Monday, August 3, 2020

#RPGaDAY 2020: Day 3 Thread

Over the weekend two game-related thoughts kept going through my head.  Frist Gen Con and how we were all missing it and the adventures I was going to run for my family and the theme of Thread.

Since D&D 5 had come out I have been running my family through the "Gygaxian Classics." while we technically started with B1 In Search of the Unknown with AD&D 1st ed, we quickly moved to D&D 5.  From here we did B2 Keep on the Borderlands and moved through the Great Greyhawk Campaign.  We have been calling the group The Order of the Platinum Dragon


Our order of games has been:

T1 Village of Hommlet (forgotten by the characters, played as a flashback after I6)
B1 In Search of the Unknown (Gen Con Game)
B2 Keep on the Borderlands
L1 The Secret of Bone Hill  (Gen Con Game)
X2 Castle Amber
I6 Ravenloft (Gen Con Game)
C2 Ghost Tower of Inverness
A1-5 Slave Lords
C1 The Hidden Shrine of Tamoachan
G123, G4 Against the Giants  (Gen Con Game)
D12, 3 Descent into the Depths of the Earth, Vault of the Drow
Q1 Queen of the Demonweb Pits (Gen Con Game)

I wanted my family to have the "Classic D&D Experience) with this.  Communities are often defined by the stories they share. These are the stories we all share.  How did you defeat Strahd? Did you shout 'Bree Yark'? What did you do in the Hill Giant's dining room?   Did you survive the Demonweb?

One of the things I have been doing differently than the original narrative is thread everything together with a massive conspiracy.  Someone, or something, killed all the Gods of the Sun.  
The characters (and the players) have come to the conclusion that this something is the Elder Elemental Eye.  But they don't know who or what that is.
They have learned that Eclavdra betrayed her Goddess, Lolth, and has incited a civil war within the city of Erelhei-Cinlu.  The followers of Lolth vs the followers of the Elder Elemental Eye.

What they don't know yet is who has been manipulating these threads.  Behind the scenes, the Demon Lord Graz'zt has been scheming.  In my world Graz'zt has always coveted the Drow. He wants their devotion and is jealous of the iron hold Lolth has on them.  So he has been stirring her up into more and more desperate attacks on the Prime Material.  He is using Eclavdra and her devotion to the EEE to get to Lolth.  Eclavdra thinks Graz'zt can free the EEE from his prison in the Temple of Elemental Evil.  To this end Elcavdra has been using what is left of the EEE former followers, or rather their descendants, the Giants.  Titans and Primordials followed the EEE back in the Dawn War.  Graz'zt thinks he can control the EEE once he has the worship of the Drow.

What Elcavdra doesn't know is Graz'zt has no intention of releasing the EEE from the Temple of Elemental Evil, save as far as he wants that power too.  Graz'zt is not a demon at all, but rather a devil sent by Asmodeus to infiltrate the demon hierarchy and discover the source of pure evil for Asmodeus.  Graz'zt has gone too deep into the cold though and now he thinks like a demon lord. Asmodeus suspects this of course.  Both of these powerful evil creatures will betray each other on the first chance.

Graz'zt has long suspected that the Temple of Elemental Evil is the key.  Centuries ago he sent the Demon Lady Zuggtmoy into the Temple. He discovered she was essentially absorbed by the power of the EEE. Now her cults worship it. 

What none of the evil lords and ladies know though is that the EEE is really Tharizdûn. He is manipulating Graz'zt and Asmodeus to free him.  He tried with Graz'zt before and Graz'zt sent in Zuggtmoy.  Tharizdûn quickly overwhelmed, overpowered, and destroyed Zuggtmoy's form and spirit.  This gave Tharizdûn enough power though to put his final plans into action.  He needs the Temple of Elemental Evil open. Only Lolth has the keys to unlock the Temple.

And in my next adventure with the family, Graz'zt is going to get them.

