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"?
How to be good at being evil - Yesterday, I made the point that evil isn't so great, really. So let's say you and your fellow players in my game decide, yeah, let's be evil. Let's have a...
3 hours ago