You need to forgive me, but Tunnels & Trolls is burning it's way through my blood these past few days and I'm still on the T&T kick.
So, here's the latest thought: Would T&T be best served if there was an actual "setting" for the game? By this, I'm looking at The World of Greyhawk and The Forgotten Realms over on the D&D side of the equation. During the course of most of D&D's history, one setting or the other has been the default setting for the vast majority of RPG campaigns that have been in existance. What does Tunnels & Trolls have to offer?
There isn't really much you can do with TrollWorld as written to place a campaign in that setting, as there is very little there. The Fragmentary History of TrollWorld isn't much of a help either. So there really isn't a default setting to use with T&T, unless one wishes to port one over from D&D. Which is fine, except that you would need to cut out a majority of the available races for T&T. Not much of a loss, as most of them just exist on the Racial Adjustment Chart for Stat Multipliers - there is no write up for most of them.
Which leads to yet another thought. Do we need all of the racial options for character generation that Tunnels & Trolls gives us or can we pare the list? Or should we flesh out the list with actual descriptions, habitat and the likes for the creatures listed?
If we design a setting for Tunnels & Trolls, how far should one step away from the old default of the standard D&D type world? Or should it be like Glorantha, very much it's unique self?
T&T adventures tend to have more "silly" elements then other types of fantasy RPGs do. Is that because of the setting that is inferred, or the system? Or "just because"?
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