T&T: A New Age Alpha – A Veteran's Hesitation: Where Are My Monsters, Monsters?
Alright, guild members, after my initial excitement and detailed breakdown of the Tunnels & Trolls: A New Age Alpha Quickstart Guide, I've had some time for reflection. And, if I'm being honest, I'm not entirely sold yet.
Don't get me wrong, the streamlining for quick play, the dynamic combat with the Threat system, and the ingenious Stunt mechanic are genuinely exciting. There's a lot to love about what Rebellion Press is doing to modernize T&T for a new generation. But for those of us who cut our teeth on Deluxe T&T, and especially for those who reveled in its more... unconventional corners, there's a certain something that feels potentially, well, missing.
My mind keeps drifting back to the sheer, glorious breadth of what T&T used to offer, particularly through supplements like Monsters, Monsters! and Humans, Humans!
Monsters, Monsters! was a revelation. It wasn't just about fighting goblins; it was about being the goblin. It allowed players to ditch the standard heroic tropes and truly embody a wide array of creatures, each with their own unique rules, abilities, and vulnerabilities. We ran campaigns about monster societies, defending lairs, warring with other monster tribes, or even facing down human adventurers from the "other" side. It opened up a whole multiverse (long before I started controlling cosmic apocalypses, mind you!) of perspectives and playstyles that most other RPGs simply didn't touch. The idea that a Troll could be a player character was revolutionary, and it fostered an incredible sense of freedom and creativity.
Then there was Humans, Humans!, which, while seemingly more conventional, still expanded the game significantly. It delved deeper into the intricacies of human life, skills, and professions beyond just dungeon delving. It allowed for more nuanced social play, intrigue, and adventures that weren't always about hacking and slashing through subterranean tunnels. It acknowledged that there was a whole world up on the surface, with its own challenges and rewards, distinct from the perils underground.
The T&T: A New Age Alpha, by necessity as a quickstart, is tightly focused on the core "adventurer delves into dungeon" loop. It's about a standard group of heroes (even with their culturally defined Kindred) navigating classic fantasy perils. And it does that very well! But, for a veteran of the long tunnels and the wild plains of T&T history, I can't help but feel a pang of longing for that expansive, anything-goes spirit.
Is this streamlined approach a necessary first step, with the promise that the broader, more unconventional aspects of T&T will return in future expansions? Or does it signify a fundamental shift in design philosophy, moving away from the charmingly chaotic and deeply customizable sandbox that so many of us cherished?
I'm holding out hope, of course, that the full rulebook for A New Age will eventually re-embrace that grand, quirky scope that made T&T, M!M!, and H!H! such unique and beloved parts of our RPG lives. Because while a quick, clean delve is fun, sometimes I just want to play a really disgruntled Ogre shopkeeper, or navigate the political machinations of a human city without ever drawing a sword.
What are your thoughts, fellow guild members? Does this focused approach of the Alpha feel right for a new T&T, or are you, like me, hoping for a return to its full, gloriously idiosyncratic breadth?
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