That was supposed to happen this last weekend, but Gen Con shut down due to Covid-19 we did not get to do this.

One thing that never sat well with me, and many others, is that after this epic adventure of Giants and Drow and going to the Abyss the end antagonist is Lolth and her Spider-ship?  It seems a little anti-climatic. 

Instead of that my last layer of the Lolth Demonweb will be Skein of the Death Mother.  



The spider-ship will still be used in my ill-defined Q2 adventure, likely piloted by Eclavdra to invade the surface world, but starting with the houses still loyal to Lolth in Erelhei-Cinlu.

I am going to pull all these threads, and more, together with the grand finale, The Temple of Elemental Evil

Then I am looking forward to running my War of the Witch Queens.

Sunday, August 2, 2020

#RPGaDAY 2020: Day 2 Change

Change, they tell us, is good. 

It is good in life and in games.  I feel in order to be good at running or playing any RPG you need to change your style of playing every so often and the best way to do this is to change your games.

It is no secret I really enjoy D&D.  But it is also not the only game I play, not by any stretch.

Mark Twain once said "Travel is fatal to prejudice, bigotry, and narrow-mindedness."  The same can be said of "travelling" to other worlds.   

Want to make your D&D games scarier? Play Call of Cthulhu.  Want to give it more of a historical feel? Play Pendragon. Want to give your games a more magical feel? Play Ars Magica or it's half-sister Mage.  Occult conspiracies? Play WitchCraft and Conspiracy X. 

I honestly get confused when people tell me they only play D&D. Or even, just one version of D&D. 
That's like only ever reading one book your entire life (and yes I know those people too).


My interests in RPGs are horror, magic, Celtic-myths and legends, and Victorian-era gaming.  I bring these into my games when and where I can.  Ok, so Victorian era not so much in D&D, but there are ideas I like to bring over. 

My games are better because I have had these other experiences.  My game writing is better because I have had these other experiences.

So maybe when you need to improve your own games, try changing it out for a little bit. 

Saturday, August 1, 2020

#RPGaDAY 2020: Day 1 Beginning

It is August.  Where did the Summer go? Plus I should be at Gen Con now getting my kids to breakfast for a day of gaming. 

It is an August tradition for David F. Chapman of AUTOCRATIK to host the month-long #RPGaDAY. 
Like last year, this year we are given one-word prompts for our reflections.


Here are this year's prompts.
  1. Beginning
  2. Change
  3. Thread   
  4. Vision
  5. Tribute
  6. Forest
  7. Couple
  8. Shade
  9. Light
  10. Want
  11. Stack
  12. Message
  13. Rest
  14. Banner
  15. Frame
  16. Dramatic
  17. Comfort   
  18. Meet
  19. Tower
  20. Investigate    
  21. Push    
  22. Rare
  23. Edge
  24. Humour
  25. Lever
  26. Strange
  27. Favor
  28. Close
  29. Ride
  30. Portal
  31. Experience
Some jumped right out at me with ideas.  Others might take a me a bit more to come up with a good idea.

So let's go with today's word Beginning.

I have told the story here of my beginning in D&D and RPG many times. So no need to go over that.

Instead, I want to talk about the beginning of my blogging.



Back in 2007 I had no real intention of starting a blog, let alone one based around old-school games.  My website, The Other Side, was dead and I was working on my 2nd Ph.D. and working full time.

I started the blog after reading online about some old-school games and thought it might be fun to try. 
There were not a lot of blogs in the old-school scene yet. I started in 2007 but did not get going till 2008.  Grognardia didn't get started till about a year after I did, but built up more steam.  Most of the blogs from then, like Grognardia, are gone. Tenkar's started soon after Grognardia and is still around and has become the hub of the Old-School and OSR movements. 

I did not really plan to get into the OSR even as it was rising up around me.  I just wanted a place I could talk about D&D one day, WitchCraft the next, maybe talk about some horror movies or comics and then go on a little about Mage or other World of Darkness books.

