
I like action in my swords and sorcery stories. This one features a charming ogress, a mean Minotaur and a few nasty elves.
I just do the details. Way back in the late 70s I was much more obsessed with swords and sorcery fiction than I am now, and also more obsessed with dice, and with creating systems that would do the work for me. I don’t remember when exactly, but I made a dice-determined chart for creating fantasy adventure fiction. The instructions in parentheses (like so) have been added now in order to make the chart clear for you the reader—I understand my original notes without the explanations.) Here it is:
SWORDS & SORCERY STEREOTYPES
To start: (roll) two dice. (d6 of course—that’s all I had when I made this chart)
On a roll of 2 to 7, the hero is alone. On a roll of 8 to 12 the hero is not alone.
(If the hero is alone, roll 2D6 again.)
Step 1. (Setting)
(Dice roll =) 4, 6, or 8—the hero is in his (her) own city.
3, 7, 9, or 12 in another city (I really liked cities back then)
2, 5, 10, or 11 in wasteland (and by wasteland I mean any wild, non-urban setting)
Step 2 (Conflict starts the story). He is attacked by
(Roll 2 dice)
7, 8, 9, 10 human attackers
5, 6, 11 beasts (including monsters of a nonmagical nature)
2, 3, 4, 12 Magic (including nonhuman, monsters, wizards, etc.)
Step 3 (Complications) He fights against men and

I wonder if she's mad because the dragon ate her clothing.
(Roll 2 dice)
2, 3, 4, 10, 11, 12 he wins and takes a prisoner (to find out why he was attacked in the first place and what he needs to do next)
5, 6, 7, 8, 9 he loses and is captured (and taken to meet his foe where things are explained)
(or)
He fights against beasts
(Roll 2 dice)
Even—he wins and meets (rescues) a girl
Odd—(the foe is too strong for him and) he flees
(Roll 2 dice) (and)
2, 3, 4, 5 (he is) rescued by men (women/humans)
6, 7, 8, 9 (he is) rescued by magic
10, 11, 12 (he) meets a girl. (Don’t know what I was thinking—she probably rescues him somehow, but perhaps the critters eat them both.)
(or)
He fights against magic and he is captured.
(On a roll of) 8 through 12 (the hero is) not alone. (He may start that way or have acquired a companion in steps 1 through 3)
Step 4 (Who is with our hero?)
(Roll 2 dice)
Even (he is) with friends
(Roll 2 dice)
Even—with his army (or group of companions)
Odd—with 1 companion.
Odd (he is) captured by enemies.
(if you haven’t done step 1, go back and do that now to determne where he is.)
Step 5 If he is with his army he fights a pitched battle.
(Roll 2 dice)
Even—he loses
Odd—he wins
Step 6 (how does the battle go?)
(whether he wins or loses, determine why. Roll 2 dice.)
2-6 he was outnumbered (or if he wins, he outnumbered his foes)
7-9 magic (was involved)
10-12 superior strategy.
Step 7 (who is the foe?) His enemy is a
(Roll 2 dice)
Even—a man
Odd—a woman
(If he loses the battle he will be captured alone by his foe. If he wins, then he captures his foe.)
(If the hero is with a single companion at the start, go back and do steps 1, 2, and 3 to determine what happens to them.)
Other Determinants
(If the hero is in a wasteland, then) the waseland is:
(Roll 2 dice)
3, 6 9—forest (includes swamps and jungles)
2, 5, 11—mountains
4, 7, 12—desert
8, 10—icelands
(I see I made no provisions for having the hero be out at sea. We could modify the chart to say
2, 5—mountains
4, 7—desert
11, 12—at or under seas or lakes or any body of water)
8, 10—icelands)
Step 8 When attacked by men roll (2) dice and multiply by 3/2. Half a man always counts an an extra attacker.
(When attacked by) Beasts (roll 2 dice.)
Even—a pack of animals
Odd—a single monster
Step 9 When meeting a girl (or a guy) (determine what he/she looks like. It is taken for granted that this romantic interest will always be attractive)
(Roll 2 dice 8 times)
- Even—voluptuous (big breasts, big hair)
Odd—slender (rather boyish or childlike)
- Even—she is nobility (princesses are always good)
Odd—of common blood
- Even—clever
Odd–dumb
- Her hair is: (roll 2 dice)
6, 7 auburn (that is light brown)
5, 8 black
4, 9 blonde
3, 10 red
2, 11 dark brown
12 platinum (I had in mind a kind of shiny silver color, but any weird color would do on 12.
