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Post by mahrundl on Oct 17, 2006 7:08:12 GMT -5
Oh, don't think that I don't read my early D&D stuff! I just keep the White box stored safely away when not reading it. I wasn't meaning to imply that you were wrong to prefer D&D over T&T*. Just putting my 2 cp in... * Of course, you *are* wrong - I just wasn't implying it.
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dalton
4th Level Troll
Posts: 282
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Post by dalton on Nov 5, 2006 15:47:38 GMT -5
What is T&T?
Well, I guess that creating a character and starting the game is a five minute exercise vs one whole game session. That solo play is still a viable choice with the game and that the rules do not scare new players (hard cover books are not enticing for new players, in fact, who wants to read multiple hard cover books just to play a game).
I think that the T&T rules need to be rethought and normalized, but that is to simplify and shorten the rules, not make them more detailed.
I like alot of the new concepts in 7th edition but I find that they are not well presented and assumes that the player has played T&T before.
best regards
Dalton
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dalton
4th Level Troll
Posts: 282
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Post by dalton on Nov 9, 2006 11:14:36 GMT -5
As a followup to my earlier post, I would say that T&T is fun. D20 is work. I don't know how many D20/T20 games that have been started and forgotten before character creation is finished. Gurps is even worse.
I would say that the shrinking rpg market is due to the complexity and presentation of the rules.
Who in their right mind wants to read 3 hard cover 200+ page books to play a game? IF you are already hooked, sure, but not for a beginner. How about lugging all that around with you? Plus add-ons.
The white box D&D had characters up to level 3, simple rules, thin books and they took the market by storm. T&T was also very popular with their even simpler rules.
To me, T&T (as an eighth edition) properly reviewed and edited has the potential to retake it's place in the market.
best regards
Dalton
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