Well...that was over 4331 posts and 13 years ago.

Since then I have spilled a lot of words here. I would like to think this writing has made my games better or at least my own books better. Will I be doing this for the next 13 years? No idea. But it has been a great ride so far!

Make sure you check out all the #RPGaDAY posts at https://twitter.com/autocratik.

Friday, July 31, 2020

Friday Night Videos: Sounds of the NIGHT SHIFT, Ordinary World

Copies of NIGHT SHIFT: VETERANS OF THE SUPERNATURAL WARS have ALL been delivered to the Kickstarter backers and people are also getting the Kickstarter special Player's Guide.

You can order your own hardcover version at the publisher's website, at https://www.elflair.com/nightshift.html.

You can also buy the PDF at DriveThruRPG.

One of the things that really motivated Jason and me while working on this is music.  Spend any time here and you know I am a big music fan.  


So I thought it might be great to share some of the music that reminded us of the stories we were telling with NIGHT SHIFT and the games we have run.

Up this Friday Night Videoes are songs from my playlist.  
Tonight, songs from The Ordinary World!




#FollowFriday: Internet Trolls (Troll Week)

It's #FollowFriday and I thought some online Trolls would be good to follow.

Not the typical online trolls, but the people that have given us the products I have enjoyed all week!

Chaosium
The publisher of TrollPak (and RuneQuest, and Call of Cthulhu)

Tunnels & Trolls

Deluxe Tunnels & Trolls Team @DeluxeTnT, https://twitter.com/DeluxeTnT
Ken St. Andre @Trollgodfather, https://twitter.com/Trollgodfather 
Liz Danforth @LizDanforth, https://twitter.com/LizDanforth
Steven S. Crompton @StevenSCrompton, https://twitter.com/StevenSCrompton

Troll Lords
I didn't talk about them, but they were always on my mind this week.

Troll Lord Games @trolllordgames, https://twitter.com/trolllordgames
Stephen Chenault,TLG @TrollLordSteve, https://twitter.com/TrollLordSteve 
Chuck "BABOONSKI" Cumbow @BABOONSKI_, https://twitter.com/BABOONSKI_
Jason Vey @ElfLairJasonTLG, https://twitter.com/ElfLairJasonTLG

Images
And here are the resources for the images of my Trolla Witch Grýlka.
Overhead Games @OverheadGames, https://twitter.com/OverheadGames
Hero Forge Minis @HeroForgeMinis, https://twitter.com/HeroForgeMinis 

Thursday, July 30, 2020

Review: Trollbabe (Troll Week)

Now we come to something different.   Confession time. A lot of what you have read this week was written a while back.  My plan was to have a bunch of "Troll" related posts ready to go so they could be autoposted during Gen Con.  I was going to include pictures of the Flying Buffalo booth and T&T games, and the same with Chaosium.  

Sadly that was not to be.  So I was going post these earlier, but the discovery of this old CD-Rom backup I found with the Trollbabes RPG changed my plans again.  So pull the posts from autopost, make some edits to reflect my new thinking and boom! Troll Week was born. 

Trollbabe was not part of my original plans, but now it is hard to think of Troll Week without it. 

Now I am going to freely admit this game still has some mystery for me.  For starters, the copyright date on the book says 2002.  The CD-Rom I pulled it from was labeled "2015 Backup" but many of the files seem to be from 2008.  There is a shortcut to the now-dead Adept Press website to the Print version.  The shortcut says "Print Ed - Buy Later".  Sadly, later was too late.

So I don't know if this is the First Edition or the Second Edition.  Nor do I know how to tell the difference.

The point might be moot anyway since I also can't find a place to buy the PDF or, more to my wants, the physical book.   Maybe Ron Edwards will re-release it at some point like he did Sorcerer (the Kickstarter Edition for that is on the same CD-Rom).