- She is:
(Roll 2 dice)
2-6 tall
7-9 medium height
10-12 short
- She is:
(Roll 2 dice)
Even—virgin
Odd—not (at this stage in my life I don’t know why that would be important to me as a writer, but perhaps I was thinking that virgins are naturally innocent while non-virgins are more worldy and wise)
- She is:
(Roll 2 dice)
Even—very brave
Odd—timid.
THE MIDDLE STORY

All the best swords and sorcery has the hero wading through lakes of gore. Bit of an exaggeration, eh?
(Now we get into a series of If-then statements. The dice will reappear when they are needed.)
If the hero has a prisoner he learns of a fabulous treasure nearby with hostile guardians, but the prisoner somehow gets away.
If he meets a girl he learns of a fabulous treasure nearby, etc. & they decide to try to get it.
If rescued by men he makes common cause with them and soon goes through step 5 with them. If they win, that ends the story. (Also determine steps 6 and 7.) If they lose, he is captured. See below.
If rescued by magic, determine sex of magician who enlists his aid to secure some treasure, etc.
If captured, determine age & sex of captor.
Even—Man
Odd—Woman
Even—Old
Odd—Young
(If) captured & imprisoned by mortal foes
(Roll 2 dice)
The arena bit 2-6
The dungeon bit 7-12.
The Arena
(Roll 2 dice)
2-5 fights men
6-9 fights beasts
10-12 fights both
After winning in the arena roll dice.
Doubles—(hero is) propositioned by queen, princess, etc. Otherwise, the dungeon bit. If propositioned determine whether young (even) or old (odd) & what she looks like. Roll dice if young: Even—accept (become a royal lapdog, so to speak). Odd—back to the dungeons.
The Dungeon
Escape
(Roll 2 dice)
2, 12—rescued by friendly forces—ends story.
3, 11—(discover) secret passage
4, 10—trick jailor
5-9—released by girl
Secret passage
(Roll 2 dice)
2, 3, 11, 12—leads out of city. Hero leaves place behind. End story.
4-6—leads to ruler’s apartment. Kill or defeat the ruler and swipe some valuables.
Even—sneak out and escape—end story
Odd—meet guards and fight.
(Roll 2 dice)
2-5 (defeat guards and) get away—end story.
6+ recaptured
7,8—end up in girl’s room.
(Roll 2 dice)
Even—make love to her.
Odd—she calls the guards but (hero) kidnaps her and escapes.
9—wind up in treasure room trapped. Die of starvation among the bones. Too bad. (Jeez, what a hard-hearted cynic I was back then.)
(heh! I didn’t do anything with the number 10 at all.)
Trick Jailor
(Roll 2 dice)
2, 12 escape from city—end story.
3, 11 wind up in the ruler’s room—see above.
4, 10 meet guards. Roll for how many.
Over 8 guards—recaptured.
Under 8—fight.
Even—win and escape—end story
Odd—hero killed—end story
5-9 end up in girl’s room—see above.
Released by Girl
(Roll 2 dice)
Even—go to ruler’s room, take goodies and leave—end story.
Odd—girl captured but he escapes
(Roll 2 dice)
Even—he rescues girl; kills ruler, and escapes—end story.
Odd—girl killed; he kills ruler, but is recaptured.
Captured and Imprisoned by Wizard
(Roll 2 dice)
2, 3, 11, 12—held for some kind of ransom
4-10—held for some kind of sacrifice
even—by wizard in person
odd—by some beastly supernatural being.
Possibilities (to end the story if it hasn’t ended yet)
(Roll 2 dice)
2, 12—rescued by friendly forces—end story.
3, 11—killed—end story.
4-10—escape (again)
Escape
(Roll 2 dice)
2-4—via magic
5-8—via a girl (see above)
9-10—via a man
11, 12—via own efforts (see above)
End of Story
Fabulous treasure
(Roll 2 dice)
Even—guarded by sentient beings.
Odd—guarded by non-sentient beings.
If sentient:
(Roll 2 dice)
Even—defeat them, take treasure, end story.
Odd—captured.
If non-sentient
(Roll 2 dice)
2-8—kill (guardians) and take treasure—end story
9-10—chased back, give it up—end story
11-12—killed by them—end story.
Captured
(Roll 2 dice)
Even—mortal captors—see above
Odd—magical captors—see above.
If Propositioned, then plots are made against hero by her former lover
(Roll 2 dice)
2, 3, 11, 12—hero killed—end story (as you can see, by this time in making up these tables I was desperate to end the story, any way I could.)
4, 10—she is turned against hero who flees city—end story.
5, 9—she is killed, flee city, end story.
