To Catch a Spy--Tunnels and Trolls
-Creativity and imagination is required to save your skin; if you're up for the challenge, apply within.
-You'll have to be fast and smart; your foe moves quietly and unseen, like a shadow in the dark.
-A letter, a locket, a mysterious key. Are they a clue, or did I put them here just to fool you?
-A contact paid, a plan is made, you're close to winning, but a slip-up now will take you back to the beginning.
* * * *
This is a solo game, one player and the GM, with each player in a separate, private thread using the Tunnels and Trolls game engine. The player decides which T&T ruleset we'll use--either Deluxe Tunnels and Trolls or the Classic 5th edition rules. If you're unfamiliar with T&T but wish to play, I can provide a link to their free Quickstart rules.
Length of time to complete the solo game is approximately 150-200 in-character posts from the player. I'm requesting players that can express themselves well in writing, give detailed and descriptive posts (giving the GM something to work with in each post) and are up for a game heavy on NPC interaction, investigation, and piecing together clues over the course of a game that will take approximately six months to play.
NOTE:
This is a challenging game. Simply responding to every GM post and creating a powerful PC that can muscle their way through every combat will not win the day. Your PC may die in this game; your PC may survive but fail to complete their objective. You, the player, have to be smart. It will help if your character is too. Note taking is recommended as recalling clues and information over the course of the game (6 months) and applying them at the right time will be important.
It's rated adult for violence and language. This is not a sex game.
This message was last edited by the user at 06:11, Sat 28 Apr 2018.