Trollbabe (2002)

Trollbabe by Ron Edwards. 47 page PDF. Color cover, black & white interior art.
This game comes to us from Ron Edwards of The Forge, the one-time source of tons of interesting indie games.  It is a good example of his "Narrativism" part of his GNS Game Theory.   I am not going to get into GNS Theory here. I think it has some merit and as a theory, it does have value, but today is not the day to dig into that.  No today is about Trollbabes.  What is a Trollbabe? Well. That is sort of the question you get to answer with this game.  Trollbaabes are all women, there are no Trollbros, and she is half-human, half-troll.  How did that happen? You decide the game is not just agnostic on this issue, it flatly refuses to answer it.   In any case, your Trollbabe is tall and strong. She has troll horns and big "80s-style" hair. 

Since this is a narrativist, or what some would call Story-telling, game there is really only one stat. Your Number.  This is a number from 2 to 9.  Where do you get it?  You pick it. But before you do let us consider how it is used.  There are three types of interactions; Fighting, Magic, and Social.  
To do Magic you need to roll OVER this number on a d10. To Fight roll UNDER this number.  To perform a Social interaction roll whichever is better (over or under) and include this number.
Example. Let's go with my new troll witch, Grýlka the Trolla. Since I see her more of a magic-using character I want Magic to be her best.  So I choose 3 as my Number.  I don't see her as being much of a fighter really and an extreme number like this works well for magic and social.
Number: 3 Magic: 4-10 Fighting: 1-2 Social 3-10
If I have to get into a physical fight I am going to have some issues.
Choosing a 5 or 6 gives you a balanced character that can do a little bit of everything, but for my Grýlka here I want a character that thinks all problems can be solved with a bit of talking or throwing some magic around.

You can specialties to your interactions.  They do not add much mechanically but can add to the narrative and can prompt some re-rolls or other situations.  There are some suggestions but I am going with what fits my character concept.  For Fighting, I am going with "Staff" or Handheld weapons. Grýlka has no training in weapons other than to pick up a large stick.  For Magic, I picked "Witchcraft" or Troll Magic. this is likely to cause problems in areas where witches are feared more than trolls are. For Social I picked "Inquizative", Grýlka is very curious about her world, her magic, and how they all fit together. 

Next, you are encouraged to describe your character.  So Grýlka is a very tall, 6'5" trollbabe. She has large sheep-like horns pushing out of a nest of white-tinged-with-green hair.  Here eyes are green and her skin is olive toned. She does have two small tusks on her lower jaw.  She looks very strong (17 STR in D&D).  Her clothing reminds you of druids' with well worn, but well cared for leathers of muted greens and browns. She wears a headdress made of sticks to keep her long hair out of her face. 

Once you have your character the Game Master will then describe a situation you are in.  If D&D always starts in an inn or bar, then Trollbabe always starts with your trollbabe walking down the road.  
So a situation might be "you are walking along a well-trodden dirt road when you hear someone yelling 'help! fire!' you see smoke ahead and a barn on fire."  This is called a Scene. You are encouraged to interact with the GM on what happens.  So let us say that Grýlka comes into this scene.  Being Inquizative she wants to know what is going on. Seeing the fire she goes to the well and magically commands the water to come out and quench the fire.  I add that she speaks to the well in Trollspeak.
I roll, lets say I get  6. That is greater than my number of 3 and in range of Magic.  The water leaps up out of the well and quenches the fire.  There is a pause of shock and then the villagers all cheer! Grýlka is invited to a feast in her honor.  Of course, if I had rolled poorly then there would have been other things to happen.
Maybe there would have been a conflict.  If the player calling for the conflict is the GM and against my character than they can decide what type the conflict is.  Maybe it is a good old fashioned "villagers with pitchforks!" So the interaction is Fighting. Crap, Grýlka only has a 1 to 2 on that. Maybe it is time to run.
You can also combine types for other effects. Maybe Fighting + Social if she is trying to scare off the villagers by looking mean and strong.  She is strong, but not really mean.  

