Monday, July 29, 2024

Solo-Play Mission: Session 5-Buffalo Castle

**-I had originally included my own personal rating system for several categories for these reviews, and intended to do it for each one, in this space, but I've since rethought that position as being information of little value.  For one thing, I plan on soloing in several non-traditional printed formats (not just the main adventures), so they won't really fit the confines of a ranking system.  So...enjoy the haphazard write-ups as they are!**


"Buffalo Castle"!  First official solo play in the first official solo adventure designed by Rick Loomis.  Well, Korag bought the farm, and with 50 gold pieces collected too...ouch!  

The boys stood before the 3 giant doors in the middle of the night and said, "who goes first?".  After some hot-potato it was decided to pawn things off on Korag.  The group laughed and said, "bet you get killed quick, you bare-footed idiot!" Korag ventured in...and he never ventured out.  

Designed by Rick Loomis in 1976, this is the first official solo module released for the T&T system, and it's the only one I played back in high school (my mind was a blank slate, and the deja vu started hitting me after about 5 entries).   The art is by Danforth, is really good, needless to say, and is spaced thru the adventure nicely.  I wish I could afford the old spiral bound edition of this one...the first one.  Still need to add it to my collection, and with it being the one that would be written for 4th ed., it's the one I need and will try to run again once I get it someday.  "Buffalo Castle" is actually pretty cool.  One has to remember there wasn't any template on how best to do this, so given that fact, it is quite astounding that it works as well as it does. 

There's an awful lot of "go either east or west" commentary, and I hope you like "intersections"!  

Expect nothing but a good, old fashioned dungeon crawl here.  Not really much of a story, just go in and face a lot of hazards and try to get some gold.  Korag fell into a trap at one point and got his paws on 50 gold pieces.  Never did encounter a monster, though I had a ton of chances for that (I probably rolled half a dozen times for a wandering one).  How did he meet his demise?  Well, you'll just have to venture in and find out, but let's say you should have better scores than Korag for saving with!  Even with my "do over" he ended up feedin' the worms.  Well, there's one for the "Abyss" at some point.  

The drunken lads had set up camp outside of the castle...they sit around the campfire bored.  "The hell with this...think I'm going in there", Wulfus says to his brother.  "Good luck, fool...and if you get out, you better gimme some of that coin!", says Willar.   

"Well, we might as well have a drink.", says Signi the rogue, and he uncaps his wineskin, takes a swig and hands it over to Willar....about 20 minutes passes, and then Wulfus comes running out of one of the side-doors, "Damn!  Weird magic, then a big nasty thing!", he's panting and laughing.  His sword is dripping in goo and blood.  "I'm going back in, but I gotta rest".  His brother laughs, "Want me to see if mama can help?"....Wulfus rares back and punches Willar, knocking him to the ground...    

Sunday, July 28, 2024

A Few Words About My Solo Adventure Journey

I thought tomorrow will be the day to start off the first adventure in the pile (and what a pile...I have two solid decades or more of collecting this T&T stuff), but I would like to point out a few things to my approach.  The first thing I hope to do is to provide information.  I've decided I have to do this with some sort of rating system.  I have to tell you, I'm not a big fan of "critiquing" games or just about anything else.  I question the entire concept for a lot of reasons which I'll spare you.  Maybe it's just due to over-exposure to it because of my field, but I sure don't rely on it for informing anything that interests me (games, music, movies, etc.).  Suffice to say, I find the entire concept to be a bit preposterous and sometimes pretentious.  Who am I to tell you what's worth your time?  What's that they say about opinions...something about...I dunno...and everybody's got one"?  

