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Wednesday, September 8, 2010

Tremulous Antennae: Mementos of the Ancients-

LINK

A Letter from Ken St. Andre to Jim Shipman-

I am reposting the letter Ken sent me (and likely others).

James,

I received your package yesterday with some surprise. Received six copies of the revised Gristlegrim Dungeon. This dismays me, as I told you to quit publishing it back in January of this year when I broke with you. If this parcel was an attempt at a reconciliation between us, then I appreciate the effort you took, but I reject it. Our friendship and partnership is broken and done forever. I do not wish to collaborate on Gristlegrim or any other project with you. Not now! Not ever again! You had no right to add your material to my work. You have no right to continue publishing and selling it. Please stop!

James, you no longer have any right to publish or sell my works. We have no written contracts. We have no formal accounting of royalties. Your habit of sending money and or copies of the items is no longer good enough. Any informal agreements we may have made in 2009 and earlier are terminated on my side of the deal. I no longer wish to associate with you, either professionally or informally.

Find some other outlet for your creativity. Leave me, and leave Tunnels and Trolls, alone. I am rejecting any further association with you.


I hope this is clearly understood. Do not publish anything with my name on it as author. Do not presume to collaborate with me on my projects. Do not keep attempting to infiltrate trollhalla.com under false names--you are banned and unwelcome on that site. Do not attempt to rewrite the history of Tunnels and Trolls on Wikipedia or any other online sources. Do not send me money. Do not send me product. I do not want it from you. However, I am under no legal obligation to send back things that arrive unsolicited in the mail. I won't waste the money or the effort to send them back. I am not interested in theatrical gestures. I simply wish to terminate our association and to move on with other things in life.

I hereby reclaim my rights to anything I ever gave you to publish. In particular, I assert my right to the novel Griffin Feathers which consists entirely of my own work with some input in the short sections of the book from the members of Trollhalla.

I am forwarding the "royalties" that you sent me to Jeff Freels, the artist whose work you have re-used to illustrate this version of Gristlegrim. He deserves compensation for his work.


James, I am not angry at you, and I do not hate you. I simply will not associate with you ever again. For several years we were, I thought, very good friends. Outlaw Press did a lot for Tunnels and Trolls. You know why that time has ended. Let it go. Move on.

James, I will be publishing this letter in open forums on the internet, so that all the world can see how I feel, and how I react to what I can only believe are attempts to manipulate me and to gain control of Tunnels and Trolls. If you have no ulterior intentions, then forgive me for being suspicious, but I no longer feel that I can trust you.


James, you have your own unique style of creativity. Please go and do your own thing, and stop messing with me and with Tunnels and Trolls.



Sincerely,
Ken St. Andre

Sunday, September 5, 2010

The games these kids are playing these days...-

I'd love to talk about all the layers of Player interaction in my friend's Pathfinder game, but I'll confine this little 'get off my lawn' monologue to the slogging monotony of making a multiclassed character in the post 1e era.

I was faced with a slight re-build and one level increase for my LN Cleric of Heironeous, now that the Paizo Advanced Player's Guide trumped the Adamant Entertainment Tome of Secrets stuff. My eyes were practically bleeding by the time I had finished allocating my 17 Skill Points, and I still had PAGES of entries to complete: Special Abilities, Feats, Channelling, Spell DCs, ...
--For the love of Moshiach! When did this all go so horribly wrong? Is GURPS to blame? Starfleet Battles? Chivalry & Sorcery? !!!

There is entirely too much stuff to track; and 12 page character sheets?!
--I was exhausted before I even had my first scene in the game.

Where's my Geritol?
--I'm off to bed.

Saturday, September 4, 2010

Mutants of Marnharnna Pt. 06 and a New Solo Game-

With the Stone Calendar in their possession, and Osyl and 'snappy' the cart-puller out of the homestead/camp, the group fell back to their rally point and then realised that they were being tracked by two scouts from the camp.

