Looking forward to seeing what comes of that Kopf.
Well so far, Rick as said that he is getting to it. Ken states that anyone wanting to submit should just do so. While I can see the flow of submissions may get some momentum going for the 7th edition, considerations such as artwork provided by other's than the author should have some guidelines and of what sort recompense should be expected.
I would like to see the tunnel designers get official T&T products out and about. As said before the 6th edition bootleggers kind of derailed things for the 25th Anniversy edition, as well as issues with what was actually going to get published.
With 7th edition, longterm T&T fans have a chance to rekindle the game and the owner(s) a chance to reinvigorate the Trademark. I get kind of bewildered by people who insist on the right to publish using the T&T trademark as purely their own, as well as FBI's reluctance to get new material in an open manner. Perhaps the "Alternate Rules ought to be open-licensed and the St. Andre version strictly controlled, as some sort of compromise here?
I suspect I'll run a hybrid rule set - mostly 5th, but with things like TARO, SPD and WIZ as attributes, and some of the new spells from 7th. I'm alos very likely to run with 7th edition's magic resistance, but modified as per my post in the Magic forum here on the Trollbridge.
I like 7th edition - I helped write it, and it was fun to do - but I really like the 5th edition 'feel'. A lot of that 'feel' does transfer to 7th edition, but it's not quite the same.
I agree with Urglosh here. I bought T&T7 to a) support T&T, and b) to keep ahead of the game when writing new scenarios. But I doubt my group will play it. I may introduce some of the rules but as for the spell book I still prefer 5th Ed. We hardly get any chance to play anyhow these days anyway
For whatever reason, it just seemed to me that 7th edition was 'missing' some key information that was contained in 5th....The examples of play in 5th seemed to be more extensive than those found on the 7th edition CD.
If I was just starting to play T&T, I don't think I would have understood how to play 'properly' with just the 7th Edition boxed set.
I'm sure the limited space and page count to allow for the tin packaging had something to do with that.
There were actually 7 combat examples written for 7th edition. They covered a range of situations, including how a range of spells could affect the flow of combat, and use of non-standard manoeuvres in combat. Tthey didn't get included in the text, although I don't know why they didn't all go on the CD. Perhaps Ken didn't like the omitted ones that much.
But yes, the limited space almost certainly impacted on what went in. That, and deadlines that had to be met. I was horrified that the weapons and armour glossary was missing, until I realised that it was on the CD...
I'm hoping that when 8th edition comes out, it will have more space to include some of the stuff that people are missing from 7th.
I only got into T&T with 7E, but i've been into RPG for over 25 years and i quickly felt things were missing in 7E and that it seemed to not flow properly. Not being an RPG newbie, i was able to muddle through and grasp the game, but i wonder how easy itwould be if 7E was the first RPG ruleset i'd ever read?
Not being an RPG newbie, i was able to muddle through and grasp the game, but i wonder how easy itwould be if 7E was the first RPG ruleset i'd ever read?
Yep, I fealt the same way Skathros.
Luckily, I've been playing RPGs since the early 80's, and T&T for a spell as well. If not, I'm afraid I would have been lost with regards to how the game was supposed to flow.
Mahrundl touched on it in his post above - but when I was trying to figure out what had changed in missile combat, I looked into the examples on the CD but couldn't find one that clearly explained things - I went back to the 5th (5.5) edition example and emailed Ken to clarify that the example in 5.5 was still accurate for how missile combat was handled (which he confirmed).
There are some good things in 7th, and I bought a couple of copies for some buddies who are new to T&T, but I plan on giving them copies of 5.5 for Christmas, and having them start there.
It's a wonder I haven't put my two cents in here yet, being the resident clueless ogre and all. I own 5.5; I got it years ago when I met Ken at Origins. I've never really looked at it, figuring, hey, that's what I have a husband for. He's the one who tells me how many dice to throw and what numbers I want. He also writes up my character charts for me after I describe the character I want to play. He memorizes all the game mechanics stuff. I don't know any of it.
That said, when I received my copy of T&T7 I expressed concern that I wouldn't be able to understand it. Ken told me to read it from beginning to end, like a book. So I did. I only got as far as monster generation, but I have to say I feel pretty good about my ability to grasp the game. I think, if I finished reading it, I'd be able to GM a game myself.
Of course, if something's missing, I would never know. I'd do without, without ever knowing I was doing without.
Also, I probably never will GM my own game. My husband is such an outstanding GM that I just keep wanting him to do it.
I like the tin box and the spiral binding. I like the Magic portion of the Monsters and Magic book. I skimmed the Alternative Rules, and haven't looked at them since. I think they are an attempt to appeal to the D&D crowd. I've played D&D, and I got to really hate it, so why would I want to make T&T more like D&D? Nope, I won't be playing the Alternative Rules. But if they help to draw in some of the D&D crowd, I guess it could be a good thing. I'm not even sure about that.
I don't know why all Giants should have to be of the Citizen type. If you're rolling up a character, and get triples, you can't make it a Giant. Why? Because they have to be Citizens, and Citizens can't have any triples. Doesn't seem fair to Giants not to have a chance at an extraordinarily high attribute (compared to other Giants).
Don't get me started about D20. I have a 400 page booklet from Mongoose Publishing (printed in 2003) that is basically all of the D20 SRD material printed in book format. The print is smaller than the print in the T&T 7th edition rulebook. There are about 35 pages just on combat. There are almost 60 pages on skills and 'feats', which are sort of like the new T&T 7th edition Talents, but everything is all spelled out, with prereqs for this and prereqs for that, and explanations of usage, and what effects happen if you also have these other skills and feats... God, I'm getting nauseous just thinking about it now... Then there's 200 pages on magic and spells--who's supposed to remember all those rules? The poor GM, that's who. But it's impossible to remember them all, especially once you start throwing in rules from the ton of supplements that are available for D20. When you have that many rules, you have to just ignore some of them, so why bother having them? I like Ken's approach a lot better. Give me the basics, and let the GM fill in the blanks. Giving the players a lot of rules as with D20 simply gives them more excuses to argue with the GM--the rules lawyers have a heyday with D20.