Post by uburoi on Feb 16, 2009 21:41:15 GMT -5
www.lulu.com/items/volume_63/3019000/3019374/1/print/3019374.pdf
It describes itself as a "primer on Old School Gaming" but it's one of the best things I've seen that encompasses the spirit of T&T - the make-up-something-and-roll-with-it openness.
ESPECIALLY the "Ming Vase" rule, for those whiny shlubs who dare to complain that the T&T combat system isn't "detailed enough".
That, compadres - that is T&T.
It describes itself as a "primer on Old School Gaming" but it's one of the best things I've seen that encompasses the spirit of T&T - the make-up-something-and-roll-with-it openness.
ESPECIALLY the "Ming Vase" rule, for those whiny shlubs who dare to complain that the T&T combat system isn't "detailed enough".
Tao of the GM: The Way of the Ming Vase
If you’ve got a choice between running a predictable, fairly-executed combat, or on the
other hand running a combat in which swords break, people fall, someone throws up from
a blow to the stomach, a helmet goes spinning away, someone gets tangled up in a
curtain, or other such events outside the formal rules … embrace the chaos. This is the
rule of the Ming Vase. Why is it the rule of the Ming Vase? Look at it this way. There’s
a priceless Ming Vase sitting on a table in the middle of a room where combat rages on
all sides, swords swinging, chairs flying, crossbow bolts whizzing through the air. There
is, however, no rule covering the chance of some random event that might affect the
priceless Ming Vase. I’m not sure I need to say more, but just in case, I will. If someone
rolls a natural “1,” or a “3,” or even if nothing specifically happens to trigger it, it’s
blatantly irresponsible of you not to start some chain of events involving the Ming vase.
A sword goes flying – the table underneath the vase is hit by the sword – the vase is
swaying back and forth, ready to topple – can anyone catch it, perhaps making a long
dive-and-slide across the floor? That’s gaming. Is it unfair? Well, it’s certainly outside
the existing rules. It’s your job to create events outside the standard sequence of “I roll to
hit. They roll to hit. I roll to hit.”
In combat, bad rolls can spontaneously generate bad consequences (make sure you do
this to both sides, not just the players). You don’t need a table to generate bad
consequences – just make it up on the spot. Good rolls might get good consequences,
such as disarming the foe, making him fall, smashing him against a wall for extra
damage, pushing him backward, etc. Again, make it up on the spot. Remember the Ming
Vase!
That, compadres - that is T&T.