One of the items dumped onto Osyl's cart in compensation for the hootch she provided the men was a heavy grinder of some sort of metal. When Osyl cranked it to see if it worked, it seemed to her that she was being pulled forwards in time at a rate faster than the normal passage of the equivalent time. However, the other PCs each had a different experience: The sound of bombs falling/detonating (Raylyss); distorted Calliope music starting up (Phlavius); and the sound of wings far too close for comfort above and behind him (Zalder).
--And while 'debate' sprang up, there were a few humorous moments, and a lot of kvetching about how to properly ambush the scouts and whether or not to use the grinder, etc.

Fabricated woollen propellent was created by Phlavius, and he fashioned a half-dozen small grenades (more like sound makers with a short shrapnel radius) from food tins, and gave them to Zalder to use to lead the cavalry (looking for the scouts), which was successful -- to a point.
--The fight against the scouts consisted of Raylyss and Phlavius, both Cloaked, and resulted in the near instant death of one scout from an arrow shot from each of the PCs, the first shot striking the vitals, and the second shot splitting the first arrow. The surviving scout rolled under Osyl's cart, who then double-strength TK-Blasted him (shattering his primary forearm) and moved to attack him with her Vae short sword. Raylyss TK-Gripped him and dragged him out from under the cart, where Zalder landed and dealt with the scout.

Five of the cavalry swept in and one rider was thrown as Osyl dropped his horse with a revolver shot, missing a second one. The remaining three charged in and Osyl was shot in the head and was reduced to Dying, but that rider, too, was un-horsed, leaving only two.
--We moved to begin another Round, but two of the Players left at 8PM.

-----

Vanya Averdyn, Western Isles Vrun Baroness, began her adventuring career in my girlfriend's solo game.
--Vanya's decrepit estate is on a 0.56 sq. mile (358.4 acres) plot of wilderness in the heart of old Yovend, capital of the southern Island of Byrtheq. It had been three times the size in past generations, but the land had been sold off to fund the family's dual passions for travel, and their ancestral (Latter Qhattanian) holdings on the Isles. A slew of mysteries confronts the Baroness, far too many to meaningfully recount here.

I may update her adventures here, but I thought it deserved mention, as it is a very different sort of game than the others have been running in for roughly two years.

Thursday, September 2, 2010

Old URUTSK Minis Combat Rules (Primitive to Modern)-

URUTSK COMBAT
EDIT: 1998/09/08
(c) 1998, 2010 Kyrinn S. Eis

* Scale: Open (1/2 of an Average Figure' Height = 01 Yard)
* Time: 01 Round = Approximately 06 Seconds

Range
Increment Penalty

Point-blank: 0
Short: 1
Medium: 2
Long: 3
Extreme: 4

Pass Ammo. check: '6', including appropriate Weapon Ability score.


RANGED COMBAT-

Roll 1d6, and add 'Ranged' score.
--Range and Cover Penalties are then applied.

* A Modified Result of '1' or less is a Clean Miss

* Results of '2-5' indicate a 'hit' has been scored, applying the same total as Hit Points to the previously nominated targets/figures.

* A Result of '6' or more allows the die to be re-rolled, adding the new result to the total. This grand total is then distributed among the nominated target(s).

Other factors discussed later modify the low and high end results.


Misses-
(Roll 1d6):

1). Forced Ammo Check
2-5). Normal Miss
6). Strike another figure within 01 Yard to either side of the original target, regardless of range (nearer or further).


Group Ranged Combat-

* Dice for all involved per side are rolled
* Apply Range and Cover penalties to each die
* 1's are not added, and each removes a single high(est) scoring roll (preventing additive re-rolls for that die removed)
* A result of 6 on any (remaining) die is then added with its re-roll. This is performed only once per die.

* Total the modified rolls
* This is distributed to the pre-nominated targets, with those without cover (even in further ranks/rows) receiving the brunt of damage first, then those in partial cover, and lastly to those in full cover.


