Post by Burdbelkus Portabello on Aug 5, 2017 16:13:04 GMT -5
T&T for me is about freedom to create all kinds of weird and strange stuff without feeling too crowded by the rules. If you want a dwarf with a rune inscribed into his forehead that lets him head but like a siege ram then do it. You don't have to justify it according to a set of strict rules that say, that can't happen.
There isn't a word to describe my T&T. It's not really high fantasy or low fantasy(at all) but a strange mix. No other rpg has ever come close to being MY game like T&T does. I play mostly other rpg's because that's what it's easy to get players for but with roll20 my hope is that is about to change. There were a huge number of people I talk to that remember T&T fondly and would give it a try if we can get the character sheet done.
I really do believe that T&T is, if not THE BEST rpg out there, at least one of the top three ever to see the light of day but like a lot of more modern games it comes at role playing from a slightly different perspective that is hard for D&D indoctrinated players to wrap their heads around.
Once they started to play it though, in my experience they see the benefits of playing the game over a lot of other games.
Post by cupboardgnome on Mar 29, 2021 9:07:31 GMT -5
Hmm, so what's core to me and my players? Freeeeeedom!! (without a Scottish accent 🙂). Ok so it is in many ways a game that only works well with a GM that can think on their feet and who welcomes curve-balls. Once your players get the hang of stunts, you really do have your work cut out for you. But the rewards for all concerned are fast, fun games where the player really can be heroic.
And solitaires? Well T&T gave birth to those so 'nuff said. And T&T has given a new lease of life to my Fighting Fantasy book collection with some fun conversions.
1. The d6 observation is great, but it's worth mentioning that you need lots of 'em. I bought some cubes of 12mm dice (27 dice to a cube) in various colors so that each player or monster could have a color, then we roll 'em all together and cancel them out on the table in pairs.