;amp; CON x3/2, CHA x1/3. The player should pick some off-putting, frightening, or beast-like traits for a Dread wight.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Changelings&lt;/strong&gt; appear to be human in every way, but they are clearly exceptional. A changeling player can multiply any ability x3/2, offset by any other ability x2/3. Changelings can be any Type, and they can use iron with a penalty -1 to the weapon adds and/or protection value.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;I stole these ideas mercilessly from &lt;a href="http://www.indie-rpgs.com/forge/index.php?topic=27783.0"&gt;Eero Tuovinen&lt;/a&gt;, &lt;a href="http://mikemonaco.wordpress.com/2010/06/08/other-races-in-dd-part-two-some-crunch/"&gt;Mike Monaco&lt;/a&gt;, &lt;a href="http://index.rpg.net/display-entry.phtml?mainid=4569"&gt;Vincent Baker&lt;/a&gt; and others, but the flavor comes from Norse mythology and other fairy tales. In my favorite stories, fairy encounters aren&amp;rsquo;t distinguished so much by the &lt;em&gt;species&lt;/em&gt; of the fairy, as much as it is by the being&amp;rsquo;s unique otherworldly &lt;em&gt;character&lt;/em&gt;.&lt;/p&gt;
	
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      <pubDate>Thu, 02 Dec 2010 15:40:00 -0800</pubDate>
      <title>You are Chosen! (Another Specialist Type for T&amp;T)</title>
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	&lt;p&gt;The Chosen is someone who can call upon the subtle and capricious power of a divine patron. A Chosen One may be the incarnation of a deity or the powerful prophet or apostle of a god or goddess.&lt;/p&gt;
&lt;p&gt;If you roll natural triples in Charisma when creating your character and get a result of at least 15, you can create a Chosen One. The Chosen is in every way like a Rogue, with all the same allowances and restrictions, except as follows:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;The Chosen, like a Warrior, can never learn magic.&lt;/li&gt;
&lt;li&gt;The Chosen has the &lt;em&gt;Holy Pilgrim&lt;/em&gt; talent, which she can use to &lt;strong&gt;channel the power of her deity&lt;/strong&gt;&amp;mdash; see below. (This replace&amp;rsquo;s the Rogue&amp;rsquo;s &lt;em&gt;Roguery&lt;/em&gt; talent.)&lt;/li&gt;
&lt;li&gt;When you create a Chosen One, you and the &lt;abbr title="game master"&gt;GM&lt;/abbr&gt; define a deity and it&amp;rsquo;s domain of influence in the campaign world.&lt;/li&gt;
&lt;li&gt;If using the advancement rules from &lt;cite&gt;T&amp;amp;T&lt;/cite&gt; 7.5, the Chosen&amp;rsquo;s &lt;em&gt;Level Attributes&lt;/em&gt; would be the same as a Citizen: Strength, Constitution, Luck, and Charisma.&lt;/li&gt;
&lt;/ul&gt;
&lt;h3&gt;Channeling divine power&lt;/h3&gt;
&lt;p&gt;Channeling divine power doesn&amp;rsquo;t use &lt;cite&gt;T&amp;amp;T&lt;/cite&gt;&amp;rsquo;s default magic system. Whenever you want to channel the deity&amp;rsquo;s power, your character must vocally petition her deity. Pick a Saving Roll level on Charisma: If you make it, you can apply that many dice as a temporary bonus or penalty to a specified ability score, Saving Roll, attack, or defense. If you fail, you lose Charisma equal to the Saving Roll level, which you can only recover through prayer or by performing a liturgy to your god or goddess. On a &lt;em&gt;fumbled&lt;/em&gt; roll, you can&amp;rsquo;t channel divine power again until you have a chance to pray or perform a liturgy.&lt;/p&gt;
&lt;p&gt;Here are some examples of channeling divine power in action:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Fafnir the Prophet of Thor asks the Thunderer to charge his hammer with a booming peal. The player calls a Level 3 &lt;abbr title="Saving Roll"&gt;SR&lt;/abbr&gt; on Charisma, and succeeds. The blessed attack does three extra dice of damage, one time.&lt;/li&gt;
&lt;li&gt;Umbra, incarnate of the Lord of Shadows, commands the darkness to conceal his attempt to sneak into a chieftain&amp;rsquo;s bedchamber. He makes a level two &lt;abbr title="Saving Roll"&gt;SR&lt;/abbr&gt; on Charisma, gaining a 2-die bonus to the stealth Saving Roll. [These two dice act as an &lt;em&gt;ability&lt;/em&gt; bonus, and don&amp;rsquo;t count for &lt;abbr&gt;DARO&lt;/abbr&gt; or prevent automatic failure if the stealth roll fumbles.]&lt;/li&gt;
&lt;li&gt;Faith Healer Fred wants to heal a mortally-wounded companion, so he utters a prayer along with a level five Saving Roll on Charisma. If he makes it, his fallen friend recovers five dice of hit points.&lt;/li&gt;
