It was a fun history experience, even if in today's terms its kinda ... a bad game.
The game itself feels pretty much incomplete. You're going to run into ambiguities and missing rules almost instantly (movement? Dungeon rounds? resolution mechanic? good luck. You'll need it, because luck is the best stat). It feels like what it is: The work of someone who read a copy of oD&D, didn't really get it, and then hacked out something like it based on what he thought it was.
Which given that it was written when the genre didn't know what it was ... is fair. It's got a lot of interesting notions, like how strength and dexterity are casting stats, monster ratings, group combat resolution, a bunch of fun, zany spells, and an entirely overwrought 'berserk' mechanic. It could have used a lot more playtesting though.
Today I couldn't imagine running a campaign in this. Certainly many did, and it must have been crazy. I would get frustrated with it and begin writing out my own hack. I tried to think of what I'd do if I was around in 1975 and trying to run this thing. I think I would have done the same (and with oD&D), but who knows.
Still. We ran a dungeon, laughed, had a good time. I would like to try a later edition of T&T to see the arc of its evolution.
#Tunnelsandtrolls #TTRPG







