[Tunnels & Trolls] Colonizing goblin lands

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Callan S.:
I don't know how you guys get the energy, at a purely mechanical design level, to add mechanics to the game. When you've stripped out almost all the mechanics to begin with, or intend to? How do you get the energy to do so much design work, if so little excited you about the pre existing mechanics of the game?

Eero Tuovinen:
No idea. Or maybe I have, at least for my own case: I'm a back to basics sort of guy, and have been ever since I restarted my roleplaying hobby. What this means is that I'm constantly trying to improve the basics of what I do, which keeps me interested in f.ex. different variations of fantasy adventure. Many people seem to choose a rules system and stick with it, amassing layers of tools and rules on top of it, but I like to throw everything away and start a new iteration from the basic level. Perhaps I'll make something new and excellent that way at some point.

Another factor is that while I like fantasy adventure, I don't like dungeoneering fantasy. My blog is idiotic reading for exactly this reason: I mess about with games where I like the mechanics and creative agenda but not the color, so that makes for a lot of retooling.

As for liking T&T - I like a much higher percentage of core elements in it than I like in any version of D&D, for example. The combat rules, say - apart from the somewhat weird missile weapon rules there's nothing significant in there that I'd change. The same goes for the magic rules, overall.

It's important to point, though, that I don't consider any of the mechanics I've mentioned here truly important for the systemic greatness that is Tunnels & Trolls. The abilities, for instance, are rather fundamentally arbitrary in this game. A good example of this is how you can actually add or remove abilities without changing the game balance; whether characters have the "Speed" attribute or not doesn't matter for their combat adds, only for how you adjudicate those rare situations where speed has some in-fiction meaning.

Olli on the other hand - he's clearly creating some sort of unholy  T&T + D&D hybrid. More power to him, I say. If you're going to do fantasy adventure at this age, it might as well be customized to your personal preferences.

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