Monday, August 12, 2019

Hacking Tunnel Goons

TLDR: Nate Treme wrote a neat little game, Tunnel Goons, and has invited people to hack it.

The marvelous Nate Treme recently created a rules-light role-playing game called Tunnel Goons as part of his amazing Eternal Caverns of Urk.* A few days ago he announced Goon Jam, a call for people to hack his game. To help, Nate offered up a text-only version to help people get started.

I've been inspired lately to design something fun that isn't combat or violence focused. My first response to the Goon Jam was to use this opportunity to scratch that elusive itch. So let's take a quick look at what there is to hack in Tunnel Goons and what kinds of games it might support.


Bounty from Nate's Patreon


The Game

In a nutshell, you divide three points between three modes and select three items to add to your inventory. In Tunnel Goons the modes are Brute, Skulker, and Erudite. When you try something you roll 2d6, add the points from your relevant mode and a point for each relevant item. Your inventory can get up to ten items in it before it starts imposing a penalty on your Brute and Skulker rolls. Sometimes tests are merely succeed/fail; other times you are fighting enemies and difference between the difficulty score of the enemy and your roll is the damage you do (or take). Damage reduces the enemy's difficulty, so that there is a death spiral kind of mechanic. Each hit makes the next attack easier to land and makes higher damage more likely.

So what is there to hack? Without changing the basic rules – and I think not changing those too much is in the spirit of the challenge – you have the three modes, the equipment list, and whatever flavor text you add to work with.

Modes

I've renamed Nate's classes as "modes" for clarity in this post, to shift your thinking away from any associations with traditional RPG terminology. In calling them modes, I want to highlight that they are essentially an angle through which you address any challenges. The most obvious change here is to rename the modes. For instance, you could make them Wit, Soul, and Antics to create a game about bards who use logic and riddles or heart-felt performances or humorous capering to make their way through life's minefield. You could also increase or decrease the number of modes, with corresponding shifts in the initial points a player can spend on them. Be careful to set a limit. The game is based on a 2d6 curve, so every +1 is a really big deal. Since the original game has an initial limit of 3 on any mode, I would stick with that.

Equipment

It is a time-honored tradition in RPGs to define characters by equipment. Many look down on this because it seems a little superficial, but it doesn't have to be. It's a diegetic mechanic that unlocks a lot of things, i.e. having climbing gear might allow you to climb a cliff without rolling for it. The things you carry around with you say a lot about you. But more to the point, the initial list of things you offer to players when they make their characters does a lot to determine the type of game. If you want to move away from a "fighty" game, for instance, don't supply a fighty mode and certainly don't list a bunch of weapons that players can choose for their inventory. In the aforementioned bards game, I could supply all kinds of bric-a-brac, but no traditional weapons. Though I might supply a few things that could be used as a weapon – like a jester's scepter (club) or pocket knife (dagger). I think the primary goal here should be to supply interesting items that aren't necessarily useful in an obvious way, or at least not useful for doing things you want to de-emphasize in the game. If you give players a bomb, you can't complain if they go around blowing things up, right?

Is That All?

Yeah, I think so. Modes and items are the core of the game. You could bolt on other stuff, but ... I guess I would caution against adding mechanics of a different kind. If you find yourself adding other kinds of dice or a roll-low mechanic, you are getting away from the heart of the original. Of course there's flavor, but why talk about that? Your hack idea is your flavor. The title you give your game, the words you use for the modes, any named equipment, etc. It's all flavor (as well as sometimes being mechanical).

For my money, the equipment list is a wide-open space for tinkering. After all, who says it has to be equipment? It could be spells, stunts, assets, or just about anything you can draw on in a situation for a dice bump.

Good luck! I can't wait to see what y'all make.


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* I hope I don't sound disingenuous throwing around words like "marvelous" and "amazing;" let me assure you they are well earned. Of all the Patreons I back, the ones for Nate Treme and Evlyn Moreau have been giving me the most joy – with apologies to all the other Patreons that also give me joy.

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