6-8—plotters foiled. Happy ending as city ruler.
If Recaptured (the hero will be) sentenced to be executed
(Roll 2 dice)
2, 12—(execution carried out) hero killed—end story.
3, 10,. 11—rescued by friendly forces—end story. (way back then I knew it was both good and important to have friends.)
4, 5, 8, 9—rescued by magic, determine sex & age of magician, and go to the rescued by magic section above.
6, 7—fight way out somehow, but end story.
Kidnap Girl & Escape
Roll dice
Even—recaptured but girl is killed—see above.
Odd—get out of city, escape pursuit, make love to girl, win her over, end story.
Escape from Magcian via magic
Two magicians fight it out. Hero helps his rescuer and they triumph—end story.
Escape from Magician via girl
Both flee, magician pursues.
(Roll 2 dice)
Even—both escape; tricks defeated, but magician vows vengeance—end story.
Odd—girl and magician both killed—end story.
Escape from Magician via man
(Roll 2 dice)
2, 3, 4, 11, 12—kill magician
5-10—fight beast-god(s)
(Roll 2 dice)
2, 3, 11, 12—defeat them and escape—end.
4, 5, 9, 10—defeat them but man killed, hero escapes, end story.
6-8—fail. Both killed. End story.
Escape from Magician via own efforts
Defeat the gods & kill the magician. Take some of his treasure and leave. End Story.
(Note) If the hero wins the first battle, it’s a short, short story.
(The dice table chart of story determinants ends here but there are 10 story guides—stories that I never got around to writing. I give them here:)
(The outlines for stories I thought III are lost.)

It would sure be a faster way to travel than horseback, but I imagine the problems of taking care of one's own dragon would be enormous.
Story IV
Setting: on or along a river.
Motivation: rescue girl
Opposition: demons
Hero’s weapon: spear and shield
Girl: short, muscular, virgin, common, redhead (same girl—did I use her in stories one, two, or three?)
Change: change scene and add more opposition
New setting: teeming jungles (all jungles were lush and rife with wildlife in my youth)
New opposition: more demons
Number good: three—hero, girl, and one other
Number bad: A band.
Story V
Setting: on the ocean
Motivation: stealing plunder (must have been thinking of pirates)
Opposition: primal force and men (storm at sea?)
Hero’s weapons: Sword and knife.
Girl: None
Change: None.
Number good: two
Second hero: Spear and shield
Number bad: an army
Story VI
Setting: burning desert (as opposed to a cold desert)
Motivation: rescue girl
Opposition: monsters and demons
Hero’s weapon: bow & arrow & armor
Girl: short, muscular, common, carnal redhead (same girl—apparently hero and girl have become intimate by story 6)
Change: Add 2nd girl, more enemies, and change scene
New Setting: a city
New girl: tall, tough, royal, carnal black-haired girl
New opposition: witch and men
Number of good: hero and 1st girl (2nd girl a witch)
Number of bad: a band, a goodly group (what was I thinking? Probably that the witch had plenty of henchmen)
Story VII
Setting: underground
Motivation: overcome an enemy
Opposition: monsters and men
Hero’s weapon: a sword
Girl: None
Change: None
Number good: small group
Number bad: an army
Story VIII
Setting: on or along a river
Motivation: stealing plunder
Opposition: demons and men
Hero’s weapon: Axe and armor
Girl: None
Change: None
Number good: alone
Number bad: 1 demon, 1 man.
Story IX
Setting: icy wastes
Motivation: rescue girl
Opposition: primal force and men
Hero’s weapons: sword and bow & arrow and armor
Girl: short, soft, common, carnal redhead
Change: None
Number good: hero and girl
Number bad: army
Story X
Setting: on the ocean
Motivation: overcome an enemy
Opposition: demons and men
Hero’s weapon: spear and shield
Girl: None
Change: None
Number good: alone
Number bad: small group
Story XI
Setting: on the ocean
Motivation: stealing plunder
Opposition: monsters
Hero’s weapon: knife and armor
Girl: None
Change: None
Number good: Band
Number bad: Band
Story XII
Setting: rolling plains (damn! I loved those geographical clichés when I was young)
Motivation: Rescuing girl
Opposition: Primal force and men
Hero’s weapon: sword
Girl: Tall, soft, common, carnal black-haired girl
Change: Add a second hero.
Number good: Small group
Number bad: three men.
Story XIII
Setting: on the ocean
Motivation: stealing plunder
Opposition: primal force and men
Hero’s weapon: bow & arrows
Girl: None
Change: Add a girl, 2nd hero, more opposition, and change scene.
