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.