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Free eBook Tunnels and Trolls download

by Ken St. Andre

Free eBook Tunnels and Trolls download ISBN: 0940244004
Author: Ken St. Andre
Publisher: Flying Buffalo; 5 edition (September 1, 1991)
Language: English
Category: Humour and Entertainment
Subcategory: Puzzles and Games
Size MP3: 1569 mb
Size FLAC: 1966 mb
Rating: 4.8
Format: rtf lrf lrf mbr

Deluxe Tunnels & Trolls Rulebook.

Deluxe Tunnels & Trolls Rulebook. Deathtrap Equalizer (Tunnels & Trolls Solo Ken St. Andre.

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

Tunnels & Trolls (abbreviated T&T) is a fantasy role-playing game designed by Ken St. Andre and first published in 1975 by Flying Buffalo.

Tunnels & Trolls (abbreviated T&T) is a fantasy role-playing game designed by Ken St.

Tunnels and Trolls book. Kenneth Eugene St. Andre is an American fantasy author and game designer, best known for his work with Tunnels & Trolls, the fantasy role-playing game he has authored and curated since 1975, and Wasteland, the 1988 post-apocalyptic computer role playing game.

Tunnels & Trolls book.

Tunnels & Trolls (abbreviated T&T) is a 1975 fantasy role-playing game designed by Ken St. Andre and published by Flying Buffalo. The second modern role-playing game ever published, it was developed to be a simpler alternative to Dungeons and Dragons suitable for solitaire and play-by-mail gameplay. The Tunnels & Trolls core ruleset does not detail a specific setting, saying only that gameplay occurs in "a world somewhat but not exactly similar to Tolkien's Middle Earth

The Tunnels and Trolls: Rule Book (Corgi books) by St Andre, Ken Paperback Book.

The Tunnels and Trolls: Rule Book (Corgi books) by St Andre, Ken Paperback Book. Dispatched with Royal Mail 1st Class Large Letter. Read full description. See details and exclusions.

Последние твиты от Ken St. Andre (lgodfather). Andre and published by Flying Buffalo

Tunnels & Trolls (abbreviated T&T) is a 1975 fantasy role-playing game designed by Ken St. game ever published, it was developed to be a simpler alternative to Dungeons and Dragons suitable for solitaire and play-by-mail gameplay.

The fundamental framework for adventuring in Tunnels & Trolls is the concept of an underground tunnel complex wherein dangerous traps and deadly monsters guard undreamed-of treasures, where magic and high sorcery meet sword and shield, in alliance or as violent opponents. Those who survive to regain the surface may be considered "winners" - until the next time they venture into the depths, risking their all for glory, gold and adventure. The rules to play Tunnels & Trolls are complete with the booklet in your hands. You need never purchase anything else, and you will have the entire game available to you. On the other hand, there are numerous back-up services - among them, solitaire dungeon adventures, miniatures, and a magazine dedicated primarily to T&T - but these are meant to augment the game. Here is all you'll need.
User reviews
Classic !!
For almost 40 years, this was my go-to "rules light" role-playing game. Now I go to the Deluxe version, but this version is excellent as well. If you want something to get characters into the dungeon fast, and move through a lot of play quickly with lots of role-play rather than shoving around numbers and filling bookshelves with splatbooks, then T&T in whatever version is the game you are looking for.

You can play the game with this book and nothing else, but there are copious materials online both free and paid (e.g. rpgnow) to enhance the game, provide adventures for both GMed play and solo (and one on one or for special adventures such as hobbs or wizards.)

If you play this version, there are two things you will want to add to it: Stunts and Spite Damage. Both are described in free articles online. Spite is simple--whenever a 6 is rolled on damage dice, a point of damage goes through the armor regardless (in Spite of) anything else (win or loss of the round, or the protection provided by the armor.

Stunts are best learned by reading "Dare to DARO" by Dan Prentice.

