Git y’all’s Troika! ass in ar OD&D

I’ve sung the song of Troika! before, and I’ll continue to sing it. Troika! is the rebel child of British roleplaying, a world away from the American forefathers as you can imagine.

Troika!’s rules feel old, but move fast. And that’s where the original edition of Gary’s game and the much younger sibling from the UK have something in common. OD&D IS old, but moves fast, too. So, naturally, I have to try and play Troika! with the rules of the little brown books. This will be easy, very easy. Let’s see.

All I have to do is to pick or roll a Troika! background and treat the Advanced Skills as rough guidelines for saves. Personally, I’m not a huge fan of role-under stat saves; I like them to be more guesswork-y, if that makes sense. So, roll a Luck Die (d6), gauge the character’s Advanced Skill and tell the player what number to roll on or over.

Let’s try that with Caro’s Owl Detective.
I roll STR, INT, WIS, CON, DEX, CHA:
STR7 INT10 WIS11 CON7 DEX 7, CHA11.

As class template, I’ll use the elf. Like in yesterday’s blog post, an investigator starts out with 1+Level Detective Points. Re-interpret the OD&D spells in a way that applies to investigative work. “Lightning Bolt” could mean getting valuable intel on someone. Starting investigators get 3 detective tricks (ref determines). You can have any Level of spell. When you do your Owl Detective thing, save vs. INT (the higher the spell level, the harder the save). If you roll successfully, the trick works. If not, the trick doesn’t work, and you lose (spell level) Detective Points.

If the Owl Detective wants to Interrogate someone (one of his Advanced Skills), I’d simply say, roll more than 4 to be successful.

So there you have it. Your Brit rebel game in the warm embrace of its American ancestor.

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