Autofire / Volley Modifiers (Single)-

* Modified results of '1' are treated normally
* A '2' may also indicate a 'miss' if the weapon condition is poor or the item is damage, defective, etc.
* A result of 5+ is an additive re-roll
* Continue as normal


Autofire / Volley Modifiers (Group)-

* 1's (and 2's if the gear is damaged or poorly maintained) are not added, and instead each subtracts a single high(est) scoring roll (preventing Additive Re-Rolls)
* 5+ is an ARR
* Continue as normal


Burst-Effect Weapons-

* 1's act as normal
* 4's, 5's, and 6's are ARRs

* Figures without cover, within the range of the effect, are automatically subject to 12 Hit-points, before rolled points are distributed to those with cover.
* The area affected by the burst is often devastated and poses its own hinderances, namely fires and broken terrain.
* Structures in the area are treated as figures without cover, and sustain 12 hit-points. Although this is often not enough to destroy the structure outright, it is usually enough to deteriorate the integrity of the structure, and can cause dangerous conditions (collapses, etc.)
* Figures with cover provided by damaged structures may have survived the initial blast, but may still persh from their refuge's collapse. In these cases, 2d6 are rolled:

* If the results are doubles (5, 5, or 3, 3, for instance), they are treated as ARRs
* Any other results are simply added, and hit-points distributed among the figures in the structure. This damage represents injuries suffered from falling debris or other special effects from such an event.


MELEE (CLOSE) COMBAT-

* Roll 1d6 per unit (based on combat scale), and add the Close score
* Ties result in an ARR for both parties, with the figure wit the higher Close score breaking a further tie.

Parries & Ripostes-

A number of Hit-Points of damage a melee or unarmed fighter generates, up to its Close score, can be used to interfere with incoming enemy hit-points. If this amount is equal to the incoming hit-points, then the strike is negated. If the total is greater, and a '6' was rolled, the enemy is disarmed. Any remaining points may still be used to inflict injury as normal.

Breaking-off in Melee-

On occasions where a figure wants to disengage from its opponent, the opponent is entitled to an unopposed roll (adding its Close score) to determine the effect of its strike.

Mass Melee-

When more than one figure engages an enemy in Melee combat, follow standard One-on-one Melee Procedure, as expanded by the following rules:

* Parry and Riposte points may be spread among one-half as many opponents (round up)

* Command Checks must be made each Minute of such combat


COMMAND CHECKS-

* Figures must be within 10 Yards of a Command-capable figure when a Command Check is required, or the figures are Out of Command (OoC).
* Figures which are OoC will attempt to join other friendly units, even if they are also OoC, rather than remain isolated.
* Groups of OoC troops are under the Referee's control.
* Groups of troops with a Command-capable commander are Detachments, and act as sub-units with all the same properties as the main unit in regard to Command Checks.


Mass Melee Charges-

* Roll 1d6 for each side.
* If the Charging Attackers are at 21-40 Yards when the charge begins, 6's are ARRs for their side. If at 20 Yards (or less), 5's and 6's are ARRs.
* The Charged Party receives ARRs based on preparedness, and longer ranges. If the Charging Attackers are at Medium Range (for the weapons employed) then 6's are ARRs. Long and Extreme Range permit 5's and 4's, respectively. Readied weapons lower the ARR threshold by one, but never lower than '4'.
* Overwhelming numbers of Charging attackers (3:1 or greater) additionally force 2's to be discarded by the Other/Receiving Party. Autofire/Volley are conducted normally. Command Checks are necessary versus Disruption.
* The Grand Total for each party is applied to their opponents.
* If both parties Charge, treat each side as the Charging Party.
* Once the two forces engage, Standard Melee takes place.
* As with any instance of Mass Melee, Command Checks are required each Minute of Battle.


