Deluxe Tunnels Trolls Rulebook Ken St Andre Liz Danforth 9780940244900 Books
Download As PDF : Deluxe Tunnels Trolls Rulebook Ken St Andre Liz Danforth 9780940244900 Books
New and improved, Deluxe Tunnels & Trolls. T&T is the second ever fantasy role playing game, and the easiest to use. This book contains everything you need to play the game solo (with the many solo adventures) or with a group of friends. Includes a lot of extra material and descriptions of the worlds played in by the designer and his friends back in the late 1970's. The first 166 pages are the core rules, followed by the Elaborations section which has optional rules and systems you can pick and choose from to add to your T&T games. There is also a 16 page full color section which includes color maps of Trollworld, Khazan, Khosht and Knor along with other paintings and maps. There is a 50 page Trollworld section that includes descriptions of locations on every major continent and three cities, plus a detailed Trollworld timeline. The book also includes a solo adventure that gives you the chance to bring dead characters back to life and a GM adventure on the continent of Zorr, plus a detailed weapons glossary and much much more - over 360 pages of material.
Deluxe Tunnels Trolls Rulebook Ken St Andre Liz Danforth 9780940244900 Books
I don't know how I have been playing rpg's so long and only just now read Tunnels and Trolls. I need to spend some time playtesting it, but my first impressions are very good. It has a lot of similarity with early (pre-"Advanced") DnD. It differs primarily in two very good ways. First, the setting is better fleshed out than in DnD. For instance, historical weapons and armor are almost always listed by their real names, not abstract terms and political events seem both internally consistent and more present in the lives of the players. The second (arguable) improvement is that the rules are very simplified. Play can move quite quickly and even solo play is totally feasible. There are two places I felt this may have been carried too far, one is the "highest damage wins" simplification of combat and the other is the "monster rating" system which can often reduce a monster to a single stat (and, as such, lend to monster descriptions that are one or two sentences long with "(MR = 98)" or similar being the only listed stat. Still, I think both these mechanics would make play (especially solo play) simpler and faster-paced, so it may be that, in the end, they are a net gain for the player. The magic rules are great and include a full spell list (no small number of which have clever, even comical names).So, the system is good! It may be a tad simpler than I'd like in some places, but it never gets too complicated (give or take a tortured example of "spite" in the damage rules) and it avoids a pitfall of many other systems (especially modern ones) by not getting too "meta." (I.e. it doesn't keep reminding you that you are playing a game and need to cleverly navigate rules. It tries to get out of the way of the story.) While I believe the system itself would be fairly easy even for young kids to grasp, I think parents should probably wait until the "tweens" before handing the entire book to their kids, as some of the art is gritty (though never gory) and much of the setting involves medieval warfare, intrigue, and other more grown-up themes.
But the system is only half of the book. The second half is all about "Trollworld," a huge and amazing setting developed by the author. There are timelines, maps (often in beautiful color), glossaries, illustrations, and, most amazingly, some very good adventures (some are "solos" and some are designed to be GM-driven). The only thing I feel is lacking in this part of the book is a good bestiary. A few monsters are introduced as part of the adventures, but (at least, so far) I don't see the listing of 100+ foes that I would expect. As mentioned above, this may be simply because if you want a chimera or a minotaur, etc., all you really have to do is assign it a monster rating and maybe a magical effect or two and, bam, you've got your monster ready to fight. Still, a big pile of magical monsters (and requisite enticing pile of magical treasures) are the only parts I expected but did not find (not really needed for players, but as a GM, I love to have piles of monsters and magical items at my fingertips). I have to say, though, that this lack is far outweighed by the amazing and lushly detailed world of adventure that Ken St. Andre has invented for us all.
The book itself is perfect-bound (so, fairly heavy and hard to open flat), but it seems to be well edited and clear. There are plenty of tables, but really only where they are needed, and the artwork varies mostly from good to great. There are a few cartoonish pen-and-ink bits, but these are in the spirit of the game. There are lots of good black-and-white drawings and some really great color pages in the middle. I also like that the artists took the time to illustrate cities, maps, and so much of the equipment. It adds greatly to the immersion.
Great stuff!
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Tags : Deluxe Tunnels & Trolls Rulebook [Ken St. Andre, Liz Danforth] on Amazon.com. *FREE* shipping on qualifying offers. New and improved, Deluxe Tunnels & Trolls. T&T is the second ever fantasy role playing game, and the easiest to use. This book contains everything you need to play the game solo (with the many solo adventures) or with a group of friends. Includes a lot of extra material and descriptions of the worlds played in by the designer and his friends back in the late 1970's. The first 166 pages are the core rules,Ken St. Andre, Liz Danforth,Deluxe Tunnels & Trolls Rulebook,Flying Buffalo,094024490X,Role Playing & Fantasy,GAMES & ACTIVITIES Role Playing & Fantasy,Games,GamesPuzzles
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Deluxe Tunnels Trolls Rulebook Ken St Andre Liz Danforth 9780940244900 Books Reviews
They shipped on time, book is very nice.