&lt;li&gt;Nuala, prophet of the Hearth Goddess, asks the flames to shield a sleeping chieftain from the assassin who snuck into his bedchamber. She makes a level 4 &lt;abbr title="Saving Roll"&gt;SR&lt;/abbr&gt; on Charisma, granting the chieftain 4 dice of protection when the flames blaze up against a single blow.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;The effect of divine powers can be subtle or dramatic, depending on the situation. They may even appear spell-like, but their mechanical imact is limited to the bonus or penalty they confer, and whatever narrative consequences the &lt;abbr&gt;GM&lt;/abbr&gt; deems suitable.&lt;/p&gt;
&lt;p&gt;The &lt;em&gt;range&lt;/em&gt; of such blessings and curses is constrained only by the deity&amp;rsquo;s domain and the &lt;abbr&gt;GM&lt;/abbr&gt;&amp;rsquo;s discretion; likewise with the &lt;em&gt;timing&lt;/em&gt;: a Chosen One could utter a blessing that effects events instantly or far in the future. The &lt;em&gt;duration&lt;/em&gt; is usually limited to one action or one combat round, but the &lt;abbr&gt;GM&lt;/abbr&gt; may allow an extended effect by increasing the Saving Roll level.&lt;/p&gt;
&lt;h3&gt;Words of power&lt;/h3&gt;
&lt;p&gt;Sometimes the player of a Chosen One will come up with something that can&amp;rsquo;t be defined by a bonus or a penalty, but it&amp;rsquo;s so awesome that the &lt;abbr&gt;GM&lt;/abbr&gt; will want to go with it. The character speaks a command, and reality is overthrown by words of power. How do you handle it?&lt;/p&gt;
&lt;p&gt;Remember in &lt;cite&gt;The Fellowship of the Ring&lt;/cite&gt; when Gandalf smashes the Bridge of Khazad-D&amp;ucirc;m with the words &amp;ldquo;You cannot pass&amp;rdquo;? Or in &lt;cite&gt;The Return of the King&lt;/cite&gt; when Gandalf cries &amp;ldquo;Saruman, your staff is broken&amp;rdquo; and shatters Saruman&amp;rsquo;s staff? That&amp;rsquo;s &lt;em&gt;exactly&lt;/em&gt; what I have in mind.&lt;/p&gt;
&lt;p&gt;In &lt;cite&gt;Tunnels &amp;amp; Trolls&lt;/cite&gt; you can almost always use a Saving Roll on Luck to adjudicate an extraordinary petition: just apply the rules for channeling divine power to boost your Luck. The &lt;abbr title="game master"&gt;GM&lt;/abbr&gt; will dial the difficulty somewhere between &lt;em&gt;challenging&lt;/em&gt; (say level 3), &lt;em&gt;incredible&lt;/em&gt; (level 6), &lt;em&gt;ridiculous&lt;/em&gt; (level 9), or beyond based on the situation.&lt;/p&gt;
&lt;h3&gt;Doubt &amp;amp; despair&lt;/h3&gt;
&lt;p&gt;When a Chosen One demands too much of her deity&amp;mdash; and fails the Charisma Saving Roll &amp;mdash;she suffers &lt;em&gt;doubt&lt;/em&gt;, which temporarily reduces her Charisma by an ammount equal to the failed Saving Roll&amp;rsquo;s level. Doubt effects every subsequent attempt to petition her deity, which can create a spiral of doubt that leads to despair. If her Charisma reaches zero, doubt has become &lt;em&gt;despair&lt;/em&gt;&amp;mdash; it&amp;rsquo;s up to the &lt;abbr&gt;GM&lt;/abbr&gt; to decide what this means based on the circumstances, but slavishly following any order given by other characters, including enemies, is one possibility.&lt;/p&gt;
&lt;h3&gt;Prayer &amp;amp; liturgy&lt;/h3&gt;
&lt;p&gt;The only way to recover the Charisma depleted by doubt is through prayer or by performing a liturgy for followers of your character&amp;rsquo;s diety.&lt;/p&gt;
&lt;p&gt;Ten minutes (one Full Turn) of uninterupted prayer allows a Chosen One to recover one point of Charisma. The Chosen may be joined in prayer by other sincere votaries, but she will not recover from doubt if anyone present does not share her faith&amp;mdash; so Chosen Ones often retreat into solitude for prayer. Prayers that take place during appropriate periods (ie. sunrise, for a sun worshiper) allow the Chosen to recover lost Charisma up to her level.&lt;/p&gt;
&lt;p&gt;Liturgies are special events of communal veneration of a diety. A liturgy must be at least one hour in length, and it requires sacred art, consecrated symbols, or hallowed ground, and at least one sincere &lt;abbr title="non-player character"&gt;NPC&lt;/abbr&gt; worshiper per level of the Chosen One. Performing a liturgy refreshes a Chosen One&amp;rsquo;s Charisma completely.&lt;/p&gt;
