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Showing posts with label Tekumel. Show all posts
Showing posts with label Tekumel. Show all posts

Thursday, September 8, 2011

Curiouser and Curiouser-


WHAT IS URUTSK?

On one level, Urutsk is a setting, both for gaming, as well as fiction. It is an Alternate Reality with all that implies, and has been cultivated for nearly thirty years; one in which the land masses are often discernible, but in which the Peoples have diverged enough so as to be unrecognisable. It is currently (the Autumn Era) a wetlands planet slightly smaller than our earth, slightly further away from Av the system star, and a significantly wetter, stormier world. Evidence suggests that Av has not always been the primary gravitational point in the 'system' and indigenous folk claim that the 'Worlds Wander.'

Not so much a Dungeons & Dragons draped game in sci-fi trappings as a game of Skyrealms of Jorune hybrid with Metamorphosis Alpha and Gamma World, Urutsk is primarily the story of the Vrun people who have returned to the periphery-system after their galactic empire literally exploded. Stranded on a world their experts maintain is one of their points of origin, these Vrun are the relatives of all the Human ethnicities of the planet, having been culled from the 'very best' of these diverse folk long ago and set amid the then-extant stars.

Urutsk owes much of its scattered inspiration from '60's and '70's Sci-Fi Film, Print, and TV sources, mixed together in a strange slurry and allowed to ferment. Shows like ARK 2, SPACE: 1999, STAR TREK, Buck Rodgers, Mission Impossible, AVENGERS, The Prisoner, The Starlost, SWAT, and EMERGENCY! are admixed with DC Comics John Carter Warlord of Mars, Marvel's Killraven, and Banshee-era X-MEN as well as a lot of indie-mags my older sister turned me onto.

Urutsk' first real session was a Sci-Fi one, and has progressed from a contemporary/near-future setting through at least seven thousand years of history. More than the perusal of simple reference work has gone into the philological basis of the setting's languages (Vrun being but one of a few to have received my care over the decades), and outstanding linguists have noted Vrun's facility as an actual, usable language not-derived from any contemporary or known ancient source. This stems in part from my multi-lingual upbringing and the love of language my parents possess(ed), as well as my own interests in the effects of symbols upon human psychology (including subliminals).

I do not advocate 'shake-and-bake' bottom-up, quick-fix solutions in game-world design as anything more than a stop-gap measure to be re-examined and altered so as to suit the Big Picture (preferably one's own Big Picture rather than simple variants of pulp and weird fantasy) of the setting. The confusing mass of ideas and inspirations must, IMO, culminate in a work that helps describe the creator as much as the intent of the work. M. A. R. Barker's Tekumel setting, although pored over by ideoarcheologists of the neo-old school bent, is poorly understood as anything else but a proto-D&D archetype, replete with Underworlds, Barbarians ignorant of the setting's details, and a place filled with 'oddball and gonzo' critters and items. True admirers of the Professor's work (Jeff Berry and the Aethervox crew, and among the various mailing lists devoted to the setting: Sally Abravanel, Brett Slocum, Peter Houston, Alva Hardison, etc.) have long seen past the superficial (and sad) comparisons to more staid mock-Western gaming settings, and can appreciate variance in society, culture, mores, and language.

It has been my recent pleasure and honour to game with others who can parse these differences and appreciate the Urutsk setting for its own sake. That isn't to say that a dungeon crawl can't be fun for these recently-met players, but rather, that they seem interested in something more and recognise the soul that has been poured into Urutsk.

Perhaps, you too, are looking for something other than elves, dwarves, and hobb--halflings, and always expected more from a setting? Then, Urutsk may be a destination you would like to explore. I am running a regular game schedule on Google+: Wed/Fri, and Thursday beginning around 8:30-9:30 PM depending upon the players' schedules. The two games are separate but contemporary 'streams'. All times are -5 GMT/Eastern USA

We look forward to seeing you there.

Wednesday, May 4, 2011

This Should Be An Interesting Game-

Game Title : The Death of Tlangéshan
Game System : Empire of the Petal Throne
Number of Players : 4-8
Pregens/Level of Characters: characters provided, Levels 6-7
World Setting: Tékumel


Short Description: Tlangéshan the Utmost is a magic-user of unsurpassed knowledge, power, and greed. To keep his demons at bay, tribute and sacrifice are sent from Chame'el in the south, from Urmish in the north, and even from the great city Jakálla, to Tlangéshan's basalt citadel on Thayuri Isle. No mortal dares to move against Tlangéshan for fear of his sorcery; even the great god Sárku watches him with jealous respect, or so it is whispered. But in the deepest scrying vault beneath the Temple of Keténgku the Many-Eyed, furtive auguries hint that Tlangéshan's death may be at hand. To confirm their suspicions, the priests need eye witnesses. They need you to breach Tlangéshan's citadel, find his body, and guarantee that he is dead.