New setting: in a canyon
New opposition: Monsters and demons
New girl: Tall, soft, noble, virgin redhead
Number good: three—2 heroes and girl
Number bad: small group.
(These stories were never written, but judging by the repetitive elements they obviously came from a set of tables—probably the tables I showed you at the start of this article. In the same batch of notes I have the following story synopsis.)
Demons of the Black Lands
Delara has been separated from Dyrrghat on the river Tzactheth when they were attacked by a party of black men. Delara had been pulled overboard and captured while Dyrrghat had been carried downriver still fighting boarders. Now she was captive of Innak, a native chief, a magnificent giant black.
Innak took Delara deep into the jungle. The land rose beneath them getting steeper and steeper until they reached a cliff. A narrow trail led up it. Innak led his men up it, passing three sentry posts before they reached the top. There was no jungle on the summit. Instead, there was a half-ruined city of white marble. Here, Delara learned her fate. These people worshipped a white goddess, Hosiris, whom they believed dwelt incarnate on Earth. Their previous goddess had died, but Innak’s scouts had reported her presence, and so they captured her.
Delara, unable to retrace her steps to the river, agreed to be their goddess. She was prepared and led to her throne by late afternoon.
A party of blacks bring in a white man captive, not Dyrrghat, but Mradelarr, who had come to the ancient city of Nohosiris seeking treasure. Innak ordered him put to death, but Delara, seeing now a chance for escape, contradicted him. They argue, for Innak was used to controlling a puppet goddess.
Mradelarr is imprisoned while they argue. At moonrise the natives are horrified to see Delara exercise supernatural powers. A demon of Set, true to the curse upon her, appears, (She pretended to call it.) and begins to slay the people. Warriors fight bravely with it, but to no avail. Innak, though, is a shaman himself. He calls upon some black fiends of his own to fight the servant of Set.
During the confusion Delara gathers up Mradelarr’s weapons and a bag of jewels and goes to free him. Mradelarr is overjoyed. They fight their way out of the city and down the escarpment.
Innak’s fiends overcome Set’s demon, but not before the city is further destroyed. Setting his fiends on Delara’s hour-old trail, Innak sets out in solitary pursuit of the two.
Mradelarr makes for his boat on the River Tzactheth, but they are overtaken about dawn. As the sky brightens Innak’s creatures lose their power, becoming no more than hideous beasts.
When Innak catches them, the 2 parties fight. After a tough struggle, Mradelarr and Delara kill the 2 fiends with Innak and overcome the giant black. Mradelarr spares Innak, pledging him by an oath he cannot break, to eternal slavery to himself and Delara, for in the night Delara had told him of her curse and how Innak’s fiends could overcome Set’s solitary nightly demon. The three reach Mradelarr’s boat and head downriver toward the sea.
The End.
(I didn’t say it was good. Apparently I was heavily influenced by Robert E. Howard’s Queen of the Black Coast when I dreamed up this tale. It is the third of three short story outlines that I did at that time set in the world of Conan. Thank God, I never actually wrote or tried to publish the stories. The other two stories were called DELARA THE DEMON-HAUNTED (about the meeting of Dyrrghat and Delara who slew a priest of Set) and HEART OF STONE (about Mradelarr, a Bossonian lost in the jungles of Punt who took a jewel from an evil statue, only to see that statue come to life and follow him. I reproduced these notes exactly as I wrote them, spelling errors and all, some 35 years or more ago, as a record of how I was thinking and dreaming of swords and sorcery in the earliest days of Tunnels and Trolls.)
(The art in this article is all created by British render-artist Robin Stacey, known as @Greywulf on Twitter. He’s great, and his art is so much more fantastic than the story ideas I came up with in my dice-determined situations. And I like fantasy art. Even if the words aren’t fantastic enough, you’ve all had a treat in getting to see so many of Robin’s masterpieces.)
If you ever created your own dice tables for making up stories out of thin air, or even if you didn’t, go ahead and leave a comment.
–end

And now, ye author, like the goblin in the picture, makes a hasty retreat.
That Frisson of Disgust, That Tingle of Fear
I haven’t been very good about doing blogs lately. Either I’m not having that much fun, or I just can’t find time to write them. I have been working on a fantasy art calendar for Tunnels and Trolls, and I hope to have that published in the next week. Meanwhile, tho I’m sure I’ve run this editorial before, probably just last year, let me run it again, and I’ll stick some new art into it.