&lt;p&gt;Liturgies also serve to root the Chosen into her setting, making the fiction a pressing concern for the player through the &lt;abbr title="non-player character"&gt;NPC&lt;/abbr&gt;s she interacts with. [I completely stole this idea from LostSoul&amp;rsquo;s &lt;a href="http://www.enworld.org/forum/4e-discussion/278034-d-d-4th-edition-hack-fiction-first-playtest.html"&gt;&amp;ldquo;fiction-first&amp;rdquo; hack for &lt;cite&gt;D&amp;amp;D&lt;/cite&gt;&lt;/a&gt;.]&lt;/p&gt;
&lt;h3&gt;Why another Specialist Type?&lt;/h3&gt;
&lt;p&gt;Here&amp;rsquo;s why: Last night I introduced &lt;cite&gt;Tunnels &amp;amp; Trolls&lt;/cite&gt; to &lt;a href="http://delver.posterous.com/tt-encounters"&gt;the gaming group with whom I&amp;rsquo;ve been playing Type IV &lt;cite&gt;D&amp;amp;D&lt;/cite&gt;&lt;/a&gt;. After playing several sessions, I got the impression that the main appeals of &lt;cite&gt;D&amp;amp;D&lt;/cite&gt; for this group were brand-recognition and nostalgia&amp;mdash; the actual play of the 4th edition game didn&amp;rsquo;t seem to be hitting the high notes of anyone&amp;rsquo;s interest in role-playing. It seemed like everyone wanted faster combat, and more interaction with the fiction, which &lt;cite&gt;T&amp;amp;T&lt;/cite&gt; delivers in spades.&lt;/p&gt;
&lt;p&gt;Anyway, this post is the result of what might be an unorthodox experiment. After several post-game discussions, we decided to give &lt;cite&gt;Tunnels &amp;amp; Trolls&lt;/cite&gt; a try, bringing over all their current characters and quests. My notes on preparing such a possibly &lt;a href="http://trollbridge.proboards.com/index.cgi?board=combat&amp;amp;action=display&amp;amp;thread=2041"&gt;ill-advised conversion can be found here&lt;/a&gt;. With one major exception, I&amp;rsquo;d say the experiment was a pretty rousing good time for all, and I &lt;em&gt;think&lt;/em&gt; the group is willing and excited to continue the current campaign under the auspices of &lt;cite&gt;T&amp;amp;T&lt;/cite&gt;, but we&amp;rsquo;ll see.&lt;/p&gt;
&lt;p&gt;The big problem that cropped up is that &lt;cite&gt;Tunnels &amp;amp; Trolls&lt;/cite&gt; doesn&amp;rsquo;t include a distinct Cleric-type. Generally, &lt;cite&gt;T&amp;amp;T&lt;/cite&gt; is flexible enough that this isn&amp;rsquo;t a problem when you&amp;rsquo;re creating a new character from scratch&amp;mdash; you can create Citizens, Warriors, Rogues, Wizards, or Specialists who are driven by their faith, and resolve the details of that with the Talents and Spells you pick. When I converted the party&amp;rsquo;s &lt;em&gt;Sun Warpriest Cleric&lt;/em&gt;, I made her a &lt;cite&gt;T&amp;amp;T&lt;/cite&gt; Paragon, and to distinguish her from the party&amp;rsquo;s Wizard, I chose spells that I thought would reflect the divine origin of her powers. The result was a character that lost the main things that the player thought was cool&amp;mdash; even though it was a pre-generated character that came with the adventure we&amp;rsquo;re running, the player was attached to specific powers and abilities she had.&lt;/p&gt;
&lt;p&gt;After the game, I looked over the pre-generated Cleric character again, wondering if there was a better way to convert her into something &lt;cite&gt;T&amp;amp;T&lt;/cite&gt;-compatible. Since her listed powers weren&amp;rsquo;t exactly parallel to the &lt;cite&gt;T&amp;amp;T&lt;/cite&gt; spell list, especially those available to a level one character, I thought it would be wise to use a more free-form magic system in this case. If it&amp;rsquo;s of any use to others, that&amp;rsquo;s a complete accident, but I think it might solve this specific problem pretty well: &lt;em&gt;all&lt;/em&gt; of this Cleric&amp;rsquo;s abilities can be framed using the mechanics outlined above.&lt;/p&gt;
&lt;p&gt;I think. ;) If I get a chance to test these mechanics in actual play, I&amp;rsquo;ll know if I&amp;rsquo;m on the right track or not.&lt;/p&gt;
	
&lt;/p&gt;

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      <pubDate>Mon, 22 Nov 2010 11:48:00 -0800</pubDate>
      <title>The Prodigy: A Specialist Type for Tunnels &amp; Trolls</title>
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      <description>&lt;p&gt;