Modifiers are also discussed, since Grýlka was talking to the well water nothing was added.  But if the water had been in a river, and thus "wilder" her Troll Magic or Witchcraft might have given me a +1 or +2 on the roll. 

I love the bit on Troll vs. Human magic.  I plan to use this as a guide when playing Grýlka in other games.
Trollish magic is all about invoking and communing with the untrammeled wilderness, of any kind. It usually deals with “whole areas,” like a river, a lake, a mountain, the sky (ie immediately above), groups or types of animals nearby, and similar. It is especially effective or nifty when performed in groups.
Human magic is an individual scholarly art, based mainly on altering body function or behaviors. It is performed mainly through hypnosis, potions, and other “stagey" methods; a typical spell is cast by opening a phial and spraying a fine mist about, or by lighting a special candle and intoning a mesmerizing chant.
Grýlka is very much about trollish magic.

As this is a Narrativist game an important factor is Relationships.  If your Trollbabe forms a relationship with an NPC lets say you can control that NPC, though the Game Master has input.  So after saving the village an NPC falls madly in love with Grýlka.  We agree to let the NPC follow her around so he can prove himself worthy of her. This NPC then will try to do heroic, even stupid, actions to prove his worth and valor.  The Scale of this relationship starts out small, just this yet unnamed NPC and Grýlka.  This can change as the game goes on.  Maybe this NPC is really supposed to married to another village's daughter and now Grýlka has inadvertently caused an issue between these two villages. 
Details on Relationships between characters are also given.

There is a section on Adventures, some more details on Magic, and finally a discussion on the Narrativist style of Trollbabe and a glossary.

Trollbabe is a fun game that can be played by as few as two people. In fact the smaller the group the better.  This is not a bug, but a feature.  The aim here is not to kick in doors and kill monsters, but to have an adventure.  
As the GM for this, I personally would work up some sort of Narrative arc similar to Joesph Campbell's Heroic Journey.  But that is my take, other GMs can do something else. 

What I like Trollbabe, and Narrativist/Story Games in general, is I can use them a layer on top of more crunchy games. Trollbabe does this particularly well with the type of troll I have been talking about all week. Something like Monster Hearts for example works well with games like Buffy.  Yes. I can do the same thing with role-playing, so think of this as guided, or better yet, scaffolded role-playing.



On its own merits, Trollbabe is a lot of fun. Great to play with a small group or even for a couple of one shots.

In any case I would love to see a Third Edition of this. 

EDITED TO ADD. I did find this link for the PDF, http://indie-rpgs.com/unstore/games/title/Trollbabe

Wednesday, July 29, 2020

Review: Tunnels & Trolls (Troll Week)

Tunnels & Troll might be one of the first "clone" games ever, but it really is a proper game in its own right.  The story goes that creator Ken St. Andre was browsing through the original D&D rules and thought he could do better than that so he sat down and created the first Tunnels & Trolls game in 1975.  D&D was barely a thing on the wider scale, though very popular still, and here comes T&T.

Over the years T&T has been updated, re-released, and otherwise seen many ups and downs the game itself has continued and has a dedicated fanbase.  It is easy to see why. T&T is easy to learn, has some neat little quirks, and is just plain fun.  Plus if you ever get a chance to meet Ken St. Andre at Gen Con then PLEASE do it. He is a great guy.

The name, Tunnels & Trolls, almost wasn't. It was almost Tunnels & Troglodytes, but that name was shot down by his players.  Since then the troll has become a sort of synonymous with the game and St. Andre himself. His twitter handle is @Trollgodfather and he runs Trollhala Press.

Tunnels & Trolls now holds the distinction of not only being the oldest RPG still published by the same publisher, Flying Buffalo, but also still controlled by its original author/designer. 