Two weeks ago at HuntCon, a friendly gaming get together here in Phoenix, I got to run A T & T adventure for 4 gamers. We did, as far as I know, the first ever adventure in Dwarf World. My players all had new characters. I started them out in the frying pan–being chased by the Black Dog people (I invented the Black Dog people on the spot because there were two big black dogs at the party, pets of the host, who were hanging around with us gamers on the back patio) who simply wanted to kill them all, and they swiftly jumped out of it into the fire.
This was the first T & T game ever for 2 of my 4 players. They were horrendously outnumbered, and in a terrible situation. Don’t you just love it when you can set up a game like that? Players really have to get creative when just running out and killing everything in their path isn’t going to work.

Do you remember your first fantasy role-playing experience? Do you remember struggling to understand unfamiliar rules, the effort to fit your character into that of someone not yourself? Do you remember the dread with which you faced your first monstrous foe?
There has never been anything else quite like it, has there?
As you continued to play, you learned what to expect, and how to turn the tables on your Game Master. You learned how to balance a party of delvers to deal with all emergencies, how to anticipate traps, and trick monsters. You learned when to fight and when to talk. And as you learned all these things, your character found artifacts of power and grew ever more potent and dangerous.
And now that you are a 20th level wizard-warrior with a pet dragon capable of dishing out 6421 points of hit damage, spells capable of halting time or destroying a mountain, armor that can protect you from a nuclear explosion – now that you have achieved all your desires, don’t you find yourself looking around wondering where the next challenge will come from, and not finding any?
Wasn’t it better when you were just a first level wizard, agonizing over whether to throw a TTYF for 16 whole points of damage on that charging monster, and then hope the party can protect you until the combat is over, or whether to vorpal the blade of the best warrior and possibly strike a few blows of your own with the quarterstaff?
The truth is that we as human beings gain just as much pleasure from making small decisions and gaining small victories as we do from making earth-shattering decisions and saving the world. We are each our own world, and when you manage to elude that horde of MR-5 rats and scramble to safety, it is as good or better than causing the earth to open and swallow 20,000 attacking Ores. The first is just a personal triumph; the second example is history. But what do you as a person relate to more – personal triumphs or history?
There is no doubt that the longer you continue to role-play, the better a role-player you will become, and the more effective your character will be during the game. But when you can effortlessly wave your hand and destroy that hulking troll, the satisfaction is gone from the game. When you had to think fast, dodge, rig a landslide, lure it into a pit, the challenge and thus the fun was greater.

The Black Dog People probably looked like this.
Which brings me to my point – low level games are more fun than high level games. Being powerless and fighting for your life is more of a thrill than being godlike and annihilating the opponent. High level games turn into bragging contests, where players and Game Masters try to top each other with one super feat after another. Low level adventures are more the kind of thing you could see yourself actually participating in.
And that is why, in over 25 years of role-playing, I have never actually developed a character higher than 9th level. High level characters are like gods, and if I need a god, I’ll make one up (Gristlegrim, Lerotra’hh) when I’m the Game Master. Or. I’ll ask the current G.M. to do a divine intervention.
Then again, if a beginning character dies, you can always roll up a new one – no great loss! But if a high level character gets toasted, then you lose months or years of role-playing labor. No wonder AD&D allows practically unlimited resurrection of dead characters. It’s a power trip, and once you accumulate a fair amount of power, you really hate to lose it.
The solution to having the most fun, of course, is to retire those high level monstrosities – turn them into NPCs. Perhaps someone will encounter old Drax the Demon Dodger and get his help on a particularly difficult mission that all those first to third level types had no chance with, but your emotional investment is not tied up in Drax. Instead, it’s with Itchy the Kid who’s just finding his first magic kazoo.

Turn your high level characters into Kings and important NPCs when you run an adventure for others.
I’ve said it before, and I’ll say it again. High level games can be awesome, but low level games are a lot more fun!
Oh, and I’m happy to report that my characters got a chance to do something heroic at the end of the adventure. They fought and killed an Obsidian Spider that was tougher than all of them put together, saved their Dwarf guide who had earlier saved them, and wound up with a fortune in rubies. Then, since we had been playing for about 3 hours, I used a Deus Ex Machina device to wrap up the adventure in a hurry and end the game. Everybody felt both tested and rewarded. I thought it was an excellent way to introduce new players to T & T.
If you’ve ever played Dwarf World, or have any opinion about high level vs. low level adventuring in frps, please go ahead and leave a comment.
–end
P.S. All the art in this blog was done by David Ullery. He has a massive new solo adventure available at http://rpg.drivethrustuff.com/product_info.php?products_id=99174. And guess what? It’s for low level characters, and is lots of fun.

An elemental battle--delver versus hungry reptile.