	&lt;p&gt;I&amp;rsquo;ve never been completely satisfied with the &lt;em&gt;Specialist Mage&lt;/em&gt; Type in &lt;cite&gt;Tunnels &amp;amp; Trolls&lt;/cite&gt;. In &lt;cite&gt;T&amp;amp;T&lt;/cite&gt; 7.5, a &lt;em&gt;Specialist Mage&lt;/em&gt; picks a &lt;em&gt;school&lt;/em&gt; of magic to specialize in, and gets all the spells within that specialty for free, as soon as her ability scores reach the required thresholds. That&amp;rsquo;s not a bad system on the face of it; the trouble is that the default &lt;em&gt;schools&lt;/em&gt; of magic don&amp;rsquo;t coordinate with fiction that interests me. The spells are tagged &amp;ldquo;Combat&amp;rdquo;, &amp;ldquo;Conjuring&amp;rdquo;, &amp;ldquo;Cosmic&amp;rdquo;, and &amp;ldquo;Metabolic&amp;rdquo;. The text suggests that you can create a Specialist in any other taxonomy, such as an Illusionist, Healer or Necromancer, but it&amp;rsquo;s up to &lt;abbr title="game master"&gt;GM&lt;/abbr&gt; fiat to determine what spells would be included on such lists. Short of rewriting the spell list with new tags, the Specialist doesn&amp;rsquo;t give the offbeat character concepts suggested much parity with other Types. I first realized this when my daughter rolled up a &lt;em&gt;Specialist Mage&lt;/em&gt; and wanted to play a Druid. I wanted to run with her concept, but &lt;a href="http://trollbridge.proboards.com/index.cgi?board=characters&amp;amp;action=display&amp;amp;thread=1523"&gt;I quickly realized that the customizations required demanded a new Type&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;So here&amp;rsquo;s my alternate version, which came to me this morning.&lt;/p&gt;
&lt;h3&gt;The Prodigy&lt;/h3&gt;
&lt;p&gt;A Prodigy is someone who shows unnatural intuitive genius within a certain domain of magic. Her powers may represent divine gifts, untrained supernatural abilities, or occult tutelage in alternate fields of arcane study, as described in the character concept.&lt;/p&gt;
&lt;p&gt;When you create a Prodigy, you and the &lt;abbr title="game master"&gt;GM&lt;/abbr&gt; define a concept of the Prodigy&amp;rsquo;s source and range of powers. Using the concept as a guide, pick one spell of any level for each ten full points of the character&amp;rsquo;s Power (Wizardry). Prodigies can cast the spells they know regardless of ability requirements, and the casting cost is divided by the Prodigy&amp;rsquo;s level plus one&amp;dagger;. Prodigies gain a new spell within their specialty every time they advance to a level divisible by three&amp;mdash; this allows the concept to evolve through actual play, rather than creating a custom spell list when the character is created. Prodigies cannot use staves to further reduce the casting cost, or create new spells.&lt;/p&gt;
&lt;p&gt;Otherwise, the Prodigy uses the same rules that govern Wizards: they can use any armor, and may use 2d6 weapons without penalty. They lose their Combat Adds when using weapons of 3d6 or greater. Like Wizards, Prodigies can naturally &lt;em&gt;Detect Magic&lt;/em&gt;, and they can cast spells they know at a higher level&amp;mdash; up to their Prodigy level plus one &amp;mdash;by spending more Power on the spell.&lt;/p&gt;
&lt;p&gt;One Prodigy might be a healer that starts with &lt;em&gt;Poor Baby&lt;/em&gt;, &lt;em&gt;Healing Feeling&lt;/em&gt;, and &lt;em&gt;Too-Bad Toxin&lt;/em&gt;. Another might be a master of illusion who begins play with &lt;em&gt;Hidey Hole&lt;/em&gt; and &lt;em&gt;Porta-Vision&lt;/em&gt;. A third Prodigy might be a seer of renoun who can cast &lt;em&gt;Find Object&lt;/em&gt; at will.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&amp;dagger;&lt;/strong&gt; &lt;small&gt;The cost is &lt;code&gt;Base Spell Cost / (Prodigy's level + 1)&lt;/code&gt; or &lt;code&gt;Base Spell Cost / (Prodigy's level + 1) * (number of level raises + 1)&lt;/code&gt; when powering up a spell. Round all your fractions &lt;strong&gt;up&lt;/strong&gt;&amp;mdash; these guys get enough of a break already. The minimum cost to cast any spell can never drop below one point. Void where prohibited.&lt;/small&gt;&lt;/p&gt;
&lt;hr /&gt;
&lt;p&gt;I haven&amp;rsquo;t tested this Type in actual play, and these ideas are thus subject to seasoning or rejection. One of the design goals of this Type is to provide a slightly different magic system for characters that fall outside of the standardized-education model of spell acquisition suggested by a &amp;ldquo;Wizard Guild&amp;rdquo;. For my Yggsgraf campaign, I&amp;rsquo;d like to use the Wizard Type as the default for player characters who want to use magic, but use Prodigy-style magic for non-humans, supernatural creatures, and certain &lt;abbr title="non-player character"&gt;NPC&lt;/abbr&gt;s. If that works, I may open it up to player characters too.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
	
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      <pubDate>Fri, 12 Nov 2010 23:56:00 -0800</pubDate>
