Friday 5 April 2019

Another thought on character generation in Tunnels and Trolls


After going through T&T's character-generation procedure with the kids, I was struck by how artful the game is in making its characters distinctive - through something as simple as its famously recherché  list of arms and amour.

The best weapons are expensive. But beside the strain they put on the budding adventurer's budget, they also require exorbitant levels of strength and dexterity to use properly. As I noted before, this is hardly rooted in realism. It does mean, though, that characters are forced into peculiar niches. You have to balance the need for armament with the need for armour and other equipment, and reference that against your ST and DEX levels and the amount of weight you can carry (not forgetting to leave room for loot).

So a strong but clumsy warrior with ST 14 and DEX 6, and100 gp to spend, might blow most of his budget on an oxtongue spear (about the most damaging weapon that he can wield to full effect), an open-face helmet, a set of clothes and a pack.

Meanwhile, the reverse (ST 6 and DEX 14) with 150 gp could tool up with a terbutje (a shark-tooth-studded 'sword), a staff sling, leather armour and a buckler. That's about the best she can do in the circumstances.

Immediately, the two warriors are utterly distinctive - and begging for backstories. The exotic equipment list and the entirely arbitrary ST and DEX requirements very quickly create the sword-and-sorcery equivalent of this:




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