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Steve Jackson (the American version) once complained that there wasn't enough "silly" in RPGs, that they were taking themselves far too seriously.
He should enter the Temple of the Fool God.
One of the conceits (?) of solos, especially TnT solos, is that your character is willing and eager to enter into an arena type of game in which he or she is most likely going to be killed. Of course, there's the promise of Great Reward if one survives, but one has to wonder - just who is running these arenas and how do they make a profit if there is no paying audience? (Only Roy Cram has an answer for that in his two Gamesters solos.)
Nonetheless, our PCs gleefully enter into these death traps with all the survival instincts of the cast of either version of "the Haunting." And in this case, that's exactly the sort of mentality which will give us, the players, the most fun. (Not the PCs, of course, the pitiful fools!)
The previous review may have given you some idea of the puns, the Pythonesques, and the expected twists on RPG cliches that you'll find herein. Let's just add for the proper seasoning, that this was written by the inimitable Stuart Lloyd, who never disappoints, and the art is by Mr or Ms Public Domain, who was not available for torture and questioning.
Someday, someone is going to gather the funniest TnT solos in one volume, and we'll never get around to playing them because we'll just laugh and laugh while reading them. This belongs in the front of that book.
| Wertung: | | [5 von 5 Sternen!] |
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Possibly the craziest solo I've played. It's not that the plot, characters, or options are crazy in themselves -- it's crazy in that there are so MANY ways this could play out. This could and should be played many times, to see if it comes out different each time. I played it four times, and it was different each time - and no less dangerous!
I want to see more solos by this Slloyd14 guy!
*jeep! & God Bless!
--Grandpa Chet, the MormonYoYoMan
| Wertung: | | [5 von 5 Sternen!] |
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Stuart Lloyd is changing the way we play Tunnels & Trolls solos and he is changing the way I look at T&T as a whole.
Rather than moping back to Edition 5 of T&T (which would be my primary instinct when writing a solo game) Mr Lloyd takes 7.5 with all it's suggested talents, he embraces the opportunities for customised skill checks (SRs), adapts to the new types/classes and tackles in-book spell-use head-on. Text sections provide options to perform "stunts" which make even the most mundane encounter memorable to play. The situations in Trailblazers! are refreshingly original. The plot can switch from the lowly to the epic - from scrambling about about to saving the day - of this stuff heroes are born.
There's a sprinkling of humour and chagrin, very much in the style of older T&T solitaire games, so T&T old school regulars will like this. The replayability factor is very high. (Do not be discouraged by the charming public domain art! This is high class content! High-production values of the mind!) - I should also add that his solos are easy on the ink cartridge and his PDF prices are kept extremely low. As well as a one off, you can also play Trailblazers! as the third in the series of T&T solos Stuart Lloyd has written.
-Billiam B.
bit.ly/rpgblog
| Wertung: | | [5 von 5 Sternen!] |
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Khazan! Possibly the most famous city in the T&T universe! Chewing up and spitting out players in countless adventures.
This may appear to be a small solo, but you will find that if you're playing this thoroughly enough that you will pass through a good many of it's 56 sections. A lot of the scenes provide the reader with the opportunity to test different abilities with Saving Rolls. This gives this solo a high "replay" factor, so believe me when I say that you are getting more than your value for money.
That's what this solo is all about: -money. Lucky fortune -and a fight- at the beginning will provide your low level character with more cash than they will see in a entirety of adventures. It's a pity there's no option to walk away at that point (not to mention that if you're a freshly generated character the introduction will provide you with a sack of cash). Now, I've played too many shoot-em-ups to know that free health and weapons usually means something big is around the corner... So let us a assume that a fool and their money is about to be easily parted. But you, the player, are no fool because this solo will probably cost you less than a dollar.
The author explains in the preface that he his developing his own standardised solo rules for Tunnels & Trolls – in this case the 7.5 edition. It's perfectly possible to play a warrior without spells talents and maybe even a character from 5/5.5 or earlier editions, but you'd be missing a treat, because Khazan City Chaos is extremely comprehensive in the instructions as to how to employ Talents and Spells from the 7.5 lists. T&T 7.5 in many ways encourages improvisation and special moves in combat -but this requires a creative and judicial GM to be on hand, which is not possible in solo texts. Less confident players also like to be led by the text in the section as to what they are able to do (despite some T&T solos claiming that the broadest interpretation of the text should allows player to do whatever their characters feel like). Mr Lloyd's genius here, in addition to all of the spell guidelines, is the implementation of “stunts” in combat – these are special saving rolls based on attributes or talents, which allow for dramatic and memorable moves. Many of the stunts are totally optional, which may come as a relief for fast-play players – just give 'em the MR and let 'em get on with it! ;)
The extra options reminded me a little of gamebooks, like Lone Wolf, where the character has options to use skills to effect the outcome of an encounter – they was always something strangely satisfying in this (when compared, to say, standard Fighting Fantasy). The stunts add a lot of flavour to combat. These along the many tests in the adventure result in a sense of ingenuity and achievement of behalf of your character – even when some of the trials in the urban world may seem without the thrill and zap of combat (although combat is only ever a section away).
Stuart Lloyd's narrative style is impeccably balanced between the do-or-die thrill of the quest, peppered with light hearted commentary about the characters and their environs, which fits perfectly with the traditional style of T&T solos. He appears to be planning a whole series. So be warned! By purchasing this you may find yourself collecting all of his titles as soon they hit the press!
This solo will entertain new players and be refreshing for the veterans too. GMs of all editions of T&T may like to take a look at this solo since talent guidelines, the stunt descriptions and many options to use attribute (or talent) SRs makes for inspirational game-planning.
-Billiam Babble
http://bit.ly/rpgblog
| Wertung: | | [5 von 5 Sternen!] |
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Generally I have mixed feelings about the idea that Tunnels & Trolls games should often be light and humorous, but Stuart Lloyd provides a feasible background for such japes. By taking on the patron god of fools (who's name in short form takes up most of a paragraph) you are forced to put part of your sensibilities aside. Chaos truly reigns. Like with many T&T solos, some sections are sub-games in their own right, where the player can choose to raise the stakes for higher gains - random treasure tables also provide a bet like dice rolling flutter. Sections can be revisited and considerable ground can be covered and replayed - giving Temple of the Fool God a lasting game life. The Monty Python-esque humour might be a little much for some, but for others it's a jolly evening in. 'Fool God is written for the T&T 7.5 edition, which is good, because dedicated solos for that edition are still thin on the ground, compared to mighty back catalogue of published and amateur adventures written for 5/5.5. Fool God is a packed read with 190 sections. All of the sections are properly hotlinked which means you get straight the right section when using an on-screen reader or a touch-tablet. It is ideal for both new players and veterans (for 1st level characters - with equipment provided in the text).
Challenging nonsense. ;)
Billiam B.
bit/ly/rpgblog
| Wertung: | | [5 von 5 Sternen!] |
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