Run by: Steve Winter

Tuesday, January 11, 2011

Attack of the Hlutrgu!-


We drilled the hands of the spear and staff holders, and then painted up 60 of the critters.









Sunday, January 9, 2011

Minneapolis, Tekumel, and Urutsk (Pt. 1)-

Chirine's Minnesotan Retreat-

Selected Photos-



Scroll Tube. My girlfriend, C., was inspired to purchase the sister object, at a local market.

Select TEKUMEL Photos-

Lady Anka'a (Deborah N.) costume

Chirine baKal (Jeff Berry) costume. It is composed of hand-made chain shirt (weighing in on the order of 30 Lbs.), a back and breast plate (etc.), and the ?brass? helm.

__________ (Janet Moe) costume. The mail is comprised of rather sharp metal platelets all set together in a most exacting manner. The 'square head' and accompanying mask really make the costume, and the much sharper sickle adds that extra touch. The figure represents one of the more unusual (for Tekumel?!) groups in that they are adherents of one god while serving Ksarul, after their god's betrayal of Ksarul in the gods' eternal battleground (been there. Wacky place.)



__________ (Don K.) costume. The priestly drape is made up of sigils/letters, and each of those is comprised of semiprecious beads, 15k+ in total if I recall correctly. The helmet was wrought and etched and enamelled and re-polished to that shine. The critter in the detail atop the piece is carved from a single piece of wood.


Later posts will be of the Tekumelani miniatures that inhabit the basement.

Saturday, December 25, 2010

Havoc for the Holidays: Jeff Berry's New Year's Gaming Celebration-

Reprinted from Chirine's Workbench:

Milestones, of various sorts...

This is post 200, the little meter tells me, and I'm delighted to be able to post the schedule for this coming weekend's event:“Havoc for the Holidays!”

Game Event Schedule

Please note that all times are going to have to be flexible, due to possible changes in the weather. I have put things together to do the best I can to suit peoples’ travel plans, and we will be flexible.


Wednesday, December 29th, 2010:

10:45 am
First Wave of out-of-town guests arrives; day open for socializing and shopping as required or desired.


Thursday, December 30th, 2010:

TBA
Second Wave of out-of-town guests arrives; day open for socializing and shopping as required or desired.


Friday, December 31st, 2010:

Noon:
Game room open for guests and visitors

1:00 p.m. - 5:00 p.m.
Possible RPG session to be announced if there is interest

4:00 p.m. - 6:00 p.m.
Third Wave of out-of-town guests arrives

6:00 p.m. - 8:00 p.m.
Open Buffet in the Lava Lounge

8:00 p.m. - Midnight
Tekumel Role-playing game session, Chirine to GM; characters
provided if players don’t already have one.

Midnight
Celebration of the New Year; RPG game session continues as long as players are conscious.

Saturday, Jan 1st, 2011:

8:00 a.m. -11:00 a.m.
Set game room with miniatures tables (Chirine); everybody else does breakfast.

11:00 a.m. - 3:00 p.m
First Sitting for Miniatures Games; two tables open for players
Game Room Table: “Saving Serqu’s Sisters”
Lava Lounge Table: “Where’d All Those Pe Choi Come From?”

3:00 p.m. - 4:00 p.m.
Break for food! Hurrah!


4:00 p.m. - 8:00 p.m
Second Sitting for Miniatures games; two tables open, again.
Game Room Table: “Saving Serqu’s Sisters”
Lava Lounge Table: “Where’d All Those Pe Choi Come From?”

8:00 p.m. - onwards
Dinner; location to be determined, with socializing and sundry tomfoolery to follow in the Lava Lounge


Sunday, January 2nd, 2011:

Noon - 1:00 p.m
Tekumel Role-playing Game session; Chirine to GM, characters provided if you don’t have one.

5:00 p.m. -7:00 p.m.
Dinner break; location to be determined.


7:00 p.m. - onwards
RPG Event: our Special Guest, Timeshadows, has offered to run an adventure in her world; as Timeshadows is, in my humble opinion, this generation’s Prof. M. A. R. Barker, this will be a game session not to be missed!


Monday, January 3rd, 2011

TBA
First wave of Guest departures


Tuesday, January 4th, 2011

TBA
Second wave of Guest departures


Please feel free to contact me with any questions: chirine@aethervox.net

**********
I do want to say that I'm sorry to be getting this out to all of you so late; my only excuse for the tardiness is that we're still picking up the threads of our lives, and it's taken a lot longer then the Missus and I had expected. Starting off the new year with a house full of friends will really help us, though, and we'll looking forward to seeing you!

**********
If you're on a website or e-list that might be interested in this kind of event, please feel free to post all of this for the benefit of your friends. While we understand that it's late notice for people, we're planning on running more events like this and we'd appreciate your comments and input on how we do this kind of thing; it's our first time out, as it were, and any advice is always welcome!!!

