# Many Sought Adventure
tags: #game/rpg/many-sought-adventure
![[Many Sought Adventure (cover).jpg]]
*Many Sought Adventure* is a d6-only tabletop roleplaying game that reads like a love letter to the era of pulp fantasy paperbacks, where the heroes were more likely to sell your grandmother's teeth for a silver piece than save a kingdom. Written by Kabuki Kaiser, it presents a world where the great towers of magic have long since crumbled, leaving behind only desperate "mousers," "clever rogues," and "rogue wizards" who loot the ruins of a better age. It is designed as a "solo-friendly Rosetta Stone," a set of rules intended to let you run characters through modules from *Tunnels & Trolls*, *B/X*, or *5th Edition* without the headache of converting stat blocks for three hours.
## Core Die Resolution Mechanics
The game runs on a "Saves are everything" philosophy. Forget complex skill lists or specialized class features; if you want to do something, you roll a Save.
- **The Save:** Roll $2d6$ and add the relevant raw attribute (STR, INT, WIS, DEX, CON, or CHA). The standard target for a success (S1) is **20**.
- **Harder Saves:** As the tasks grow more suicidal—like casting a 9th-level spell—the target number scales up in increments of 5, reaching as high as 60 for an S9 check.
- **Exploding Dice:** In a rare moment of mercy, any double rolled (two ones, two sixes, etc.) "explodes." You keep the total, roll both dice again, and add the new result. This continues as long as you keep rolling doubles, allowing even the most inept scoundrel a slim chance of achieving the impossible.
- **Roguery:** Every character starts with "Roguery." When performing a roguish task (sneaking, lockpicking, lying to a guard), you add an extra $+1d6$ to the roll.
Combat is divided into "Ranged/Spells" and the "Melee Blur." In the blur, both sides throw their weapon dice and "Combat Adds" (the sum of bonuses derived from STR and DEX) into a communal pool. The difference between the totals is dealt as damage directly to CON. Because the game lacks traditional Hit Points, every lost point of CON brings you closer to the grave.
## The Magic System: Desperate Sorcery
In this setting, nobody "studies" magic anymore; they plunder it. Magic is "raw, unpredictable stuff" (Kaiser, p. 2) that feels more like a dangerous addiction than a scholarly pursuit.
- **Save-to-Cast:** To cast a spell, you must succeed on an INT or WIS Save. The difficulty scales with the spell's level ($S1$ for Level 1, $S2$ for Level 2, up to $S9$). Failure means the spell fizzles, and the action is wasted.
- **The Cost of Failure (Fumbles):** If you roll a natural 2 (Snake Eyes) on your casting Save, the magic backfires. You don't just lose the spell; you trigger a mishap. You might take $1d6$ damage directly to CON, or worse, "the spell goes off in a way you really didn't want" (Kaiser, p. 7).
- **No Mana, Just Nerve:** There are no spell slots or mana points to track. You can keep casting as long as your dice—and your CON—hold out. However, since failing a high-level Save is statistically likely, rogue wizards usually carry a sharp knife for when the "Melee Blur" inevitably swallows them.
## The Tunnels & Trolls Connection
*Many Sought Adventure* is essentially a streamlined, "remixed" evolution of *Tunnels & Trolls*. It retains the iconic d6-pool combat and the Save-based progression system but discards the more granular bookkeeping of its ancestor.
The manual explicitly positions itself as a conversion tool for *T&T* content:
- **Stats:** It uses the same core attributes, though it explicitly instructs players to ignore the "Luck" stat found in other systems, claiming "your luck is your rolls" (Kaiser, p. 27).
- **Combat:** The "Melee Blur" is a direct translation of the *T&T* combat round, where total party power is pitted against total monster power.
- **Magic:** It replaces the traditional "Kremm" or Strength-based mana with the Save-to-cast system described above, turning every spell into a potential death sentence.
## Editions and Changes
While the core philosophy of the game has remained consistent, the transition to later versions (such as *v2.2*) refined its compatibility features. Earlier iterations were more explicitly tied to the *Tunnels & Trolls* engine, but recent updates have expanded the "Remix" section, providing specific math for converting *5th Edition* Armor Class to damage-reducing Armor points and mapping modern Saving Throws back to the game's six core attributes.
# References
- [Many Sought Adventure - DriveThruRPG](https://www.drivethrurpg.com/en/product/554742/many-sought-adventure)