I was at my FLGS last night and found a copy of Tunnels & Trolls v5.5 for a mere $6. So I took the plunge and bought it. It's certainly a fun looking RPG, and the rules are different enough from D&D that it might be a nice game to add in to the rotation. It appears that T&T was first published in 1975 - one year after OD&D.
This is certainly NOT a review of T&T. I just wanted to share a few observations from skimming the pages this morning! And I've never played the game and know very little about it.
First, I found a couple of interesting passages in the book:
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I'd say that sums things up nicely for a fantasy RPG. :) I really like the following passage too:
"Characters and players should speak for themselves. But, with everyone trying to talk at once a game can rapidly degenerate into a shouting match (that can be fun sometimes, too), so it is recommended that the GM keep the number of players in his party small - two or three players with up to four characters apiece is ideal. When it is necessary for a GM to try and cope with more than three players, it may be necessary to limit the number of charcters they can use at one time, and/or to invoke some form of parliamentary procedure to determine who gets to talke when."
I've not seen too many RPG products that endorse having limited players with multiple PCs each. I actually kind of like that style of play - but I'm sure there are many who don't.
In perusing the book, I think the combat systems look pretty interesting. Definitely much different than D&D. For example, there are a wide range of weapons - but not everyone can use them. Want to use a Morningstar? Fine. But you better have a STR of 17 and DEX of 11 to use it optimally. Otherwise you will tire very quickly. And combat resolution is far different than D&D.
Armor and shields can take a certain number of "Hits" before they are destroyed. They also require a STR score to use them effectively. Chaimail requires a STR of 12 to use, while a "Knight's Shield" requires a 5. So a character needs a STR of 17 to use both together at maximum effectiveness.
Another observation is that very few pages of T&T are devoted to treasure and monsters. There are certain key stats for monsters, but not a lot of detail is given. Same with magic treasure.
Solo play is a huge factor in T&T. It appears that they produce more solo adventures than multi-players adventures. So this is obviously a big part of T&T.
I know there are some very hard-core T&T guys who are avid supporters of the game. In my brief perusal of the book it looks very cool. Then again, I have "Gamer's A.D.D." so everything "looks very cool" when it comes to RPG products.
Have any of you guys played T&T? How was it?
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