**********
And all of us here at the Workbench, and in the Aethervoxes, would like to wish everyone a very happy holiday!!!

yours, Chirine and the Missus

Saturday, January 2, 2010

[Playtest Campaign] 1st of December, 2010-

Ymyk used the mechanical bow taken from the Xarj' corpse that Tybylt had fetched after his hideous near-petrification event last session. Although his physical strength isn't high, Ymyk has the equivalent to the GW mutation 'Heightened Strength', which adds a flat +3d6 to all melee damage he does. I have also allowed him, at times, to simply add 3d6 to his various prowess-related rolls to simulate the idea of his great strength. Anywho, this bow adds an additional 3d6, an the javelin-like projectiles do 1d10 each, for a whopping 6d6+1d10 (07 | 26.5 | 46) points of damage. This proved instrumental in the upcoming fight with these things.

Tybylt decided to investigate a malign-looking metal torch the party had picked up earlier in the weird complex (in a vast jungle, under lavender skies) and discovered that its operation required the immersion of the crown in blood. With handy fallen baddies nearby, and after a bit of jumping up and down on the cadavers, said blood was procured and the item (after the undisclosed command word was uttered) spouted a blood-red flame in which the writhing souls of the deceased could bee seen. This fell arcane light was shed to 30' and looked like rivulets of blood in water, and proved effective in countering the effects of The Void in which the citadel was located (behind the mean/nasty door that had led Tyb to the petrification trap he only narrowly escaped).
--Armed with this, the group left their +/- Lightning followers behind, and moved on to retrieve Tybylt's two fey daughters. Coming to one of the many portculli in the citadel's wall, they looked through and saw Khark and Kaukara humans dressed in very little clothing going about their business. I made it clear that this was a caste society, and that many of the porters showed signs of early and frequent flogging; their backs carven with scourge scars.

The party, stealthy as ever, lasso the lever and let themselves in, at which point, one said slave backs away without drawing attention to anyone else, namely the four-armed 12-15'-tall critters. Sadly, that didn't last, as one of the creatures spotted them and moved forward to investigate/hold the choke-point. I rolled for CiCi's behaviour and she lobbed an alchemical firebomb at it and scored a direct hit, but the spatter caught a noble-woman's gossamer 'dress' alight and surprise was utterly lost.
--Although there were four of these creatures, and each had 4 attacks per Round, I was not rolling well, and the party was, and the four were quickly neutralised.
---Horns were sounded throughout the citadel.

Spellcasters cast at the party and Mela was bedazzled by the pretty blue lightning bugs she saw, and was out of commission for three or so Rounds. During all of the fighting, Ashta had pressed on, always looking for a fight, while everyone else was still controlling the gateway of the portcullis, being badasses.
--A glittering whirlwind of chert and gypsum shards would have made short work of Tybylt, but we rolled off to see if his Shield spell was effective, and his player won that Round. His action was to grab the female caster's imp or whatever (that was the one actually casting the spell) and fling it away, upon which time Ymyk shot and slew it.

A shield wall of heavy infantry blocked off the street they were nearest and poked poisoned spears through the wall for added effect.
--A Round or two later, a 'rhino-rider' smashed through the shield wall and used his flaming segmented sword to attack the force-field enshrouded Darius, who took about 30 points, but transmitted about twelve electrical back along the weapon and ticked the rider off. More importantly, Tybylt cast Sleep on the steed and it took a nap, but the rider was able to jump off without getting pinned under it. He didn't last too long: First a Bleeding (Condition Three) leg wound, then enough wallop to KO him.

The party again asked for the two fae-girls, and a few minutes later, down the two streets that hug the citadel's walls, came two litters preceded by scribes and virgins carrying bowls of lit incense, and made their way to the area in which the party had entered, and stayed (hoping to demonstrate that they were not invaders, but merely interested in collecting what was theirs).
--Each street procession was attended by a temple representative carried upon a litter. On the right was a bald man with a bright red chevron painted upon each side of his head and wearing a necklace of large gilded wooden links. He was accompanied by an Undead man thickly covered in aromatic resin. This individual (clearly a reasoning being) acted as the priest's representative and addressed Tybylt, asking him to accompany them back to the temple for a feast. At roughly the same time, down the left street came a reddish-brown haired woman wearing a solid (green) jade torc. She was represented by a perfectly symmetrical and flawlessly beautiful nude woman. Tybylt was forced to attempt a Control (Spells) Critical Test (due to her unearthly beauty and the lust it provoked) and just succeeded.
---The Undead and this Symmetrical Woman both spoke via some sort of translating magic, and both spoke of their patron's respective temple (The Devouring Worm, and The Golden Goddess), and I made certain to demonstrate that their source language was significantly different than anything they'd ever heard before, with only Ymyk understanding one word in ten of untranslated speech. Tybylt, much to the Horse-archer's protests, accepted the invitation to the feast, and was encouraged to hear that the girls were still intact and could be traded for, and slaves were offered but instantly refused, with brief mention that they had battled slavers. This was translated back to the priest of the Devouring Worm by a scribe who had not been addressed by the priest. After receiving the impertinent informant's info., the priest smacked the other's head sending him to the ground, whereupon he was speared by at least three guards in the procession.

