Hi all: I'm new here. I'm interested in running a casual GM adventure (play by post) one-on-one with my brother who lives in another country.
To start with, I would like to simply try one of the free GM adventures in a Trollzine edition or online.
I sent my brother the T&T Free Rulebook, which as I understand it is a short version of 5th edition.
But I'm interested in expanding into 7.5, Deluxe, or full 5.0 (on rpgnow or drivethrurpg) for additional ideas.
I've read that some say 7.5 and Deluxe is easier to read/understand than 5.x, but I want to be sure whatever adventure I pick from Trollzine (or online) will be compatible with whatever edition I decide to purchase.
Also, any tips on a good free T&T GM adventure (with one player) are also welcome.
Thank you for the replies. They have 5th edition available on rpgnow/drivethrurpg. But not 5.5. I could houserule the spite damage thing. Talents might be a fun houserule. I tried to find 5.5 for order; is it the novel-like-looking book with the red cover (?) -- on ebay. But it sounds like 5.0 would do the trick. Thanks again.
Post by bigjackbrass on Aug 8, 2017 12:12:56 GMT -5
5.5 is a bit of a joke name, really. Rick Loomis had to change printers and when they came to reprint 5th edition the new printer needed more material, or else they'd have some blank pages at the back. The additional material is essentially a few things culled from "Sorcerers Apprentice" magazine (Mike Stackpole's skills article, for example) and some notes from Ken. The rest of the book is 5th edition: all the extra stuff is tacked on at the back, not integrated in the main text.
The smaller format paperback with the red cover is a 1986 British printing by Corgi books, produced in am unfortunately belated attempt to catch the popularity of Fighting Fantasy solo gamebooks. It's basically 5th edition with a few very, very minor changes: several spell names are changed to sound less "silly."
Post by sarahnewton on Aug 25, 2017 9:00:51 GMT -5
I'd certainly recommend Deluxe Tunnels & Trolls, mostly for the advancement system if you're playing by post / mail / etc. 5th edition was my first ever RPG so I've a lot of affection for it, but dT&T uses an advancement system where you spend Adventure Points as you earn them during play to increase your attributes, buy talents, etc, whereas in 5th ed you accumulate AP until you increase your level, and then get advancements, which feels much slower and is more of a "threshold" event. The "incremental system" of dT&T came in with 7th ed (I think), but I've never played 7th ed and I believe the advancement is much slower (you could probably houserule that).
Anyway, just my two-penn'orth. Personally I think incremental advancement is much more fun, especially if you're not playing that often.
I have to reserve judgment until I've accomplished my gaming goals, playing every edition of every rpg in every campaign and every adventure of every genre. Ha! In the meantime, I suggest dT&T, partly because of the free quickstart rules you mentioned for your brother or other new players, and it's got a great GM adventure in it. Really though, 5e just as good. Also for GM material, I recommend "The Vital Spot" by Trollbridge's own Jason Mills.
One morning I slayed a troll in my pajamas. How he got in my pajamas, I don't know.
And in my Dungeon of the Rat run, the players purchased the shop above one part of the dungeon, bombed the basement to get down there faster, and turned it into a Delver Training Facility after defeating the rat god. They even hired some of the surviving ratlings to work in the facility!