      <title>The world of Yggrsgraf: A setting for Tunnels &amp; Trolls</title>
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      <description>&lt;p&gt;
	&lt;p&gt;I&amp;rsquo;m still working on a few pieces to follow up on my previous posts, but my writing time is short. Today, I&amp;rsquo;m posting notes from the dark fantasy setting I&amp;rsquo;ve been developing for my home &lt;cite&gt;Tunnels &amp;amp; Trolls&lt;/cite&gt; game. It is very much inspired by my love of Norse and Babylonian mythology, and weird fantasies like &lt;cite&gt;Hellboy&lt;/cite&gt;. There are even elements stolen from &lt;cite&gt;Final Fantasy VI&lt;/cite&gt;. Much of this exposition came out in tonight&amp;rsquo;s run. Anyway, here are some notes sketching out the world&amp;rsquo;s origin and how it got where it is.&lt;/p&gt;
&lt;p&gt;Long ago there was just a frozen gulf of nothing, when a being known as the Terrible One took shape. When the Terrible One opened his eyes, he found himself in a barren waste of fell beasts almost as terrible as himself. Fierce for battle, the Terrible One fought the chittering beasts and choked the abyss with their corpses, trapping the horde on the far side. Finally, the Terrible One succumbed to his injuries, and his body fell upon the pile. With his last breath, he summoned alien beings called &lt;em&gt;Eldritches&lt;/em&gt; from beyond the abyss, but he died before binding them to a pact.&lt;/p&gt;
&lt;p&gt;From the pile of the fallen, maggots sprang forth as the first life. While some Eldritches kept vigil against the horde, others set forth to form a world from the grim, rotting pile, even as the horde continued to gnaw through. Eldritches created a succession of kindreds as stewards of their world, but most of these perished in a series of cataclysms brought about by their own hubris.&lt;/p&gt;
&lt;p&gt;In the Last Age of the world, great magi of every kindred learned the name of the Terrible One and used it to enslave Eldritches from above and below. They created great city-states and sacrificed millions into the maws of their tortured Eldritch thralls, but nothing could quench their own thirst for power. A great war shook the earth and sky, until two immortal kindreds dominated all others: the Dwarven wights led by their arch-mage Alberich, and the Elven mist riders under the Eldking&amp;rsquo;s fealty.&lt;/p&gt;
&lt;p&gt;According to legend, it was Alberich who formed the ultimate weapon, one that would bring doom to the world. The jealous Eldking captured his rival, torturing him to reveal the weapon&amp;rsquo;s location, and when he refused, sealed him alive in his own tomb. Without their master to feed them, Alberich&amp;rsquo;s Eldritch slaves broke their bonds and went ravening across the world, bringing about the Last Cataclysm, and the end of the Last Age. The weapon, if it ever existed, was lost, and the remnant of the Dwarves took refuge in the underworld, where they became known as Dreads, the shepherds of the damned. The Elves retreated into the twilit world of dreams, where they came to be known as Ancients. Among the living, their bloodlines remain only as the progeny of changelings, which once they left in place of stolen human children.&lt;/p&gt;
&lt;p&gt;With vengeance visited upon their former masters, the Eldritches loosed the mortal kindreds from bondage. Some of these&amp;mdash; Orks, Goblinkin, and Trolls among them, &amp;mdash;were said to be strange experiments of the Ancients and the Dreads. Then the Eldritches retreated from the world into its deep places and outer reaches, taking their magic with them. Devoid of magic in the turbulent aftermath of the cataclysm, the nomadic human tribes proved most resilient. In this After-Age of the earth, humans settle and inhabit the farthest reaches of the world.&lt;/p&gt;
&lt;p&gt;One thousand years have passed since the Last Cataclysm. Humans know nothing of the Terrible One&amp;rsquo;s name, nor of the Eldritch powers his name commands. They make offerings only to the Hearth Goddess and her divine retinue, whose gift of fire has both inspired them through dark times and hardened them for survival and dominance. Of the Ancients and Dreads, there are only legends and deeply-ingrained superstitions. The crystalized remains of some Eldritches quiver with arcane power, calling out to the humans with the allure of dweomercraft. The Ancients stir once more, sometimes venturing out into the world&amp;rsquo;s twilight to collect human children as a tribute to their king, and even Alberich reaches out with his mind from his crumbling prison.&lt;/p&gt;