Following the priest's procession (they would have been carried upon shoulders, but all refused, and those kicked away by Ymyk were also slain by the guards for failing to please the 'demons' --as the PCs were addressed). The central plaza contained a cubic temple decorated with electric blue and electrum-inlain murals of the dragon-headed Devouring Worm, replete with images of wailing corpses and undead falling from his maw and clawed hands as he writhed in and out of the ground of the surrounding jungle countryside. The Golden Goddess' temple was a tall, stylised phallus atop an irregular-faced dais.

The party entered the temple of the Devouring Worm where they were asked to kindly extinguish their blood torch. Tybylt asked for blood to re-ignite it, and a temple virgin girl was slain on the spot and her blood collected in a golden bowl. The players were dismayed, and my SO, Tybylt's player's sister, made a comment about morality as did Ymyk's player, to which Tyb's replied that having already died once and his spirit being used to power a Dryvv Shadowdrive craft, there wasn't much worse he thought could happen in an afterlife. I laughed knowingly and we proceeded. The party saw that the priestess of the Golden Goddess and her retinue entered from an underground passage on the side nearest their temple.
--Within the rather large structure were hundreds of face-painted adherents, dragon-masked warriors, undead, and other monsters, including upright reptilian warriors, some of whom sported maces at their tail tips (this starting to sound familiar yet?). These reptilian warriors demonstrated feats of strength by fighting amongst themselves in mock combat with their wickedly curved and serrated longswords, and then fought 7-8' tall powerfully-built humans in dragon-motif armour > wink < who invariably lost the fight and were torn, limb-from-limb as the party either sat or stood at the banquet table (only Mela partook of the fare and found it richly flavoured: for example, long-grain and wild rice with blanched almonds and currants, mixed with cinnamon and slivers of mango-like fruit). Eventually the two fae-girls were brought out, and Ahni (the eldest of the three girls) Jaunted to the stage and attempted to save her favourite of the two (Vania), but was prevented from doing so by one of the lesser Worm priests.
---Ymyk took that cue to shoot the man, but suffered half of the damage as both he and his target saw that the 'arrow' occupied both places simultaneously before disappearing in a flash. This, however, was enough to disrupt the psychie/spell, at which point Ahni Jaunted back with Vania and urged their father to ingest the Shadow Travel potion he had received directly from Lord Shadow. The chief priest then cast a mass Hold spell, and only Mela saved, but had to burn through two DP to be able to act and re-ignite the torch by lifting the bowl of blood to the item and encanting the command word. Rather than leaving one of his daughters behind, Tybylt used his new combination of Levitation and his Shadow mysteries to pick up the cage in which the third (we've forgotten her name) was held. There was a moment where all looked lost, but as the priestess of the GG and her retinue departed, one dispelled the priest's Hold spell and the party dipped by falling into Tybylt's shadow. There were shots fired and a few characters took hits, but not enough to '86 them. He left last and made certain they weren't being followed.

They emerged, not in Shadow, but back at the canal in the underground gypsum city of the Lightning Undead. They navigated the marketplace after purchasing a few grounding staves, and DiDi'd back to the still-cloaked Aelbaan craft (outlined nicely by the rain).
--We held it there. The secondary characters (and Ymyk) each received about 4500 Adventure Points, and the Primaries one half that much. A few were close to matriculating to the next higher Magnitude, but were still at least 1k or so away.

Friday, December 25, 2009

Jeff Berry's Gift to me-

Hi,

These are photo links to the 'twins' Jeff Berry painted.
--I was presented with the lighter complected of the two, and she stands proudly over my monitor.

LINK 1
LINK 2
LINK 3

Wednesday, December 2, 2009

[Gaming] Qadardalikoi & Pre-TSR EPT !

My friend, Jeff Berry, (co-)author of the Qadardalikoi Tekumel wargame rules set, sent me a copy of those rules, and a printed scan of mimeographed, pre-TSR Empire.

Jeff also painted a paler version of my N'luss character; her 'sister' appears in his game.
--I hope to have scans and photos to post next day or three.

[Beyond beaming,] all I can say to folks who suggest that Old School was 'simple' or 'rules-light', clearly were kept in very small (and strange) circles.
--Details on true settings make the play more tangible, and the game-reality more concrete and 'alive.' Tekumel, Glorantha, and (the Silver-, or Bronze-age) Jorune, being those that leap readily to mind.

