Thursday, July 16, 2015
Deluxe Tunnels & Trolls: a review
Here is my take on Deluxe T&T. I've read it. I've made notes. Here's my answers to questions I feel that need to be answered follow below.
Is it T&T?
This one is the most important to me.
Yes it is. How else could it be anything else? It is written by Ken St Andre, Liz Danforth, and Bear Peters; it's included Brian Penn. The first three are the Brahmin of the game and Penn has worked hard for over two decade to work with them. I may have disagreements with how each of them does the math work for this or that, but understanding how two six-sided dice work will not be one of them.
How does it read?
While there is a lot of look at and absorb, it is not well organized. The effects of the added rules were done in other games a couple of decades before at least.
Was it worth the wait?
Two years ago I would've been totally wowed by the work here. As an oft-cited fan of the game, I've had to spend over two years defending why I bother to run any version of this game at events when the ultimate edition was coming out possibly at any given time. I've spent another eighteen months defending the producers' lack of creative impulse as not being unprofessional and indulgent. For about a year, I started flipping off the producers for speaking us like children and while they came up with more and more excuses for us to wait for this project. It just got old, then older, and then rather boring.
What I've read since last weekend does not justify this long waiting period.
Will I play this game?
Sure I'll play it. When I am not running other games and somebody can convince me to come and be a player-character in his game, I'll do so. I hope these current rules as written will help me achieve the joy that older role-players, they were like 16 when I was 12, had when recounting "doing T&T" to me a novice gamer. I hope other people see the game as I saw it when I was twelve years-old as well.