Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > The Fantasy Trip

Reply
 
Thread Tools Display Modes
Old 07-23-2018, 07:57 PM   #1
stefanj
 
stefanj's Avatar
 
Join Date: Mar 2005
Location: Beaverton, OR
Default Thoughts on creating solo adventures for TFT

Steve's essay is a good start. I'd like to point out some other things.

* TFT combat is board based. You adventure should provide, for each combat encounter, a battle map diagram. The diagram should show terrain, letters showing the starting point of the combatants, and numbered points of interest.

A map key in the same section should describe special terrain effects., e.g.


Quote:
The rubble is treacherous! You risk tripping if you move at a speed of more than 2 through the rubble. Each time you enter a rubble hex on a turn in which you moved more than 2 hexes, make a 3/Dex roll. On an ordinary failure, you are stopped for the turn; on a critical failure you fall prone.
* Each combat should have a section describing the enemy's tactics, and any special area rules. e.g.,

Quote:
143) Hobgoblins A and B will close with your characters as quickly as they can, but will stay within three megahexes of the archers. They will split up, trying to keep two of your busy. They attack until slain.

Unless an enemy gets within 5 hexes, the archers C and D will remain in position and loose an arrow each turn. They will shoot at different targets if possible. If an obstacle prevents them from getting a shot at any target, they will move one or two hexes. If an enemy closes with a archer, he will draw a short sword and attack.

If one of your characters enters or moves over a numbered hex, turn immediately to the section noted:

Hex Turn To
1 032
2 078
3 008

If you defeat the hobgoblins, turn to 097.
The turn-to paragraphs would have special instructions, e.g.



Quote:
032) You've stepped on a pressure plate. A spray of darts emerge from crevices in the bas-reliefs in the entryway. All characters behind the dotted line must make a 3/Dex roll to avoid getting hit by a dart. Each darts deals 1-2 damage.



Return to 143 to continue the combat.
__________________
Alphabet Arcane / MacGuffin Alphabet / Unnight
Twitter: StefanEJones

Last edited by stefanj; 07-23-2018 at 08:32 PM.
stefanj is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 08:06 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.