&lt;p&gt;More to come!&lt;/p&gt;
&lt;p&gt;&lt;ins&gt;&lt;strong&gt;Edit:&lt;/strong&gt; Through actual play, this setting has tranformed into what I am now calling &lt;em&gt;Northmarch&lt;/em&gt;. I will be posting more about that in the near future. [2011-05-19]&lt;/ins&gt;&lt;/p&gt;
	
&lt;/p&gt;

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      <pubDate>Thu, 28 Oct 2010 23:44:00 -0700</pubDate>
      <title>Why we chose the tunnels and the trolls | Part 1</title>
      <link>http://feedproxy.google.com/~r/DoublesAddRollOver/~3/XoZNkYyjVEs/why-we-chose-the-tunnels-and-the-trolls-part</link>
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      <description>&lt;p&gt;
	&lt;p&gt;When I was in middle school, I had a few friends who played games like &lt;em&gt;BattleTech&lt;/em&gt; and &lt;em&gt;Dungeons &amp;amp; Dragons&lt;/em&gt;, but I was out of the loop and didn&amp;rsquo;t know much about the games. I was keen on making comics, which included an interest in science fiction and fantasy, but the gaming aspect eluded me: I cared about creating cool stories.&lt;/p&gt;
&lt;p&gt;I remember a friend showing me &lt;em&gt;BattleTech&lt;/em&gt; art, so I made some drawings of giant robots that I thought offered better scope for fiction I would like. My friend rolled his eyes, and told me that in the game you can&amp;rsquo;t afford to start off with a &lt;em&gt;cool&lt;/em&gt; robot, you have to start with a stupid-looking two-legged robot with no arms and work your way up. I didn&amp;rsquo;t see the appeal.&lt;/p&gt;
&lt;p&gt;One weekend, while I was hanging out with another friend, we got to talking about &lt;em&gt;Dungeons &amp;amp; Dragons&lt;/em&gt;, and he decided to teach me how to play. We didn&amp;rsquo;t have any rule books or dice, he just took the role of &amp;ldquo;Dungeon Master&amp;rdquo; and my character sheet was mainly an equipment list&amp;mdash; interesting stuff I found in the game that my friend made up because we thought it was cool. I think I might have also had &amp;ldquo;hit points&amp;rdquo;, but the action was all narrated and resolved without rolling dice or consulting rules. It was like a kind of collaborative storytelling. I got it, and it was fun.&lt;/p&gt;
&lt;p&gt;After that, I used the same method to run games with my brother. It was a little gonzo, but we just focused on creating fiction that was cool and interesting. Once or twice, I played a real game of &lt;em&gt;&amp;ldquo;Advanced&amp;rdquo; Dungeons &amp;amp; Dragons&lt;/em&gt;, but the game play seemed so convoluted and slow that I was bored and unimpressed.&lt;/p&gt;
&lt;p&gt;By high school, I got &lt;a href="http://www.youtube.com/watch?v=B8LBpMuSTrQ"&gt;&lt;em&gt;DragonStrike!&lt;/em&gt;&lt;/a&gt; and the &lt;em&gt;Classical Dungeons &amp;amp; Dragons&lt;/em&gt; boxed set, which my brother and friends and I cannibalized for their figures and ideas, without ever playing the game as written. Shortly after that I found &lt;a href="http://games.groups.yahoo.com/group/howtodoeverything/"&gt;&lt;em&gt;&lt;abbr title="The World's Easiest Role-playing System"&gt;TWERPS&lt;/abbr&gt;&lt;/em&gt;&lt;/a&gt; and we played with those rules until I got into &lt;em&gt;&lt;abbr title="Generic Universal Role-playing System"&gt;GURPS&lt;/abbr&gt;&lt;/em&gt;, which I got all my gaming friends to rally around. I penciled all my house rules directly into the &lt;a href="http://www.sjgames.com/gurps/books/Basic/3e/"&gt;&lt;em&gt;Basic Set&lt;/em&gt;&lt;/a&gt;, and we used the system to build dramatic narratives filled with intrigue. I was usually the &lt;abbr&gt;GM&lt;/abbr&gt;, but sometimes a player too.&lt;/p&gt;
&lt;p&gt;What I liked about &lt;em&gt;&lt;abbr&gt;GURPS&lt;/abbr&gt;&lt;/em&gt; was that it claimed to be a toolbox to create any world&amp;mdash; or character &amp;mdash;you could imagine. &lt;em&gt;&lt;abbr&gt;GURPS&lt;/abbr&gt;&lt;/em&gt; was a &lt;em&gt;serious&lt;/em&gt; role-playing game, one that didn&amp;rsquo;t have a bunch of arbitrary character niches with pre-determined roles to fill in the ubiquitous adventuring party. By the late nineties, I had read the texts and heard actual-play reports of a bunch of games, and most of them struck me as slavishly emulating the tropes and clich&amp;eacute;s of a genre, or worse, of each other. &lt;em&gt;&lt;abbr&gt;GURPS&lt;/abbr&gt;&lt;/em&gt; alone promised an open-ended system for creating unique characters and the worlds they inhabit.&lt;/p&gt;
