DT – Game History

DT is a dream long in waking. Originally entitled ‘Backwoods and Beyond’ it began as an add-on for Palladium Games Teenage Mutant Ninja Turtles RPG and Ninjas and Superspies. It chronicled the rise to power of my TMNT character, a mutant alligator I had named Snapper. Snapper was my first foray into the world of tabletop RPG’s, though I had already been playing computer based RPGs for years. I forget how I ran into the guys back in the day, I just remember it was Jr. high and there wasn’t a whole lot to do. I was considered one of the ‘nerds’ in school and playing dice based games didn’t help, but I didn’t care. I had some good friends to last me at least until the end of high school and tons of imagination.

Snapper was an interesting character. A diabolically aligned individual, he wasn’t too well liked considering I had bitten the hand off of another players character after he tried to steal my pizza and he had a penchant for just running into hot zones, guns blazing, bullets flying toward whoever was in the way, friend or foe. Overall I had a lot of fun with him, but, as is typical in the table-top RPG world, I had a friend who was good at running games and also had a thing for giving out goodies. Goodies, of course, meaning tons of cash and specialized, typically magickally endowed weapons. It was from this good friend that Snapper first acquired his magickal sword, Slash. It was from this same friend that he received his ‘teleportation accident’ that left him mostly as a pile of flesh goo until he was reassembled as a mutant-cyborg-alligator (try saying that in a conversation).

Somewhere along the lines of the story I added Sonja as an mutant alligator love interest, but that changed with time and she reverted back to a human female with weird issues (think Hellboy).

From there the story kind of started to expand into its own thing. Towards the end of high school a friend and I actually had enough of a game to play off of, but it was really just add-ons for games we were already playing with a few small modifiers. I had issued with it mainly because, as is typical with games that have no boards, it was very seldom that someone could tell you exactly where they were standing and what they were doing at particularly important times like during firefights or when explosives were going off. I decided then to integrate some type of grid or board system, and seeing as how I love the look of a good hexagon, I decided to go with the hex grid.

All my DT data at that time was stored in composition books and Mead pads back in those days, compiled all nicely into weapons, spells, armor, monsters, etc. I started loosely building a character system, but really got into it after playing Final Fantasy Tactics some years later, which did a great job of utilizing the job system of Final Fantasy. I quickly integrated it into my own system, with a few small tweaks here and there, of course. I loved the mythos of the FF series, but didn’t want to duplicate it. Not only would that be worthless (who can do FF better than FF?), but to me it seemed lazy and downright disrespectful.

*more updates as they come*

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