T&T [gaming]
Jan. 15th, 2006 12:43 amTonight was Tunnels & Trolls night. Alas,
pholph was sick and couldn't play tonight, but in his place we had guest star
kamau_d_lyon in his place. We got started around 8:00, with everybody rolling up characters on the spot.
lythandra went with a warrior,
jamesbarrett and Kamau created rogues, and
camstone made a wizard.
The scenario is a converted TSR module (N4: Treasure Hunt, written by the always-cool Aaron "CHAMPIONS Guru" Allston), doctored a bit to move to a homebrew setting (i.e., removing non-human kindreds, and changing the orcs and goblins to human pirates and smugglers, respectively). They got 3/5 of the way through the scenario, not bad for three and a half hours of gaming, and managed to do very well for the most part. We ended the session at a very handy break point (the characters, having been warned by a vision of Ishtar that they must flee the island before its imminent destruction and then fought off a ravenous ghoul, are now headed for Viledel's manor to find an escape craft -- and hopefully this "treasure" they keep hearing bandied about).
I'd very much like to finish the scenario sometime -- hopefully Kamau can make it back down again (or Jamie, Camstone, Laurie and I can make it up to New York) before too long. Even if that doesn't happen, tho, I am thinking of doing a similar setup with the regular group here for a secondary game of my own. T&T is a lot easier to get that Howardian sword-and-sorcery feel in than D&D is, without having all the number-crunching of the Conan d20 or other games -- and converting monsters and scenarios to T&T is a breeze. I did 100% of the necessary conversions for Treasure Hunt in about 4 hours, total. It'd be a great system to do a "vagabond adventuring mercenaries" type of campaign in, without requiring the carefully-structured progressions of D&D.
Action (and particularly combat) also moves screamingly fast in T&T compared to, say, Fantasy HERO, which is a big advantage!
-The Gneech
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The scenario is a converted TSR module (N4: Treasure Hunt, written by the always-cool Aaron "CHAMPIONS Guru" Allston), doctored a bit to move to a homebrew setting (i.e., removing non-human kindreds, and changing the orcs and goblins to human pirates and smugglers, respectively). They got 3/5 of the way through the scenario, not bad for three and a half hours of gaming, and managed to do very well for the most part. We ended the session at a very handy break point (the characters, having been warned by a vision of Ishtar that they must flee the island before its imminent destruction and then fought off a ravenous ghoul, are now headed for Viledel's manor to find an escape craft -- and hopefully this "treasure" they keep hearing bandied about).
I'd very much like to finish the scenario sometime -- hopefully Kamau can make it back down again (or Jamie, Camstone, Laurie and I can make it up to New York) before too long. Even if that doesn't happen, tho, I am thinking of doing a similar setup with the regular group here for a secondary game of my own. T&T is a lot easier to get that Howardian sword-and-sorcery feel in than D&D is, without having all the number-crunching of the Conan d20 or other games -- and converting monsters and scenarios to T&T is a breeze. I did 100% of the necessary conversions for Treasure Hunt in about 4 hours, total. It'd be a great system to do a "vagabond adventuring mercenaries" type of campaign in, without requiring the carefully-structured progressions of D&D.
Action (and particularly combat) also moves screamingly fast in T&T compared to, say, Fantasy HERO, which is a big advantage!
-The Gneech