I RELEASED
Trapdoor back in December, but aside from some rather insipid plugs on a couple of forums and my blog, haven't really done much else in the way of purposeful promotion/support. I have decided to remedy this shortcoming by posting a series of tutorials which should provide readers with a vague idea of what
Trapdoor is all about and perhaps, if they like what they see, persuade some to pick up a copy (both digital and physical versions may be bought from
HERE). Before ploughing ahead, first I shall provide a quick synopsis of the game for those who have not read my previous threads:
Trapdoor is a set of rules which allow players to explore perilous subterranean fantasy worlds using little more than dice, miniatures and their imaginations. It was born chiefly from two desires:
1. To devise a simple dungeon adventure rules engine that still allowed for detailed character development and thus longevity.
2. To create a set free from the constraints of being tied to a predetermined sword & sorcery background. In this way players can use whatever fantasy miniatures they have to hand and can place their games in whatever 'world' they like.
The bestiary chapter provides the profiles of numerous generic fantasy creatures - from Goblins Warriors to Fire Drakes - but gamers are also free to create their own too using a simple points system.
Trapdoor is also scale-free, so whether you want to adventure using 28mm or 10mm scale miniature or anything in-between the choice is yours. Whatever divergent fantastical lands you wish to explore
Trapdoorprovides the tools for you to do so!
Like most conventional dungeon exploration games
Trapdoor pits a single referee or 'Games Master' against players who control individual characters, the 'heroes'. The hero players can choose from four races - Human, Halfling, Elf and Dwarf - and six classes: Barbarian, Cleric, Knight, Mage, Ranger and Thief. Whichever race-class combination you choose each has attendant strengths and weaknesses, but all will form an integral part of your party!
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The first tutorial will introduce the reader to the two game phases: Exploration and Encounter and a few of the basic concepts/mechanics relating to these. Right, here we go...
Tutorial IThe beginning of a quest! Ardkill (Dwarf Barbarian) and Sir Pubert (an improbably attired Human Knight) descend a stairwell to be confronted by a dank corridor. Unbeknownst to them a junction lies at the end of it, but as it can't be seen by the heroes the GM hasn't placed it yet.
Trapdoor is split into alternating Exploration and Encounter phases. As there are no enemies on the uncovered quest area it is currently an Exploration phase. During Explorations a strict marching order must be set and adhered to throughout the quest. In both phases models may move and perform an action (or vice-versa). Some actions are specific to particular phases or are restricted depending in which phase they are attempted.
Sir Pubert leads the marching order. He moves forward five squares (his SPE characteristic) and then decides to use his action to Search the corridor, which if successful will turn up any hidden features (traps, secret doors and so forth). Searching requires an Observation (OBS) Roll on 1d10, with a result of 6+ signifying success. Pubert rolls an '8'! The GM looks over his quest map and tell the player that there are no hidden features in the corridor, but that there is a left-leading corridor up ahead. Ardkill moves four squares (his SPE characteristic) and the turn is over.
Turn two. Sir Pubert moves forward and the GM stops him in order to reveal the next portion of the quest map: another corridor; this time punctuated by a doorway!
The Knight continues his movement and reaches the doorway, which the GM informs him is unlocked. He decides to Search this new corridor, but rolls a '2': failure.
Ardkill moves and also elects to Search the area. Alas, the Barbarian's OBS Roll is a '4' and he too fails to find anything. An area may only be searched twice, so whether-or-not there are hidden features here the heroes must press on.
Turn three. Sir Pubert uses his action to open the door, praying that it isn't trapped. It isn't and the room beyond is empty. The two enter the room and Arkill successfully Searches it, turning up 7 gold schillings amongst a lot of moth-eaten fur coats in the old wardrobe.
Turn four. The heroes assemble at the doorway and Ardkill uses his action to ease it open. The room beyond is inhabited: the current Exploration phase immediately ends and an Encounter phase begins. GMinions (as monsters are styled in
Trapdoor) should be marked on the GM's quest map as being either 'relaxed' or 'alert'. If relaxed the heroes automatically take the first turn; if alert then the discovering hero must make an OBS Roll to see who surprises who! In this instance the Orc Warriors are alert. Ardkill makes an OBS Roll and scores '9': a success. The heroes may go first!
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The next instalment will see our intrepid heroes doing battle with the foul orcs, introducing the reader to
Trapdoor's melee mechanics. I hope that the above made some manner of sense and if you have any queries please comment below or PM me. Obviously I'm not intending to give the entire game away through these tutorials, but rather provide a general overview of the system.