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Akiyama's avatar

I ran T&T for, I think, the whole of 1987 when I was aged 12 and 13. I bought the Corgi paperback rulebook because I wanted to play Advanced Dungeons & Dragons, but that game was too expensive for me. My DM toolkit during 1987 was the Corgi T&T rulebook, the AD&D DMG (which I had got for Christmas 1986) and the Chaosium edition of the Midkemia Press Cities book (which I must have got from Games Workshop). My DMing style was 100% improvisational, using the random tables in the DMG and the Cities book, and my own imagination which was fed by gamebooks (Fighting Fantasy, Lone Wolf and Grailquest), and the few fantasy novels I'd read (mainly children's books - my favourite was The Neverending Story).

The version of the T&T rules I played (5th Edition) seems very different from the version you played. Your version seems a lot more complicated. I don't think T&T is a good set of rules - but 5th Edition probably is a good set of rules for a freewheeling improvisational game.

My main memories of the T&T rules are:

* The many, many weapons, with descriptions

* The short but inspirational advice on creating monsters, dungeons and worlds

* The fact that the game didn't include any monster descriptions or stats, and the Monster Rating system

* The spells, and using CON as spell points

* XP for saving throws (including failed saving throws), and XP for reaching a new level of the dungeon

* The "doubles roll again" rule (in 5th Edition it's doubles, not triples, and it only apples to combat, saving throws, and I think treasure rolls?

As an alternative for running an "unserious" fantasy game, people might like to check out the B/X house rules in Black Pudding 'zine #4. They have a sort of T&T vibe about them.

Michael Weingrad's avatar

Thanks for this wonderful post! Like Akiyama, I ran T&T in the (early) 1980s when I was in junior high. We loved it, for all of those gonzo reasons, and because we didn't have a baseline for what was normal anyway, and because we were kids. I played many of the similarly weird T&T solo adventures, especially the glorious City of Terrors, and then used them as adventures for my campaign (2 players, my brother and a friend). I was marinating in Moorcock's Eternal Champion cycle paperbacks, and that was probably the biggest influence, along with Zork, all entirely in keeping with the T&T spirit.

At that age, we didn't really notice the game mechanics being out of whack. 73 STR? Cool! Your handling of combat and disregard of most "fixes" since the early editions seems exactly right. What hits me now after reading your post is how evocative for me then was that single monster stat. "Barbarian Robot MR 40." Say no more! I don't remember what we did about the massive numbers of dice, it probably was part of the charm as well.

One small correction: Danforth. She is my third favorite old school fantasy rpg artist, after Trampier and Blanche. That summoning illustration!

Again, thanks.

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