...more cowbell!

Saturday, August 1, 2009

A The Grand Tapestry Exclusive: Jeff Berry: "What's Old School Gaming?"-

The following was an unsolicited (but much enjoyed) e-mail I have received this fine day from Jeff Berry, friend to and gamer with both Dave Arneson and Professor M. A. R. 'Phil' Barker, as well as the author of the Tekumelani wargames rules set: Qadardalikoi.

(c) Copyright 2009 Jeff Berry All Rights Reserved. Used here by permission of the author.

Linking to this article is permitted.
I'm a dinosaur, I think...

(This is a short little essay on gaming styles that might be of interest to folks, in response to the various postings I've been reading lately.
All opinions are my own, no warranty express or implied, and are packed by weight, not by volume; some settling of contents may have occurred during shipping and handling...)

Okay, I give up. What's 'old school gaming', and how does it apply to miniatures and role-playing games? I've just managed to get my head around the 'simulationist' and 'narrativist' schools of role-playing games, sorta, but now I'm even more confused. I got started in miniatures back about 1970, and in role-playing about 1975, and I have the feeling that I'm either a dinosaur or trapped like an insect in ancient amber; I still do things the way I have been doing them since that ancient and long-lost time, both in miniatures games and in RPGs.
Am I an 'old school gamer', or just imprisoned by the conditioning I got at the hands of Dave Arneson (of D&D), and Phil Barker (of EPT)?

For the benefit of those of you in the audience who hadn't been born yet, gaming back then consisted of historical miniatures. Period. Sure, some folks had been calling their medieval figures 'orcs' and 'elves' so they could play out the battles from Middle-Earth, and if you took the five SPI "Prestags" board games and put all the maps together - and sorted the counters from all five by color - you had a mega-game that looked just like Tolkein but evaded copyright issues; but, oh my patient listeners, the world of RPGs as you know them just didn't exist.

Enter, stage left, a bunch of bored Twin Cities Napoleonics players; enter, stage right, a bunch of bored medieval players from Lake Geneva.
Net result, D&D, followed in short order in the Twin Cities by something really weird called "Empire of the Petal Throne": all three of the authors involved were old hands at historical miniatures, and their first sets of rules reflected this - the 'Simulationist' school of game design, they tell me. Dave Arneson was a particular example of this kind of design; he was a perfectionist at getting all of the little details nailed down before the players showed up on his doorstep, and he played - like they did - for keeps. Sitting down with Dave to play with him was an invitation to having your heart cut out, doused with Tabasco sauce, and eaten with great glee; you - like all of the folks who regularly played in that group - had to be quick on the uptake, fast on the draw, and really smart; you had to know your stuff, or you'd get handed your head on a platter. The only exception to that was if you were a new player, and didn't come into the game session with an attitude; if you were polite and reasonable, that bunch of unreformed Visigoths would be more then happy to help you learn the game and the rules.

Phil Barker certainly did his own rules, of course, but his natural flair for story-telling usually showed through the rules mechanics.
Tekumel was the setting for his stories and fiction writing, and those of us who gamed with him were the 'bit players' in the story arc and quite often provided him with the 'local color' he used in his books.
Very quickly, he dropped using any rules more complicated then the following:

Prof. Mohammed abd Rahman Barker's Perfected Game Rules:

1) We both roll dice.
2) If you roll high, your view of reality prevails.
3) If I roll high, my view of reality prevails.
4) If we're close, we negotiate.

Simple, yes? I still use this complex and detailed set of rules to this very day, which - I assume - makes me a 'Narrativist' like Phil. Mind you, I also do all of my research and planning ahead of each game session, just like Dave did, so I guess I'm sort of a hybrid of the two genres. And just perhaps, is this hybrid 'old school'? The major objective of any game run by either of those two was to have fun; if there wasn't a laugh or two around the table in the course of the mayhem, we all thought we were slipping up somehow. I try very hard to make sure my players have fun, and I also make damn sure that I know my source material, too.

Over on the miniatures table, I run games pretty much the same way.
Yes, I confess, I did write a set of miniatures rules for Tekumel; it's still in print, still being played, and still being denounced as "too simplistic" by historical gamers (who have never played it) and as "too complicated" by RPG gamers (who have never played it). I might modestly mention that both types of gamers who have played the thing discover that it's neither, but that may not be important; what is important is that I try very hard to provide players with a good time; everyone gets something to do, everyone gets a laugh and some fun, and everyone gets to play equally heroically. I do the figures and the scenery, and that's where I get my jollies; I'm a model-builder before I'm a gamer. (Which may be rank heresy, and probably the subject of another essay.)

So, I think I'm a fossil. I game the same way both Dave and Phil did, and my players don't look at the published rules very much; they seem to be having fun at game sessions, which think is the point of the exercise. We keep it light, simple, and fun; is this 'old school'?

