Tuesday, October 29, 2013

A Wizard Went A-Wooing released at Lulu

A Wizard Went A -Wooing

Paperback, 572 Pages
Price: $20.00
Ships in 3-5 business days
An epic novel/game in which you can either play different wizards adventuring in the mythical Jungles of Phantog, seeking a bride or advance the same character through all six adventures. Learn about the mysterious Kraken Continent, Khaghtch'an, and experience a vast range of challenges and spells. Filled with new artwork and much humour as well as intense gaming. 
Over 550 pages, 700 adventure paragraphs, more than 100,00 words, pre-generated characters, 6 epics to play - or try to go all the way from L2 mastery to L13.
The work for a lunchtime :)

Thursday, October 24, 2013

How Long Does It Take To cast A Spell?

Just been reading an old UK T&T publication (by Chris Harvey) cataloguing lots of house rules - very interesting. I got temporarily hooked on his idea of spells taking a certain number of seconds to cast (in line with the WIZ expended). He was using 15 second combat rounds.

Didn't much like the idea of a L3 wizard with a focus casting 15 TTYFs in one round though!

Thought about each spell having its own casting time with reductions for higher level wizards casting lower level spells then remembered a) it's T&T and it's meant to be simple and b0 there's a universal GM fiat.

Saturday, October 19, 2013

Curses - Time for Some New Magic

I'm developing a curse magic for a new solo, based on the Caves of Nerja I recently visited and photographed. There will be curses, jinxes and hexes being bad and hoodoos being good. They work in different ways and are based on the average of WIZ, LK and CHR with a character needing to roll 15 or better at creation on all three to be able to practise curse magic (maybe WIcka or WIC).

Thursday, October 10, 2013

Pub Dominance

This is a very easy game to play. All you need is a bar, money for drinks, 2d6 and some friends.

All players tap their palms down on the table three times in an agreed rhythm then they immediately thrust out a finger, thumb or fist. Anyone who is not 'there' with the others is deemed to be asleep and takes no action that round.

What do the fingers, etc signify? You must agree that in advance. We started with index finger = attack, middle = build, ring = defend someone, pinkie = party. Then we added thumb = hunt, fist = earthquake stamp, palm up = make love not war.

What do you do? An attacker attacks a builder - 2d6 DARO each, winner takes a point; if there's a defender, the defender steps in and if the attacker wins the building is trashed. We decided a hunter has to roll doubles to catch something with 1d6 indicating the size - no one could attack a hunter.

We awarded 2 points for a successful hunt or party and 1 point for a successful attack, defend or build. If you beat someone with the peace tactic you got their points next time they scored as well as your own.

As soon as we got bored, we either replaced or added. If something wasn't being used or was too effective we replaced.

Someone has to keep score so you need a sober, responsible member of the group.

When does the game end? When someone buys a round - either because all glasses are empty and it's someone's turn or when someone is losing, gives up and chooses to buy a round to start a new game. Or whatever...

If people at other tables want to join in, they must buy a round.


Wednesday, October 9, 2013

Sunday, October 6, 2013

Another Attribute Combination

Here's one I used ina game yesterday when a doctor needed to assess a disease he hadn't encountered before - intuition, a combination of INT and LK.

The good doctor Eddiwood Banana-Quicksand rolled a critical fumble and when he asked his colleague, Dr. Besson Killso, to take  a look at his notes to see if he could figure it out Dr. Killso also rolled the dreaded 1-2 combination. The village of Wiplow had no reason for hop e now...

Thursday, October 3, 2013

Combined Atributes = Other Abilities Table

Speed of recovery; endurance
Leadership; persuasion
Attacking stunts; martial arts

Got any suggestions?

Tuesday, October 1, 2013

Another Winning Combination

I got some good feedback yesterday on multi-combinations but that can come later.

Today sees INT spliced with DEX. And what comes out of the hat? Stealth...could still be a talent but base it on the average of INT and DEX.

The reasoning goes like this: just because your smart doesn't mean you'll make a good sneak; just because you're a good archer doesn't mean you can slip past the guards. You are more likely to do the stealthy, sneaky undetectable stuff if you use your head and you do it without physical mishap.

No need for a separate attribute.

Back to Weebo and Whacker.

They need to see who will recover most quickly - Weebo from casting his TTYF, Whacker from geeting fried by it.

Now it's dice time. Weebo's STR and CON average is 10; Whacker's average based on his current CON is 9. Weebo rolls 2,6, Whacker rolls 1,1,1,4 (both fail so we roll again). Weebo fails again but this time Whacker rolls 1,2 - critical fumble! The effort of trying to recover from being blasted with the threat of a wizard with a knife on his way to finish the job is just too much - the unfortunate Whacker Warner passes out with barely a whimper. Weebo teeters over on unsteady feet and his blade completes the job his spell-casting started.

Chalk one up to the wizard fraternity.