The RuneQuest Connection
Yesterday in my review of RuneQuest's Trollpak I mentioned that in my earliest days I thought Trollpak was a supplement for Tunnels & Trolls. Indeed both games did feature a lot of troll iconography.  But I think two it may have come with one other obsession of mine. Elric. I was (still am) a HUGE Michael Moorcock fan and I loved the Elric books.  I saw the game Stormbinger and I knew it used a similar system to both RuneQuest and Call of Cthulhu.  I also knew that Ken St. Andre had worked on Tunnels & Trolls and Stormbringer.  I guess in my young mind I conflated all of that.  While I might never see my goal of a full Tunnels & Trolls/Trollpak mashup, my dream of an epic Stormbringer/RuneQuest/Call of Cthulhu crossover might still happen!

I have owned many different versions of T&T over the years. I have loaned some out, another is just gone (it is with my original AD&D books I think) and still at least one I resold in a game auction when I needed the cash.  I miss each and every one.
Thankfully I now have the PDF of Deluxe Tunnels & Trolls the most recent version and the one that is easiest to get.  I will be focusing my review on this version, with recollections of previous editions when and where I can.

Deluxe Tunnels & Trolls. 2015 Ken St. Andre, published by Flying Buffalo.
348 pages, color covers, black & white interior art (mostly) and a full color section.
Deluxe Tunnels & Trolls (dT&T) is a massive volume at 348 pages.  
The PDF is divided into Chapter sections, but more importantly, it is split into five larger sections; The Basic or Core Game, Elaboration, Trollworld Atlas, Adventures, and End Matter.

The Basic or Core Game
This covers the first 11 chapters and 160+ pages.  This most resembles the T&T game I remember playing sparingly in the 80s. This covers the basics of the game such as rolling up characters, equipping them, combat and magic.  T&T uses all six-sided dice for everything, so getting started is as easy as getting the rules and raiding your board games for dice.  Because we NEVER did that in the 80s.
Character creation is a bit like D&D and other RPGs from the time (or more accurately other RPGs are like D&D and T&T).  There are a few quirks that make T&T stand out.
Exploding Triples allow for some extraordinary characters. When rolling your 3d6 for stats (like D&D) if you get three of the same number, all "1s" or all "6s" for example, you re-roll and ADD the previous total.  In D&D rolling three "1s" is a disaster, but in T&T you then reroll and add that 3 (1+1+1) to your new roll.  Roll three "6s"? Reroll and add 18! T&T has eight abilities, Strength, Constitution, Dexterity, Speed, Intelligence (IQ), Wizardry, Luck, and Charisma. They all map pretty close to D&D with the others Speed, Wizardry and Luck doing what they sound like. 
Kindreds, not Race. With all the discussion of the word "race" in D&D (yes, it is old and problematic and yes it should be replaced) T&T "solved" this issue by going with Kindred (and long before Vampire the Masquerade did).  This also leaves character creation open to all sorts of Kindreds. 
Personal Adds. For every point in a physical ability over 12 (the upper end of average), characters get +1 to their personal adds. Physical stats are Strength, Constitution, Dexterity, and Speed. These adds are combined and then used in combat.
Saving Rolls. All skills and nearly everything else use a saving throw like mechanic for resolution. The most common is a Luck roll, but others can be used.

There are three basic and one extra character classes. Warriors, Wizards, Rogues and the Specialist.
Kindreds include Humans, Dwarves, Elves, Fairies, Hobbs (Halflings), and Leprechauns. Each kindred then gets an ability multiplier. So if you are a dwarf and you rolled an 11 for Strength  your multiplier is 2 for a 22 strength! But your Luck multiplier is .75 so if your rolled a 12 it is now a 9.  Other attributes effected are height and weight. Fairies have multiples here of 0.1 and 0.01 respectively.

The equipment list is what you would expect with some odd improvised weapons (rocks) and even guns (gunnes) but these are still rather primitive in nature. 