Spite fixes the problems of extended combat caused by heavy armor on parties that aren't dealing lots of damage (armored standoffs), Stunts give you all the power of Feats from certain other games, without needing a lot of splatbooks and number crunching, and with lots more fun.

Bingo. You've got a complete, fun, and amazingly flexible RPG that fits into a small box.

Conversions from other systems to this one are easier than "SNAILFLAILS". I have converted complete adventures from other games such as AD&D1e to this one on the fly.
I played this back in the late 70's and early 80's. I liked it better than Dungeons & Dragons because T&T was faster paced and didn't get bogged down in calculations and modifier minutiae. T&T let us focus on the Role Playing rather than the Dice Rolling.
While 5th edition Tunnels and Trolls is a great game, if you are buying the game to play and not just to complete a collection, then make sure you buy either edition 5.5 or the 30th Anniversary Edition (also known as 7th edition). Note: There isn't an official 6th edition.

If you're new to Tunnels and Trolls, I'd actually suggest you start with edition 5.5. They just seem better organized, plus you get the chronology of Trollworld, which is missing from 7th edition. If you find that you like the game, then you might want to pop for 7th edition, which really bends a lot of the rules present in the 5.5 and older editions.

In many ways, the two versions are different games. Levels are calculated differently. Talents are handled differently (and are a lot more high-powered in 7th edition); they're actually referred to as 'skills' in 5.5, and aren't included in the game in editions 5 and earlier. Attributes are accumulated differently (and are the basis of level calculations in 7th edition). And magic is quite different between the two versions.

You can customize your game, of course, and probably your best Tunnels and Trolls gaming experience will come from picking and choosing rules from 5.5 and 7e, to come up with your own brand of game. Fortunately, the system is very flexible in that regard.

So... if you can afford only one version of the game, I'd recommend buying 5.5. If you can afford both 5.5 and 7e, I'd suggest buying them both, since 7e is not a simple update of 5.5, but a complete rehaul of the game. And yet the two games are still compatible. Pure genius.
This is the rulebook for Tunnels and Trolls.
What is Tunnels and Trolls? It's a first-generation fantasy pencil-and-paper RPG, created back in 1979 by Ken St. Andre from a simplified set of Dungeons and Dragons rules. This is a great classic, unique in the way that it is incredibly simple and easy to learn. The rules are readily grasped, but not simplistic. What Tunnels and Trolls is actually famous for is not the group play ( which is far from the quality expected at an average AD&D session - the rules are far too simple to handle non-dungeon settings), but the series of solo adventure books that allow players to play without a gamemaster. The game is very fun and addictive. It is built around the old-fashioned concept of hack-and-slash ( perhaps some would like to comment that hack-and-slash is not role-playing. You are wrong.). This is the single thing that the game handles well, but it handles it exceedingly well. The game hasn't changed much since it was created, and has its own little circle of followers. This is an instant favorite and an old classic. Try it out.
Good simplistic RPG system.

Flying Buffalo(rights owner) & Ken St Andre just did a Kickstarter and are producing a new version on the ruleset with nifty extras.

Word to the wise:
All of this stuff is still mostly available directly from FB at realistic prices, i.e. MSRP(some less but I think those are ones that they only photocopy):
Not as dice mad as Champions, and a fun emphasis on solo gaming was the nice factor about this game.

This was fun because it was pretty simple, straightforward and had rules and information on how to play the game by yourself if you wanted to, which was great.
Tunnels & Trolls - the original and best! This is the classic fantasy role-playing game, much overlooked and a heck of a lot of fun! Easy to understand and with endless possibilities. Basic games lasting one night to mammoth game sessions lasting months are all possible with this system. It has quite a lot of back-up material, especially solo adventures, although many are now out of print but can be found lurking on the web if you know where to look. The game system has a die hard following of fans and there are many fine sites supporting the game, all brimming with free material to enhance your games. If you like Fantasy Role Playing, you'll LOVE Tunnels & Trolls.