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Deluxe Tunnels & Trolls Rulebook, by Ken St Andre, Liz Danforth, Jim "Bear" Peters, Steve Crompton
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New and improved, Deluxe Tunnels & Trolls. T&T is the second ever fantasy role playing game, and the easiest to use. This book contains everything you need to play the game solo (with the many solo adventures) or with a group of friends. Includes a lot of extra material and descriptions of the worlds played in by the designer and his friends back in the late 1970's. The first 166 pages are the core rules, followed by the Elaborations section which has optional rules and systems you can pick and choose from to add to your T&T games. There is also a 16 page full color section which includes color maps of Trollworld, Khazan, Khosht and Knor along with other paintings and maps. There is a 50 page Trollworld section that includes descriptions of locations on every major continent and three cities, plus a detailed Trollworld timeline. The book also includes a solo adventure that gives you the chance to bring dead characters back to life and a GM adventure on the continent of Zorr, plus a detailed weapons glossary and much much more - over 360 pages of material.
- Sales Rank: #267347 in Books
- Published on: 2015
- Binding: Paperback
- 363 pages
Most helpful customer reviews
11 of 11 people found the following review helpful.
but like so many settings
By Robert Rosenthal
This book is huge and clearly written. The rules, which are really simple, are broken down into two areas. The Basic or Core Game, which is what you need to play and plenty of flexibility. The other part of the rules is called Elaborations, and as the name implies, it includes options for more depth and variety.
These days many games no longer come with any adventures to get you started, but that is not the case here, as it includes both a GM adventure and a solo adventure. T&T has always been known for it's solos, adventures you play without needing a GM, but that's obviously not the only way to play.
Don't forget that it has a lot of information in it about Trollworld, the wild and varied setting of T&T from way back, but like so many settings, the game is in no way tied to that world. I've been having fun reading the reports from game going on that is taking place in a Steampunk Europe that would make Jules Verne very happy. Though at the moment, the players are stranded on a mysterious island that has many strange things, including huge dinosaurs on it.
The book is 363 pages long. The Basic or Core Game 5-165. Elaborations 166-226. Trollworld Atlas 227-286. Adventures 287-329. Beyond that is glossaries, indexes, and similar end of book material, of which, 363 is the last page, the character sheet.
There are many ways to play, and your options are only limited by your skill and imagination. A common thing that GMs allow to let players act like the protagonists of a story, especially in combat, are stunts or saves. If you want to take an action other than simply attacking, the GM sets a difficulty and attribute used, and you make a roll, using any appropriate talent you might have. If you succeed, you get an appropriate bonus. Maybe you're fighting in a crowded nomadic market place, and want to drop the canvas roof on your opponent. This time the GM decides the poles holding it up are light and easy to kick out but not too easy, so sets an Saving Roll difficulty of 2 using Dexterity. With a high Dexterity or a lucky roll, you are likely to succeed, and the odds improve if you have a talent like Dirty Tricks. If you succeed, it drops on your opponent entangling him for a round or two as well as effectively blinding him. You could use this opportunity to disappear into the crowd, or if you are the more violent type, attack your foe when he can't properly defend himself or even see it coming.
What you do with it is based on your imagination.
11 of 11 people found the following review helpful.
A classic RPG updated for today's gamer!
By S. J. Newton
This was the first RPG I ever bought and played, way back in 1980, and I've long had a soft spot for it. Back then it was a slim paperback with a yellow cover - but the Tunnels and Trolls team have done us proud with this brand new, updated, and massively expanded (380-odd pages!) 8th edition. It's got classic artwork by Liz Danforth, Rob Carver, and Steve Crompton, with loads of new pieces and some old favourites, as well as a colour section and oodles of maps of Trollworld and its continents, and even cities like fabled Khazan and Khosht.
The rules make T&T shine. At root they're very simple, and very quick to learn, but they're also elegant and have a hidden degree of sophistication when you start improvising cool "stunts" in play - and that's what brought me back to this game. With all the innovations of the past 15 years in RPG rules mechanics, T&T stands up very well indeed, enabling a simple rules set to work both with "trad", more simulationist game styles *and* also cope with a more narrative style of play. The rules are also backwards compatible, so any of your solos and GM adventures from earlier editions can still be used (I've been playing Buffalo Castle and Beyond the Silvered Pane...).
A huge bonus for lovers of T&T is the third of the book given up to a "gazetteer" of Trollworld. This is pretty much worth the price of entry alone; loads of setting material on the world where all the classic T&T solo and GM adventures take place. Ever wondered just what the Dragon continent cities were called? What the quarters of Khazan are? Look no further!
Great game, great product, and a grand renaissance for one of the oldest RPGs around. I can really recommend it, even if you're a beginning gamer - this is a classic RPG, simple to learn and deep enough to sustain long-term play. Well done all.
10 of 10 people found the following review helpful.
Truly deserves its name
By Mandragore
This is your ultimate Tunnels & Trolls edition!
Liz Danforth, who actually re-wrote Ken St. Andre's classic T&T 5th edition, did an even better job with Deluxe T&T as the chief editor, and added loads of her fantastic artwork as compared to the previous edition.
For the first time, you'll find a detailed description of Trollworld by Ken St. Andre, Jim "Bear" Peters (author of the Dungeon of the Bear, Catacombs of the Bear Cult, and the Dungeon of Doom), Steve Crompton (Lejentia campaign and Catalyst series author), Michael Stackpole, and Liz Danforth (again!).
The rules are explained like never before, with variations, examples, background, etc. and capitalize on 40 years of gaming experience and gamers' feedback.
Now, of course, it's a deluxe product, not a cheap product.
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