[Bold: mine]

I realise that the above will not settle the matter for either the Old Guard, the OSR or New School crowd, but then again, nothing is likely to do so.

Sally-forth unto Adventure, Honour, and Glory!

Thursday, June 18, 2009

[RPG][Wargaming] Update-

Agh! :[
These last eight Leaders are kicking my imaginative-ass. They are about all that is keeping me from going-over the rest of the text and determining what stays and what gets chopped from the beta. Aberrations are almost certainly out of the main document, as I expected a (few?) weeks ago. I may put the tech-arms/armour into another document and later compile these for the live edition.


R'Tshen, the skirmish/tactical rules, at least, are coming along nicely.
Jeff Berry has asked me permission to play-test with his regular Tekumel group. Um..."w00t"! :D
I am finishing up the greatly expanded outline for their use.

Tuesday, June 2, 2009

[RPG] Discussion of the Nature of the Game & What to Expect-

Today, I hope to write-up a few of my Life Lab random creatures for Friday's game. I know the simultaneous and interlaced 8 die set of tables has worked well enough, but by cranking out a few critters I hope to put a first polish on the thing. The decision to allow the Referee to create their own creatures wasn't solely based on the fact that I don't anticipate writing up two and one-half score monsters to make the book 'complete' any more than I plan on writing my own versions of spells -- you folks have plenty of critters and spells available to run this in your own ways. However, I think that the Life Lab will prove more useful in the long run to the Referee than simply including an initial large list of critters. I try and help others 'empower' their games.
That isn't to say that I won't be producing setting-specific spells and creatures, but rather, that it isn't as high a priority to meet the same standard 50+ monsters and 5+ levels of spells for two caster classes as have the recent Retro Clones and Simulacra.
It is perhaps best to think of UWoM as an Arduinian sort of bolt-on accessory to your existing rules set, although, like Arduin, it will contain my own rules-set as a sort of variants offering to the community -- just like it used to be in the olden days when I was but a youff'.

Likewise, since my vehicle rules use a slight variation on my creature format, it means that I have less work to do when the time comes to write-up the Morrenhom Stryders and what few war wagons exist in the early Autumn era.

Also, unlike the recent bout of games in the Classic/Old/Disco/Punk-era vein, and much more like beloved Empire of the Petal Throne, and Skyrealms of Jorune, it has a very distinct setting to it. While I can understand and appreciate the mentality that setting-less-ness is a hallmark of the Punk-era games (again, Tekumel a conspicuous exception), by the time I really was in full omnivorous RPG swing, there was an increased tendency to include more details of a setting with/within games. I would argue that the Starship Warden and even Gamma Terra were settings, and these are almost as old as the hills, as they say.

Is there a story to the setting? Yes and No. In my fiction, it is all pointing to a specific 'big picture', but I have intentionally not pinned the play of the game in any specific direction, as the setting is literally galactic and multi-dimensional in nature, all there for play-groups to explore and define and create as they please. In essence, I've opened a scrying pool into another reality and left it up to you, the reader, to do with as seems best to your sensibilities.
While I hope to continue to expand the material into the latter Autumn era and into Winter, Spring, and Summer, I very well may never complete that work, and it still wouldn't hamper the game. Although new rules/guidelines for dealing with the changing technology and other assorted things that mark the setting's progression would appear, it will all be modular and capable of being used independently in your established games, regardless of which rules-set(s) you employ.

So, ultimately, I'm neither concerned with UWoM being 'OS' (or whatever), nor it possibly being labelled 'too exotic' as has been the case with both EPT and Jorune.

Saturday, May 9, 2009

Interview: Ken St. Andre (Creator of Tunnels & Trolls)-

(c) Copyright 2009 Ken St. Andre and Kyrinn S. Eis All Rights Reserved

The following is an interview with Tunnels & Trolls creator, Ken St. Andre, conducted via e-mail and re-printed here with his knowledge and permission.


* Timeshadows: Hello, Ken. Welcome to The Grand Tapestry. The bar wench will bring you a frosty mead in a moment. Do you mind if we get right into the interview?

Hello, Kyrinn,
Thanks for showing me The Grand Tapestry. Can't we just stick to the mead, best drunk warm, my lady, and skip the interview? Ah, I remember swilling mead with the Society for Creative Anachronism when I was a young and solitary troll--those were good times. To tell the truth, I'd much rather cavort with the barmaid than ramble on about ancient glories, but I guess an old troll has to take whatever pleasures are offered to him. So ask away . . .

* T: Alright, then. I know from other interviews, as well as our personal correspondence, that your original Point of View as regards Tunnels & Trolls was that of the fantasy titles that comic book publisher Marvel (and DC?, others?) put out in the '60-70's. Do you mind listing a few of the titles?