&lt;p&gt;When I met my wife, I lost the role-playing itch for a long time. After a couple long-term science fiction campaigns, I was burned out. I gave all my role-playing books to friends in the group I played with, all except for &lt;em&gt;&lt;abbr&gt;TWERPS&lt;/abbr&gt;&lt;/em&gt;, which I kept for some reason.&lt;/p&gt;
&lt;p&gt;Now we have a nine-year-old daughter (almost ten!). Since our very first story-telling games when she was four years old, when we used Lego minifigures to represent the characters, I found my enjoyment and enthusiasm for creating cool stories through role-playing rekindled. This got me to delve into &lt;a href="http://www.indie-rpgs.com/"&gt;indie &lt;abbr title="role-playing game"&gt;RPG&lt;/abbr&gt;s&lt;/a&gt;, and in addition to &lt;em&gt;&lt;abbr&gt;TWERPS&lt;/abbr&gt;&lt;/em&gt;, we also played an ultra-lite version of &lt;a href="http://adept-press.com/role-playing-games/sorcerer/"&gt;&lt;em&gt;Sorcerer&lt;/em&gt;&lt;/a&gt;, &lt;a href="http://www.lumpley.com/marginalia.php?entry=346&amp;amp;comment=10411"&gt;&lt;em&gt;Otherkind&lt;/em&gt;&lt;/a&gt;, &lt;a href="http://adept-press.com/role-playing-games/trollbabe/"&gt;&lt;em&gt;Trollbabe&lt;/em&gt;&lt;/a&gt; and a few others.&lt;/p&gt;
&lt;p&gt;Each in its own way, these are games that thoroughly energize my creative interest in the hobby: namely, &lt;a href="http://www.indie-rpgs.com/_articles/narr_essay.html"&gt;&lt;em&gt;story now&lt;/em&gt;&lt;/a&gt;. A legion of other games like them have come out in recent years, and I&amp;rsquo;d love to have more life to play them all.&lt;/p&gt;
&lt;p&gt;See, unlike &lt;em&gt;&lt;abbr&gt;GURPS&lt;/abbr&gt;&lt;/em&gt;, authored role-plaing isn&amp;rsquo;t concerned with simulating the entire world and all it&amp;rsquo;s internal logic&amp;mdash; it simply provides tools for focusing on meaningful scenes and resolving meaningful conflicts in dramatic, compelling, and exocative ways. They concern themselves with story: not just the Game Master&amp;rsquo;s metaplot, and not merely the &amp;ldquo;story&amp;rdquo; that provides connective tissue between a series of challenges &amp;mdash;but story &lt;em&gt;now&lt;/em&gt;, at the table, created by all the players, seeking and finding a meaningful theme together.&lt;/p&gt;
&lt;p&gt;Trouble is, &lt;em&gt;story now&lt;/em&gt; can be demanding when pursued exclusively, especially for a child. &lt;a href="http://www.indie-rpgs.com/forge/index.php?topic=29084.msg272352#msg272352"&gt;Characters in stories are challenged on more personal levels than the figures in most games&lt;/a&gt;. As a family, we enjoy role-playing for entertainment and fun, not for the challenging moral questions and aesthetic experiences we look for in art and literature&amp;mdash; at least for the present.&lt;/p&gt;
&lt;p&gt;That&amp;rsquo;s what led us to &lt;a href="http://www.freedungeons.com/"&gt;&lt;em&gt;Tunnels &amp;amp; Trolls&lt;/em&gt;&lt;/a&gt;. For all its deceptive zaniness and simplicity, I&amp;rsquo;ve found that &lt;em&gt;T&amp;amp;T&lt;/em&gt; provides a real sweet-spot for our interests and priorities right now. I&amp;rsquo;d like to say a few things about that, but I&amp;rsquo;m out of time and space for this week. I&amp;rsquo;ll write more soon.&lt;/p&gt;
	
&lt;/p&gt;

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      <pubDate>Tue, 26 Oct 2010 18:31:00 -0700</pubDate>
      <title>T&amp;T Encounters</title>
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      <description>&lt;p&gt;
	&lt;p&gt;Rewind one year: My wife and daughter got the &lt;abbr title="Dungeons &amp;amp; Dragons"&gt;D&amp;amp;D&lt;/abbr&gt; &lt;abbr title="Fourth Edition"&gt;4E&lt;/abbr&gt; starter kit for my birthday, and we played through the intro adventure and had a lot of fun. Although I played some &lt;abbr title="Dungeons &amp;amp; Dragons"&gt;D&amp;amp;D&lt;/abbr&gt; basic and &lt;abbr title="Advanced Dungeons &amp;amp; Dragons"&gt;AD&amp;amp;D&lt;/abbr&gt; as a kid, I didn&amp;rsquo;t come to &lt;abbr title="Fourth Edition"&gt;4E&lt;/abbr&gt; with any expectations.&lt;/p&gt;
&lt;p&gt;Without rules for making characters or advancing them beyond third level, the starter kit didn&amp;rsquo;t give us much scope for ongoing play. After we got through the intro adventure with the pre-made characters, we decided to keep playing with another rule set, and that&amp;rsquo;s how we eventually came to &lt;a href="http://rpg.drivethrustuff.com/index.php?manufacturers_id=2238"&gt;Tunnels &amp;amp; Trolls&lt;/a&gt;. I love &lt;abbr title="Tunnels &amp;amp; Trolls"&gt;T&amp;amp;T&lt;/abbr&gt;&amp;rsquo;s &amp;ldquo;toolbox&amp;rdquo; approach, and we haven&amp;rsquo;t looked back.&lt;/p&gt;