Still, I need to have some way of ranking (by my humble, meager opinion) what my experience was personally with the solo, so I'll use a 1 to 5 ranking (with 5 being the highest "exemplary" score).  I'll probably rate them each on clarity of writing, overall vision (intriguing theme or engrossing setting, for example), mechanical clarity (were there errors?), lethality (the deadlier, the higher the number), and I'll see what else I can think up tomorrow.  I'll try to give a brief write-up of what I experienced without giving anything away.  Speaking of which, have you already played it?  If you are a player with years under your belt, and you would like to read specifics (SPOILERS!), then you can see I've created a page that is linked over in the side-bar ("Side Chambers").  Click on that and it'll take you to a second write-up that will give you a walk-through of what I went through, more or less.  Remember:  If you haven't played it, and plan to, don't click in this zone as it'll give away the surprises you'll likely encounter!

My second goal with all of this is to simply entertain you with some goofy stories of what happens when an old joker like myself finally gets around to running through a pile of these things...that simple.  Enjoy, and see you tomorrow!

Friday, July 26, 2024

Solo-Play Mission: Session 4-Completed Character Stable

Our four bums are Wulfus and Willar Nathalus...two brothers who got themselves in the brig too many times, and kicked out of military service for "disorderly and unsightly behavior", Signi Scratchbone:  A former cavalry reject, who's a little nutty, and has decided to embrace the rogue lifestyle fully, and Korag of Giant Hill...a big hunk of doofus-meat who loves weapons and bashing stuff.  

These four have created a rag-tag group of goons that like to drink, fight and well....you know the rest.  They like to "draw straws" when they find a new hole to delve into to see who goes down into the abyss and can come back to tell the tale. 

Signi the rogue has a longbow and leather armor.  Figured I might need that missile weapon at some point.  Also, didn't want to go with the traditional "easy grab" of T.T.Y.F. for his spell, and took Lock Tight instead.  Probably regret that in the end, but what the heck.  Willar has a broadsword and leather armor and his brother, Wulfus (who turned out to be a bit tougher than Korag on points!), has a greatsword and a target shield along with leather as well.  Korag has scale mail and a bladed heavy mace.  Only the rogue has any money left starting out, with a measly 8 gold pieces.  Man, we better get our hands on some loot! 

If the whole team is fightin', that's 10 dice + 32 adds (of course, Signi would need to switch from his bow to his dirk in melee).

My guys always end up lookin' like meth-monkeys...!    


Thursday, July 25, 2024

Solo-Play Mission: Session 3-Character Creation

Well, let's see what happens. I think I'll make up a little stable of friends...maybe four of them. That way, if one get's bumped-off, then I have the next one step in. That sort of gives me a notion for a tiny bit of background too: Maybe the four are all rejects from their military regiments. They decide there is more loot to be made adventuring, and they don't have to answer to anyone. I think I'll focus on a combination of warriors and rogues (a few of them really were disenfranchised with the whole military thing!).

So, I'll grab some character cards, some dice, a pencil and some scratch paper...and the rules in case I need them and get to rolling.  For now, I'm going to roll the prime requisites and starting gold...not focus on much else.  4d6, discard the lowest and assign as desired.  I'm going to stick to humans for my group.  Maybe later on I'll try out some other races.  Here we go:

Meathead #1: 10, 6, 13, 9, 9, 18 
G.P.s: 180

Goofball #2: 13, 14, 14, 17, 14, 13
G.P.s: 190

Redneck #3: 10, 14, 13, 10, 14, 15
G.P.s: 120

Dumbass #4: 10, 14, 9, 11, 13, 13 
G.P.s: 120

Okay...I'll get these filled out on cards.  Arrange the prime requisites, buy some gear and all the rest, then I'll name them, write in a brief back-story (which we've started working on), and get a picture of their character cards posted.  Then, we'll pick a solo adventure and its off to the races!

Wednesday, July 24, 2024

Solo-Play Mission: Session 2-House-Rules

Before I roll up some cannon-fodder to send into the tunnels, I thought I'd start with some commentary about house-rules; specifically, house-rules for soloing. First off, as previously stated, T&T is THE game if you love adding your own rules. I try to be very careful designing house-rules. I want to be picky, because I feel like the game can be thrown out of balance pretty fast if you start changing things and coming up with rules willy nilly.  For one thing, the more rules you come up with, the more you have to keep track of. 

