It's funny, but the most annoying part of my current obsession with Tunnels & Trolls is the noticeable lack of GM run adventures. Ton's of solos, not so many for groups.
Then I realized something. It's a matter of simplicity to change any Old School D&D module to T&T. Assign the creature an MR, decide if it has any special abilities that will come into play with the roll of an assigned number of natural "6's" and you are pretty good to go.
I mean, D&D (2e and earlier) is my native born language, but I've become fairly fluent in T&T, and translating between the two doesn't appear to be to difficult (at least from D&D to T&T).
What this means is that with minimal work, I have a nearly limitless source of gaming adventures for use with T&T. In theory at least. I need to put the theory to the test.
Anyhow, the 7.5e review will continue, probably later today. Oh, and some thoughts on D&D B/X (as i have the Expert rules now - never did have it back in the day - AD&D was the big boys' game)
1981: L1 The Secret of Bone Hill - 1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would u...
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