A simpler alternative to Dungeons & Dragons and just as effective. As for the book itself, it is a hefty 360 pages, tightly bound with fantastic 'old school' artwork from front to back! A must have for fans of fantasy tabletop gaming!
Fantastic edition.So easy to learn the basics of the game. Then a little more to open up the world. I p!ay solo and the book provides everything to make gameplay have so much more depth. A large section of the book is a fantastic aide for a GM.
More pages and more elaborations, but still fast and easy. Best and most beautiful edition of T&T yet.
This book is huge and just full of awesome pictures, info, history etc. A must have for any rpg person.
Family and I are really enjoying this. I had been looking for an easier rpg to ween them into for some time and this fit the bill. It is also my first experience gm'ing a game and I've really enjoyed that process as well. Only critique would be that there are some typos here and there, certain text doesn't correspond to correct pages, and certain mechanics aren't explained right. Fortunately, this was was all easy to overcome using simple logic about what was intended or I was able to find quick solutions online from various communities. Overall really recommend.
Good rulebook, is a great rpg system with lot of support on internet and a huge fan base so finding help, supplement and materials is quite easy. My only complain about this book is the misleading “Deluxe”. This book looks and feels cheap. Design and content is not impressive at all. Still, it earns a place among other books in my shelf.
I don't know how I have been playing rpg's so long and only just now read Tunnels and Trolls. I need to spend some time playtesting it, but my first impressions are very good. It has a lot of similarity with early (pre-"Advanced") DnD. It differs primarily in two very good ways. First, the setting is better fleshed out than in DnD. For instance, historical weapons and armor are almost always listed by their real names, not abstract terms and political events seem both internally consistent and more present in the lives of the players. The second (arguable) improvement is that the rules are very simplified. Play can move quite quickly and even solo play is totally feasible. There are two places I felt this may have been carried too far, one is the "highest damage wins" simplification of combat and the other is the "monster rating" system which can often reduce a monster to a single stat (and, as such, lend to monster descriptions that are one or two sentences long with "(MR = 98)" or similar being the only listed stat. Still, I think both these mechanics would make play (especially solo play) simpler and faster-paced, so it may be that, in the end, they are a net gain for the player. The magic rules are great and include a full spell list (no small number of which have clever, even comical names).
So, the system is good! It may be a tad simpler than I'd like in some places, but it never gets too complicated (give or take a tortured example of "spite" in the damage rules) and it avoids a pitfall of many other systems (especially modern ones) by not getting too "meta." (I.e. it doesn't keep reminding you that you are playing a game and need to cleverly navigate rules. It tries to get out of the way of the story.) While I believe the system itself would be fairly easy even for young kids to grasp, I think parents should probably wait until the "tweens" before handing the entire book to their kids, as some of the art is gritty (though never gory) and much of the setting involves medieval warfare, intrigue, and other more grown-up themes.
But the system is only half of the book. The second half is all about "Trollworld," a huge and amazing setting developed by the author. There are timelines, maps (often in beautiful color), glossaries, illustrations, and, most amazingly, some very good adventures (some are "solos" and some are designed to be GM-driven). The only thing I feel is lacking in this part of the book is a good bestiary. A few monsters are introduced as part of the adventures, but (at least, so far) I don't see the listing of 100+ foes that I would expect. As mentioned above, this may be simply because if you want a chimera or a minotaur, etc., all you really have to do is assign it a monster rating and maybe a magical effect or two and, bam, you've got your monster ready to fight. Still, a big pile of magical monsters (and requisite enticing pile of magical treasures) are the only parts I expected but did not find (not really needed for players, but as a GM, I love to have piles of monsters and magical items at my fingertips). I have to say, though, that this lack is far outweighed by the amazing and lushly detailed world of adventure that Ken St. Andre has invented for us all.
The book itself is perfect-bound (so, fairly heavy and hard to open flat), but it seems to be well edited and clear. There are plenty of tables, but really only where they are needed, and the artwork varies mostly from good to great. There are a few cartoonish pen-and-ink bits, but these are in the spirit of the game. There are lots of good black-and-white drawings and some really great color pages in the middle. I also like that the artists took the time to illustrate cities, maps, and so much of the equipment. It adds greatly to the immersion.
Great stuff!
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