While I love the Deluxe edition (presentation is probably the best I've seen for a modern game manual), if it suffers from anything it is how much you have to weed-out from all the additional material that was added. On one hand, it's incredible how many possibilities it presents...on the other hand, it lost the charm of the simple setup that really makes T&T special; at least by my estimation. Currently, I'm running Deluxe at the table with my gaming group (well...more of a duo, not counting myself), and it still runs the same as regular T&T, and they are having a lot of fun, but I do find it denser from the DM side of things (nothing like AD&D 1st ed. or anything). The idea, once again, re-interated in the Deluxe ed. is to use what works for you and leave out the stuff that doesn't, so one could weedle it down pretty easily...but it is a lot of material. 

With solo play there are a few things I like to employ that gives just a little extra survivability without feeling like I'm cheating. If you are experienced with T&T you understand the lethal nature of the game. Its one of the things that I really like about the game, and that hasn't changed since it's creation. That other famous system incrementally moved further and further away from that concept, and, in my opinion, it changes the challenge and the nature of the game. T&T got it right from the beginning (once again)...nothing risked, nothing gained. It makes that success so much sweeter. An actual 5th level character in T&T is well-deserved. This little theory holds out well at the table, but in a solo, where one wrong choice can literally mean instant demise, perhaps a tad more survivability is a good thing...otherwise, you'll probably be "soloing" by just making endless characters! 

With that in mind, here are some solo specific house-rules that I like to use for the 4th edition that gives you a little boost and just might cut down a hair on the number of character names you'll have to come up with! Speaking of that, I'm a firm believer in giving a full name and some background history to each of my characters. I feel like just running a blank set of prime requisites with a weapon thru the dungeon and then filling in the details if they survive, is kinda lame. Go for it! Give it your all. You get bumped off, make it glorious...and simply roll up a new personality! 

1. "Method I" from AD&D for rolling your prime requisites (ie. 4d6, drop the lowest die, arrange as desired). 

2. Humans (and only humans) get an extra die when rolling starting gold (I think I borrowed this one from the "Lone Delver" blog). 

3. Rogues get one single starting spell at inception. Must be first level, and you have to roll a luck check. Failed save, you have to try for another. 

4. You get one (only one!) "do-over" for any save required that might equal your demise, if you fail, per adventure. 

 ...and for now, that is it. I feel these really give a tiny helping-hand without going too far! Next entry to come: Rolling up some characters.

Solo-Play Mission: Session 1-Preparation

Well, here's the plan. I thought it might be cool to document a journey through playing as many solos as I can and somehow do this without revealing "spoilers" to ruin it for those that want to run them themselves. In addition, I thought I might try to run some of the materials that other games produced in a similar fashion, to show how easy it is to convert them for use in Tunnels & Trolls. There aren't a lot of other companies that used the solo paragraph format, like Flying Buffalo did, but there are a few. It might be good to sort of come up with a ranking of things that would be useful to know; like lethality, composition and writing, mechanical errors and flaws and just plain ol' enjoyablility. In the photo above you can see the dice I usually employ; just a bunch of old six-siders with my rattiest set of D&D polyhedrals thrown in for good measure (I use those for charts and such, and might need them rarely for converting information from other systems). You'll also note a handful of picture, word and symbol faced dice. These are the dice I employ from running solo another method (which I'll cover), which is working totally from scratch, with no pre-written adventure. With just dice and some charts and a bit of an approach, it is possible to run solo that way as well, and the results can be just as effective. A comparison between the two approaches might be interesting too. Think some house-rule discussion and some fresh characters/generation session should be the next logical entry, so stay tuned.

Sunday, July 21, 2024

Ratty Ron's Homemade 3" x 5" Character Card

Designed for my own use. Nice, simple and basic; just like the 4th edition. Cut 'em out, glue them on an index card, and there ya go!

