derv
4th Level Troll
Posts: 335
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Post by derv on Apr 10, 2014 15:40:34 GMT -5
Well, that seems to be the trick that I hope DT&T pulls off. Basically, present us with something that's helpful (offers enough guidance and description) yet not restraining (allows enough room for individual creativity)in one book (I don't have to be searching through and buying multiple volumes to play the game).
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Post by Aramis of Erak on Apr 11, 2014 0:29:49 GMT -5
I never got the "poor adventurers" vibe from Moldvay, nor from Mentzer nor Alston. I don't get it from T&T, either - they're all a "medieval superheroes" vibe to me.
Abnormally potent by comparison to the stat 8 normals.
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zanshin
14th Level Troll
 
Posts: 2,860
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Post by zanshin on Apr 11, 2014 5:44:53 GMT -5
I never got the "poor adventurers" vibe from Moldvay, nor from Mentzer nor Alston. I don't get it from T&T, either - they're all a "medieval superheroes" vibe to me. Abnormally potent by comparison to the stat 8 normals. Just don't let a house cat get close to the L1 Magic User :-)
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unclecranky
5th Level Troll
(mutter...grumble)
Posts: 650
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Post by unclecranky on Apr 12, 2014 0:27:14 GMT -5
House Cat? You want Call Kitten again?  Seriously, I never took the whole poor adventurers thing seriously either... Even before That Guy came out with the Power Trip, I was playing the characters more like superheroes in armor than knights of the round table. That's the great thing about T&T. It lets you do that.
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Post by khaboom on Apr 27, 2017 2:30:55 GMT -5
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Post by mormonyoyoman on Apr 27, 2017 6:17:00 GMT -5
SR system. Explosive dice. Egregious cheating (in solos only) Puns. Hilarious spell names.
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darrght
4th Level Troll
Wow, I'm a 4th Level Troll!
Posts: 281
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Post by darrght on Apr 27, 2017 15:41:08 GMT -5
Thanks khaboom for pointing this out. An enjoyable read from 2008!  Hard to argue with anything you have to say Grandpa Chet but you missed out the most important big little word core to all T&T... F-U-N
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Post by mormonyoyoman on Apr 27, 2017 16:17:38 GMT -5
Thanks khaboom for pointing this out. An enjoyable read from 2008!  Hard to argue with anything you have to say Grandpa Chet but you missed out the most important big little word core to all T&T... F-U-NWhat you and I and all pleasant humanoids call fun, minions of evil call "juvenile attempts at sophomoric humor" and "stupid spell names." Since the minions of evil even struck fear into Lix herself (see the renaming of the more clever spell names ere dTnT was released) I've realized that the word "fun" has been rendered meaningless in English. It's similar to how Denny O'Neil ruined the term "sane Batman," which used to exist.
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Post by ProfGremlin on Apr 29, 2017 2:41:34 GMT -5
Allow me to point out that F-U-N still exists in dT&T, it's core to T&T, you see. F-U-N are the first three letters of the word 'Funeral' which is typically the final disposition of most of our stable of characters.
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Bud
2nd Level Troll
There's whiskey in the jar
Posts: 93
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Post by Bud on Jun 13, 2017 2:17:43 GMT -5
T&T for me was a game that always allowed us to move the adventure forward and never get bogged down in mechanics - both because of the game design and the spirit of the game. I think it was the third Rpg I owned, after ToG and Man, Myth and Magic. Many games later, it's still in the rotation. It got something right.
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Bud
2nd Level Troll
There's whiskey in the jar
Posts: 93
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Post by Bud on Jun 13, 2017 2:20:04 GMT -5
Also, BitD, Sorcerer Apprentice magazine was one of the best ever gaming magazines, and if it was still around I'd call it core. In a way, the ancestor of Trollbridge, and I'd now say that in it's way, Trollbridge is core to T&T.
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Post by Aramis of Erak on Jul 30, 2017 2:17:18 GMT -5
My current game is set on Trollworld, between Khosht and Knorr. They're killing Uruk sent by Leohtra...
Ruleset DT&T plus one house-rule (rerolling a language acquisition test: 300 AP) so far, and one port-forward rule (The Treasure Tables).
I'm likeing DT&T...
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Post by mormonyoyoman on Aug 4, 2017 6:49:35 GMT -5
And the last thing that I think is more and more optional and less and less necessary for T&T as time goes by is… Ken St.Andre…  ...(ducks) Oddly, I agree that Khenn's TnT is not FBI's, nor yours, nor mine. I would go so far as to suggest that the GM's TnT is not the same as the player's TnT and definitely not the same as the characters' TnT. Khenn seemed to recognize Arneson's actual engineering architecture of a new kind of (game/story-maker/myth/alter-ego) and used that, almost ensuring that each gamesmaster would be presenting their own, subjectiveTnT. As for ducks, TnT 5 was how I ran my Glorantha campaign of 1979-1988, with the usual disregard for rules and structure.
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Post by feldrik on Aug 4, 2017 9:49:03 GMT -5
I don't think Mr. St Andre would mind being less essential to T&T. He has spawned many Troll Children to carry on with his free wheeling vision of RPGs. Having played many rules light games, some of my own design I think T&T is less essential to the game than the mind set of T&T. I am currently running Barbarians of Lemuria and it has the same free-style sense of adventure that T&T has.
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Post by gaptooth on Aug 4, 2017 21:27:43 GMT -5
I am currently running Barbarians of Lemuria and it has the same free-style sense of adventure that T&T has. feldrik, I don't want to derail the thread—but if you started a thread about your BOL review or experience, I'd love to learn more. I've had my eye on it, but been too busy to pick up another game.
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