Marvel Comics made history with the release of Conan the Barbarian comics back in about 1970 with art by Barry Smith. I was already a big Conan fan, and I started buying them with the very first issue, which I still have somewhere in my back room. Conan was popular and other swords and sorcery comics appeared. Lin Carter's Thongor appeared in Creatures on the Loose even before Conan. D. C . Comics did an adaptation of the Grey Mouser and Fafhrd. I'm not going to do a history of fantasy in comics here, but there was plenty of good stuff available back in the 70s. I never saw a really good version of Lord of the Rings though (I saw some not so good ones).

* T: Which of those were your favourites, and what made them appealing?

I bought every sword and sorcery item I could find in those days. It wasn't as common as it is now. Conan, in any form, was my favorite, but I identified a bit with the Grey Mouser and also with Elric of Melnibone. Not that I was as short as a child or an albino by any means, but I never had the muscles of Conan, and always figured I'd live by my wits instead of my brawn in any fantasy world.

What made them appealing? Adventure, monsters, scantily clad women. All that carried over from my childhood love of Tarzan. Bookish, nerdy honor student Ken St. Andre would have done anything to be a fantasy hero--anything except join a gym and actually build muscles.

* T: With that knowledge, the 'explosive' Ability-score-growth of T&T makes more sense. Do you think that employing the 2-point per level Ability scheme found in Michael Stackpole's Mercenaries, Spies & Private Eyes would 'work' with T&T, or is the game intrinsically cinematic and for a lack of better word, 'heroic'?

Stackpole's MSPE was an attempt to do two things with T & T. He/We wanted to show that the game system could be used in any setting--and what is further from classic fantasy than 20th century detective/espionage fiction? And we wanted to add the whole concept of Skills to the Tunnels and Trolls rules. Mike jumped in and did all that with MSPE, and it worked well enough, but it never really satisfied me or caught my interest. Perhaps it's because I'm more of a swordsman than a shooter. In my youth I fenced (with foils and sabers), I wielded a 2-handed greatsword for the SCA kingdom of Atenveldt, I took archery in college and actually made the archery team for a semester--that despite having terrible vision. I could shoot, too, but I didn't shoot much or often.

As for the game being cinematic, imho, all role-playing games are inherently cinematic. They are crammed with fascinating characters and dangerous situations. The difference is in the game masters. A dull GM like me reduces it to an evening of jokes and dice rolling while a cinematic GM like Larry DiTillio (he of Babylon 5 fame) will deliver an adventure that you remember all your life.

* T: May I take us back a bit further?

Blow in my ear, and you can take me anywhere. :)

* T: demure smile

You have to understand that I was already designing my own games, (I did a Star Trek board game with competing empires that we spent many a Friday evening playing at the Cosmic Circle meetings) and writing my own fiction long before I ever heard of Dungeons and Dragons. I was heavily into fantasy, and hoped to write it for myself some day. Then around the end of 1974 I began to hear about this fantasy game called Dungeons and Dragons, but in the godforsaken wilderness that was Phoenix at the time, in the days before the internet, something you heard about in California was kind of hard to find in Phoenix. I was eager to play it, but clueless.

Then, on a gaming night visit, I finally found someone with the original boxed set of Dungeons and Dragons that he was showing off. No one was playing the game. Nobody knew how yet. But I borrowed it and read through it for a couple of hours. A lot of it made no sense to me. I had no background in miniatures, so talk about moving so many inches per turn was just gibberish. And the dice! What the heck was a 4-sided die, or a 10-sided one. Eight, twelve, and twenty sides!!! Not possible. At least, not obtainable by me at that time.

But I came away from my reading with a basic idea of what the game was supposed to be about. Adventurers invading the strongholds of wizards and monsters and coming back with treasure. Hey, this was just like the Conan stories I loved. I had to have this game, and if I couldn't easily get one, I wasn't about to wait. I would invent my own. And I wouldn't just copy what I'd read, but I'd make what seemed logical to me. Yes, adventurers needed attributes, and those attributes would be Strength, Intelligence, Luck, Constitution, Dexterity, and Charisma. What the heck good was Wisdom? Luck made a lot more sense. And they would need weapons and armor and magic. So, off to the library to research weapons and monsters. What does armor do? It absorbs damage. It doesn't make you harder to hit. Armor makes you easier to hit--it's heavy and slows you down, but if the hits bounce off, you don't get hurt.

And I used my antique typewriter and I wrote down everything about how to make a character, and how to make a monster and I created a dozen pages or so of something I could use to create that fantasy gaming experience that I had been hearing about. I tried it on my friends. They liked it. They kept borrowing and copying my notes, which were getting ragged fast, and they gave me ideas I hadn't considered at the beginning--like other kindreds. Why not play elves, and dwarves, and hobbits, and leprechauns? How could I have overlooked missile weapons? What do you do if you're in trouble--saving rolls were born--all on luck originally, but it didn't take long to generalize the idea to the other attributes. And it got to be such a pain having people borrow my notes that I vowed to produce a rulesbook for everyone. And by midsummer, with a lot of help from my friends, Bear Peters, Marc Anthony, Steve McAllister, Rob Carver, I got the first edition of Tunnels and Trolls typed up and illustrated and pasted together, and off to the Arizona State University print shop. 100 copies.