Ratty Ron's MR/Adds/Dice Cheat Sheet

Are you lazy like me? Are you too stupid or distracted to do fast and simple math at the table...like me? Do you like charts you can laminate like me? Well, here ya go. Here's a little document I put together for myself. Put this on your table for quick cross-referencing. If you don't know how it works, well, that's for you to find out...go get you a set of T&T rules!

Correction To The PDF Of The 4th. Ed. Rules

Currently, unless you are willing to pay 50 to 100+ dollars for an original copy of the 4th ed. rules, or, you happen to already own them, you'll need to pay a few dollars and download a copy of the rules from Drive-Thru RPG , that is, if you want to run this edition. You can click on the photo of the cover over in the right bar of the page to take you right to it. In typical old-school Flying Buffalo style (T&Ts old production company that operated on a shoe-string), the copy used for the upload leaves a bit to be desired, but this is it folks...at least for now. 

I wouldn't say it's the greatest scan in the world of an already primitive document. In fact, on page 12 of the PDF (page 10 in the actual rules) there is some missing information you'll want to write-in. In spite of pleas from customers for print-on-demand copies, and given the end of Flying Buffalo, and Ken selling T&T to Rebellion Games, this is how it stands if, and until, Rebellion Unplugged decides to re-release the past versions (I sure hope so). Though I own a lot of the original materials and supplements, I currently do not have an original copy of the 4th ed. rules, but at least you can make a print-copy of your own. You download this version, and with a printer and a stapler you'll have a near-perfect simulation of the rule-set, and at a download price of what it originally cost in 1977 (I'm gonna bet that was Ken St. Andre's idea...you can't beat that!). If you can find a comb-binder, then even better. 

Anyway, without blowing more wind, I want to provide you with what you need to write in on this page of missing information. Right next to the drawing of "Rufus" (what a doofus) are descriptions of your charisma scores along with descriptions of what those resulting numbers rolled indicate. You'll note that the descriptions are there, but there are no indications in the blank space of what the numbers should be. Here are the missing spread of numbers that you need to make note of: 7-8 unlikeable, 9-12 average, 13-16 popular, 17-20 sparkling...and there you go. I haven't found any other errors or mis-prints, but if I do, I'll let you know!

Diggin' The Dungeon...An Introduction

Here is my miniscule corner of the internet to document my journey with a game that has brought me much enjoyment: Tunnels & Trolls. Why Tunnels & Trolls, particularly an old version of it, when there are so many games out there to be had? Well, partially because I'm an old crud. I like old games (not to say that Tunnels & Trolls has stayed a "dusty" game from the past...the new Deluxe verison is an amazing work). I never really made the transition into newer systems; I own many, and I always end up going back to the original older material, and I see no reason to change. But, regardless, T&T is all I need. 

First, the system brilliantly lends itself to concepts that I've decided are desirable in a role-playing game. The most important factor here is abstraction. The rules themselves are based upon an abstract approach, meaning that if you grew up like I did, where the lion's share of the burden was on the dungeon master to make the game "their own,"  then this system is the perfect choice. As a kid, this is where being poor might have been a blessing. I couldn't afford all of the supplements that were published for the big-dog game at first, AD&D 1st edition. We got along on the Holmes "blue book" and added a lot to it. We made a lot of stuff up ourselves—our own character classes, our own monsters, and our own campaign worlds. We had to make it our own, and we were somewhat disillusioned when we finally got the hardbacks of the big game, only to find out that we were doing things wrong. By this time, it was canonized, and, though I had one buddy to run T&T with (he had a copy of the 5th edition), nobody but he and I would play it here and there. It always felt more liberating than the other game somehow—more free, more wild, more spontaneous. 

