Tunnels & Trolls (aka T&T, or TnT) is the second RPG ever written, and the first RPG I ever played. It uses a simple but effective combat system. This, plus how to make saving throws, are all you need to know how to play the game. MIK's Tunnels & Trolls Bare Bones and Suggestions has the basics on a single page, just to give you an idea.

The reason I started with T&T was because it had Solitaire Dungeons: a bit like Choose Your Own Adventure books, but with decisions made every paragraph, instead of every page, plus you can have combat and saving throws. This got round the problem of there being so few roleplayers where I lived. Now, I find the simple combat system makes a great PBEM system - easy to explain, and easy to run, yet flexible enough for almost anything.

Tunnels & Trolls was created by  Ken St Andre , and his page is worth a visit. He has a couple of PBEM's running, and can sell you rules, solitaire dungeons and various magazines written about T&T, many of which are now out of print.

The game is published by  Flying Buffalo , and they have many items in stock, including the core rules. Unlike most modern money-spinners, there are no truckloads of supplements. Just the one rule-book. Another reason I like this game.

For an excellent description of the "default" game world, visit  the Unofficial Atlas of the Dragon Continent .

There is also a timeline written by the game's creator, Ken St Andre.

Of course, no RPG page would be complete without
 

House Rules
(Feel free to use, modify or ignore, as you wish.)
 
I have also written some
Notes on playing a fairy, and living.

 

There is a Web Ring of pages devoted to Tunnels & Trolls, including several by the author himself. Ladies and Gentlemen, through no effort of my own I present to you:

 
 
 
 
 
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