Basic Trollology Theory

What is it about Tunnels & Trolls? Well, here are a few important points*:

Tunnels & Trolls is not perfect. There are a few weak points in the rules that break down, especially when characters reach high levels. These are really minor points, however, and do not create problems for a creative GM. To quote the T&T rule book, "...If you find something you would like to change to make it more to your liking, then go ahead and change it. There are no 'right' or 'wrong' ways to play, only suggestions..."

Something else about T&T that puts it above the rest is the author, Ken St. Andre. His writing style is not only entertaining and contributes the light-hearted mood of the game, but also has a way of putting the reader at ease -- between the lines it kind of says, "This is a game. It is ment to be fun. Take it too seriously and you're only going to give yourself a headache." Even if the identical game had been written by someone else, it just would not have that trademark T&T charm that Ken has given it. (Thanks to Jack Spenser JR for making me realise what every T&T player already knows, aware of it or not.)

If it seems that I am down on D&D, I'm not. I'm simply using it as an example because it is considered THE Fantasy Role-Playing Game. So much so that to a lot of people, D&D is a generic term for RPGs. It had a lot of good ideas, but not many of them endure in modern gaming today outside of the D&D rules. T&T on the other hand (the second RPG ever written), while never quite becoming the gaming icon that D&D was, established the ground-rules for some of the best games today. We do however owe D&D an awful lot, if for nothing else, for giving us the initial concept and a jumping off point for Ken St. Andre.

Delve Deep,
Wildblade

* If you find any of these facts in error, point me to the source of the correct information and I will make the adjustments. 1