Disruption-
(Roll 1d6)

1). Staggered: Lose Next 02 Rounds
2-5). Stunned: Lose Next Round
6). Unaffected: May act as normal


HIT-POINTS-

Regardless of the source, any hit-points attached to a figure are compared to the figure's Fate score:

* If less than that score, the figure remains active, though at a Fate score reduced by the hit-points not negated by defences.
* If attached hit-points are equal to the figure's Fate, the figure is Injured.
* If the hit-points exceed the figure's Fate score, then the figure is Incapacitated.

Injuries-

* Injured figures may resume action on the second Round after suffering their Injury. the Fate score is reduced by 01. If faced with an enemy, the Injured figure may fight back, but 1's, 2's, and 3's are penalised as previously discussed.

Incapacitated-
(Roll 1d6):

1-2). Dead
3-5). Immobile: badly wounded and in serious pain. as a result, they are very likely to be noisy
6). Unconscious: 1d6 Minutes before regaining Consciousness, then treat as Injured

[END]

Tuesday, August 31, 2010

No Title-

Before the beginningless beginning, prior to the appearance of the first Buddha, already its bright and radiant light shone forth. It illuminates heaven and stands as a perfect mirror on earth, embracing and manifesting all things. The sun, moon, stars, and planets, lightning flashes, thunderclaps; everything without exception receives its benevolent influence.

- Daito (1282-1334)

Tuesday, August 24, 2010

The Status of the RPG & More-

I owe you all some sort of explanation regarding the postponed release date of the UWoM rules.
--Here it is:

1). I Was struck ill for three weeks after the NTRPG Con
2). Rob Kuntz and I have struck up a limited partnership to bring URUTSK: World of Mystery to you in a meaningful presentation, rather than nickel-and-diming it via 'first-run'.pdfs
3). I have been moving over the entire month of August

What does all this mean regarding the RPG?:

1). The VRUN Player's Module: The entry book into the RPG from the perspective of the dominant Human ethnicity. It will contain the complete character generation process (from rolled Ability Scores through broad and open-ended Skills, to the Imperial Starship Castes, and Equipping), for Vrun characters (both Continental, and Marnharnnan). Basic Combat and Basic Task Resolution are, of course, part of the package.
--Also included: The VRUN Alphabetic Language System; Detailed (and mapped) Vrun Adventure Locations; a World Map; Vrun territory Maps; and, gorgeous art by Mullen and other artists.

2). The other major Human ethnicities (Yirinn, Yaesh, Durn, and Dokirinn) will each receive their own Modules which will add-on to the VRUN Player's Module, and do justice to each of the distinct and unique cultures, including Blood Magicks, Technologies, Traditions, and regional Maps.

3). The Referee's Manual: Composed not only of the ephemera of running the game (including Advanced Combat and Task Resolution), but articles by famous, infamous, and personally respected Referees/GMs, including Classic personalities (TBA).

4). After these, I plan on releasing smaller works, often compiling minor ethnicities (Lhoman, Khem, Kark, etc.), as well as releasing the major and minor Non-Human Species.

5). More detailed Regional Guides with adventure chronologies and notable NPCs, Items, and Spells.

That will close the Early Autumn Era, and open the Latter Autumn, which was the true genesis of the setting, back in 1985 or so. This will introduce modern warfare, superpowers, high-tech (including space) gear, colonisation of the other worlds in the Av Star System, and the initial Starfaring Drang nach oben.

More URUTSK goodness in the form of Sequential Art stories, and possible series are in negotiation with a wonderful artist best known for Classic Gaming works, although also a veteran Comics artist.
--More on that as the process develops.


For those of you promised Playtest versions of the rules (most notably in the land of Oz), you have not been forgotten, and are due to receive the pre-release VPM hours or days after its completion.


I thank the lot of you who have taken an interest in Urutsk, and hope to bring you the calibre of product worthy of the accolades I have already received.

To that end, I would like to take the time to acknowledge just a few of the foremost enthusiasts and encouragers these two years (and longer in a few cases):

* Brian Penn
* Greg Oakes
* Jeff Berry
* Sean Wills
* Robert J. Kuntz
* Reed W. Decker
* Stephen Laidlaw

Stay Tuned...