Yes, I know; I've heard it before: Tunnels and Trolls has problems. I always encounter people's complaints about T&T and how it suffers from illogical flaws within the mechanics. Some of these complaints are valid, but I'd argue that those apparent flaws are simply opportunities for one to interpret the problem as one sees fit. Tunnels & Trolls has never been Dungeons & Dragons, and I think that is the biggest problem with people who approach the game. Gygax's invention left little room for interpretation. The exquisite completeness of that game might have just been a detriment, not an asset (at least it seems that way now, being older and looking back on it). In fact, I'd go as far as to say that if you are new to T&T and coming from a game like D&D or AD&D, you are going to have to give yourself an adjustment period—a length of time to reset your brain in such a manner as to make some sense of the game itself. It IS an entirely different beast. If you try to impose the philosophy of another system on top, you will be strongly disappointed, and this brings me to the second thing that I really appreciate about this game. 

A lot of what is out there is simply a variant of Dungeons & Dragons, at least in the most rudimentary form. Tunnels & Trolls is not. It is unique. You must come at this without the baggage of the other game. Yes, it shares concepts as far as the setting, basic attributes, and weapons but this game doesn't function fundamentally the same way. Many OSR games are simply a re-skinning of D&D, and I don't find that they work so hot for solo play as they weren't designed that way. Luckilly, we're in an era where soloing has become a thing, so there ARE good solo options out there to be had (I have many of them), but, you know what? Tunnels & Trolls did this already, and they did it back in '77 or so. Tunnels & Trolls is brilliant in its simplicity. It can be as easy as you want it to be, having only 3 or 4 basic rule elements to make it function. For this reason, I'm running the 4th edition currently. All versions of the game are excellent, and you won't find any other system with a similar lineage that has stayed true to its original rule set. There are only minor differences in all of the versions, from the first alliteration up to the "Deluxe" edition. In other words, it really matters very little which version you decide to play, as they are all very easily compatible.  Perhaps the most popular edition currently remains the 5th edition. Only time will tell what Rebellion Unplugged does with it (the company that recently purchased T&T). 

There's some "inflation" that occurred between T&T 4th and 5th, similar to D&D original and basic version to advanced versions. This means, in T&T 5th, weapons do more damage, monsters then tend to get number-fatter, and your character attributes are beefier. For example, warriors get double their armor protection (!). Roll you up a dwarf warrior, and you got an iron fire plug, buddy! Things get more elaborated on in the Deluxe edition, as it adds a lot more possibilities without changing the original rules much. I have and like them all, but I find the 4th edition to be the "sweet spot." Weapons do less damage, monster ratings can be run a little less pumped, and, most importantly, because of the way T&T is constructed, you have fewer dice to manage at the table. Once you get this edition down pat (and it won't take long at all), it facilitates speed at the gaming table. There's not as much to keep track of, which is a good thing. 

T&T embraced the imagination on a more fantastic level, in my estimation, than the game that inspired it. I find it refreshing that Ken St. AndrĂ©'s approach to this game is "put it in if you want to, leave it out if you don't." Anything is possible in the world that you design. T&T encourages house rules. You can do that without any guilt of not playing the game "as it was intended to be,"  for this is exactly how it was intended to be, and that's spelled out clearly in the rules. 

On this next point, few seem to agree with me, including T&T players. People have whined for years about the lack of a bestiary. Those are cool in concept, but wouldn't you rather design your own monsters? I know I would. As simple as the system is, there's no reason not to. Apparently, few feel this way. It must be me, but I love the fact that I have to do some work, use my imagination, and really come up with things like this. You want spaceships? Add them in. Want firearms, skills, superpowers, self-destructive magic, laser guns, or psychic powers? Drop them right on in. In fact, do you like the rule aspects of other games or want to steal the monsters from them? You can do that easily with T&T. You ain't got but a few or no gaming friends? No problem! Run solo. T&T was the originator of the concept as we generally accept it. You can do all of this easily with T&T, and more. With Tunnels & Trolls, if you can imagine it, you can do it, and, perhaps more importantly, the game designer himself gives you permission to do so. This last point may seem trivial, but it isn't at all. To this day, people get into endless debates over whether or not some idea or concept was intended to be in the system of their choice. In fact, if it "isn't in the book,"  then "you can't do that." This game, from the get-go, way back in the olden days of the 1970's, said to hell with that. Do it if you want to! That's a pretty big deal if you stop and think about it.