Basically, I saw a need, I jumped in and did something, and I got a deal with a gaming company--Flying Buffalo--that got my game out in the wider world beyond my own circle of friends. In those days everyone was creating their own versions of Dungeons and Dragons, but most people didn't publish, and their versions were closer to the original than mine, probably because they had played the original and understood it better. Thus, most of their variants perished and were absorbed back into the mainstream of D & D while T & T varied ever further from that basic inspiration to become the game it is today.

* T: What role do the fans of Tunnels & Trolls have in the release of, first, 7th Edition, and more recently, 7.5?

Fans provide demand. The idea that people would want the game enough to buy it is very inspiring to a writer/game designer. They also provide encouragement and feedback. T & T never really had any playtesting. I put it out there, and people played the games. If it didn't work for them, the rules say go ahead and change it to suit yourself. If someone told me how and why it didn't work, I might try something different via house rules which in turn might show up in the next edition. The current rate of advancement by using adventure points came from fans. 100 times the current attribute was way too slow for tournament games at a convention, but fans loved the ten times current attribute rate. Thus, to take STR from 9 to 10 only required 90 adventure points, and you could get that many in a couple of fights easily. Fans caused that change. Talents came about in 7.0 because of a perceived need (from fans) for Skills in T & T, and because I didn't like the mechanical sort of way Stackpole implemented them in MSPE.

* T: As an avid reader, I know you have a fairly expansive, favourite authors list, but I was wondering if you would share a few of them with us, as well as which stories/novels in particular you were most inspired by?

My favorite authors are all adventure writers: Edgar Rice Burroughs, J. R. R. Tolkien, Fritz Leiber, Michael Moorcock, Ken St. Andre (heh) and in comics I'd have to say my all-time favorite was Roy Thomas. There are hundreds of others that I like and admire very much, but those would be my tops.

* T: You have published fiction in Mage's Blood & Old Bones, and in your first novel, Griffin Feathers. How was that experience, and can we look forward to more fiction from you in the near future?

I always wanted to be a writer. I always thought I was. I've just been working a bit harder at it this last few years. And yes, there will be more fiction from me, right up until I die. Right now, you can read the continuing adventures (diary) of Lerotrahh on Twitter. It's fun, telling a story, 140 characters at a time.

* T: I recently saw your Top 25 RPGs list, and noticed several similarities to mine, even excepting our favourite KSA titles such as Monsters! Monsters! and Chaosium's Stormbringer. Tunnels & Trolls placed in the Top-10, didn't it?

Tunnels and Trolls came in 8th (behind 3 versions of D & D which I think should have ll been lumped together) in the RPGBlogII list of the top 25 rpgs. He got 150 responses, and I mobilized Trollhalla at the end to vote for T & T. Nothing like a little ballot box stuffing.

* T: One of our Top-10's, both, was MAR ('Phil') Barker's Empire of the Petal Throne (originally published by TSR). What comes to mind when you think of that product or Tekumel in general?

I heard about Tekumel from the beginning, and I love the world creation that Barker did with it. It's easy to see pre-Columbian and Japanese influences on the game along with other exotic cultures. Most of my familiarity with Tekumel comes from Barker's excellent novels about it--those I really admired. Barker and I exchanged letters once only back in the days before email, where he advised me to be more open-minded about other people's creations. I've tried to take that advice, but I never became a Barker follower.

* T: What is your current level of involvement with Tunnels & Trolls? Are there new T&T products by KSA being produced? Where does T&T live these days? Can you tell us more about Outlaw Press' as a producer of current and older-edition products?

I am more heavily involved with T & T these days than ever before. A lot of it comes from running the fanclub a Trollhalla
Jim Shipman of Outlaw Press is always after me to write stuff. With all the encouragement I'm getting, it's easy and fun to turn out new stuff for the game. The creation of T & T 7 and 7.5 has given me back that sense of evolution in the game that we had in the early years when I went through 5 editions in 8 years.


Outlaw Press is the creation of James L. Shipman, and it has figured prominently in the renaissance of Tunnels and Trolls in the marketplace. The best thing any T & T fan could do (or even if you're just curious) is visit their website and look around.

* T: Thank you, Ken St. Andre.

Thanks for giving me this chance to talk, Kyrinn. But I've probably put my foot as far into my mouth as I can get it for now. Now, where did that barmaid with the mead get to? (Trollgod looks around for action.)

End