&lt;p&gt;Recently, we saw that our game store was advertising &amp;ldquo;&lt;a href="http://www.wizards.com/dnd/Event.aspx?x=dnd/4new/event/dndencounters"&gt;D&amp;amp;D Encounters&lt;/a&gt;&amp;rdquo; every Wednesday, with a new campaign starting the following week. The &amp;ldquo;D&amp;amp;D Encounters&amp;rdquo; schtick is a modular adventure on rails that allows different players to cycle in and out each week, so folks who have never played before can experience the game along with people who are too busy for a regular gaming group.&lt;/p&gt;
&lt;p&gt;I thought it would be fun to try out a game that required zero prep, and we decided to give it a shot. I was also interested in learning what I could from the &amp;ldquo;D&amp;amp;D Encounters&amp;rdquo; format, for teaching Tunnels &amp;amp; Trolls.&lt;/p&gt;
&lt;p&gt;So, we showed up on week one, and the GM didn&amp;rsquo;t come. On week two, the &lt;abbr&gt;GM&lt;/abbr&gt; was missing again, but there were a couple other players who wanted to play, so I wound up running the adventure, sight-unseen (and only the vague understanding of the 4th Edition rules from a year ago).&lt;/p&gt;
&lt;p&gt;It actually came off fine: &amp;ldquo;D&amp;amp;D Encounters&amp;rdquo; are heavily programmed (Scene X leads directly to Scene Y), and whenever we weren&amp;rsquo;t sure about something, I made it up to keep the game moving. It looks like I&amp;rsquo;ll go ahead and run the rest of the &amp;ldquo;Chapter&amp;rdquo; and maybe even the rest of this &lt;em&gt;Keep on the Borderlands&lt;/em&gt; campaign, but at least I have the &lt;abbr&gt;GM&lt;/abbr&gt; info now.&lt;/p&gt;
&lt;p&gt;We had our second session last week. Until the tactical combat scene, everyone seemed to enjoy the fiction: they gathered information and engaged the other characters, and puzzled out the circumstances of their adventure. Then the mood changed, and everyone seemed to enter a kind of vapid grind. It was getting late and I think everyone was feeling time pressure&amp;mdash; but they wanted to finish it, since battle is what 4th edition &lt;abbr title="Dungeons &amp;amp; Dragons"&gt;D&amp;amp;D&lt;/abbr&gt; is all about. Trouble is, &lt;abbr title="Dungeons &amp;amp; Dragons"&gt;D&amp;amp;D&lt;/abbr&gt; combat involves a lot of waiting, and when your turn comes around a bad roll could mean that nothing much happens.&lt;/p&gt;
&lt;hr /&gt;
&lt;p&gt;One thing I like about Tunnels &amp;amp; Trolls is that the pace of combat is flexible&amp;mdash; you can resolve a combat round in two minutes of real time narrating the clash in broad strokes, or you can go into &amp;ldquo;bullet-time&amp;rdquo;, narrating elaborate stunts, called shots, and each decisive strike. And you can choose any point on the dial between these two extremes based on the needs of the game and the players at the moment.&lt;/p&gt;
&lt;p&gt;That feature would have been really handy last week. My daughter spoke up when her character went down: &amp;ldquo;I wish we were playing Tunnels &amp;amp; Trolls&amp;mdash; I could have tried a stunt.&amp;rdquo; Surely, you &lt;em&gt;can&lt;/em&gt; do stunts in 4E, but it&amp;rsquo;s not featured in the forefront like it is in &lt;abbr title="Tunnels &amp;amp; Trolls"&gt;T&amp;amp;T&lt;/abbr&gt;.&lt;/p&gt;
&lt;p&gt;So, I was wondering. What would it take to get &amp;ldquo;T&amp;amp;T Encounters&amp;rdquo; going at every game store&amp;mdash; or at least at mine? I could bring in a printed scenario or one of mine, along with a few pre-generated characters, but what are the challenges and other stuff I should know about?&lt;/p&gt;
&lt;p&gt;I happen to have a few ideas, which I&amp;rsquo;ll write about in my next post.&lt;/p&gt;
	
&lt;/p&gt;

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      <pubDate>Tue, 26 Oct 2010 05:04:00 -0700</pubDate>
      <title>I need a blog like I need a hole in the head.</title>
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	&lt;p&gt;Instead of writing some kind of introduction, I&amp;rsquo;ll skip that and get
right to the content, which will be reports, comments, and resources for
storytelling games and role-playing.&lt;/p&gt;

&lt;p&gt;That is all for now.&lt;/p&gt;
	
&lt;/p&gt;

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