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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.

Joel Peterson's avatar

Excellent article. I've been reading Monsters!Monsters! Which is a variant on T&T and while I probably would have scoffed at some of the contents of the game in my earlier years I find it really intriguing how the...maybe not simplicity, but the binary nature of we hit or they hit, seems to encourage more of a narrative swing on the DMs part. I haven't read T&T yet or run Monsters! Monsters! But more and more I'm leaning into that as my next fantasy RPG foray just to see how it runs

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