Saving Rolls are covered in Chapter 5 and gave us what is essentially a dynamic Target Number mechanic YEARS before anyone else did.  You determine the level of the Saving Throw (difficulty) times that by 5 to get your target number. Players roll a 2d6 and yes doubles are re-rolled and added.
It's a simple mechanic that works well. 

Chapter 6 gives us some talents. Or things you can do other than wack monsters. 
Chapter 7 cover enemies and monsters and is a whopping 3 pages!  But that is nature of T&T monsters can be abstracted from just a few simple numbers.
Chapter 8 covers combat. If I remember correctly combat in T&T was a fast affair.  The rules support this idea. 

Chapter 9 is of course my favorite, Magic. There have been more than a few times I have wanted to adopt ideas from here for my D&D games.  In the end though I have kept them separate.  Spell levels go to 18 though you need some superhuman Intelligence and Dexterity scores to cast them (60 and 44 respectively).  Spells have a Wiz (Wizardry cost) so it works on a spell-point like system.  The spell names are something of a bit of contention with some people and my litmus test for whether or not someone will be a good player in T&T.  If they don't like the names, then I think they will not be good for the game.  Among the spell names are "Hocus Focus", "Oh Go Away", "Boom Bomb", "Freeze Please" and more.  I like them I would rather have a fun name than a boring one, but I am also the guy who made spells called "You Can't Sit With Us", "Live, Laugh, Love", "Oh My God, Becky!" and "Tripping the Light Fantastic".

Chapter 10 is Putting it All Together with general GM advice.  Chapter 11 covers the Appendices. 
This constitutes the bulk of what makes up the T&T game. 

Elaborations
This section consists of rules additions and other topics.
Of interest here is Chapter 13, Other Playable Kindreds.  This likely grew out of T&Ts sister game, Monsters! Monsters! In dT&T these stats for playing have been brought more inline with the M!M! book for more compatibility.   The attribute multipliers from character creation are repeated here for the main kindreds, and then expanded out for others of the Familiar (or most similar to the Good Kindred, like goblins, gnomes, and pixies) to the Less Common like lizard people, ratlings and trolls!  To the Extraordinary like ghouls and dragons.
The means in which this is done is so simple and so elegant that other games should be shamed for not doing the same.
Later on languages, more talents and accessories (minis, battle mats, virtual tabletops) are covered.



Trollworld Atlas
This section covers the campaign world of Trollworld.  A history is provided and the major continents are covered as well as a few of the cities. This covers about 70 pages, but it is all well spent.
This section also features some full-color interior art including some great maps.

Adventures
Pretty much what is says on the tin.  This covers the two types of adventures one can have with T&T; a solo adventure and a GM run adventure.  
Everyone reading this has experienced a GM run adventure.  But where T&T really sets itself apart are the solo adventures. This is a reason enough to grab this game just to see how this is done.

End Matter
This section contains the last bits.  Credits. Afterwords. Acknowledgments. A full index. Character sheets and a Post Card for the City of Khazan!


I am going to put this bluntly.

Every D&D player, no matter what edition, needs to play Tunnels & Trolls at least once.  They should also read over the rules.  I don't care if you walk away saying "I don't like it" that is fine, but so many of the things I see so-called seasoned D&D players and game masters complain about has a fix or has been addressed already in T&T. 

Like I mentioned with Trollpak who solved D&D's "evil race" problem back in 1982, Tunnels & Trolls fixed it in 1975.

Beyond all that T&T is an easily playable game with decades of material and support and thousands of fans online.  If you don't want to buy a copy to try out then find a game at a Con.  

Is T&T perfect?  No. It lacks the epic that is D&D.  If D&D is Wagner then T&T is Motzart. Easier to approach, but no less brilliant. 

For under $20 (currently) you get a complete game with enough material to keep you going for years. Plus there is such a wealth (45 years now) of material out there that you will never run out of things to do.