The Great Exodus: Why the "Old Way" Found a New Home in Zimrala
Part 1: The Sixty-Year Foundation and the Corporate Betrayal
The story of the "Old Way" isn't just a hobby; it’s a sixty-year lineage of fire, imagination, and independence. It began in 1975, a time when roleplaying was a raw, frontier territory. While others were building systems that felt like math homework, the Trollgodfather, Ken St. Andre, was building a riot. For six decades, we lived by a code of simplicity and power. We didn’t need 400-page tactical manuals or complex grids to tell a story. We had the Bucket of Dice. We had the Face-Off. In the Old World—the world we called "Troll World"—combat was a simultaneous explosion of d6s. If a party of delvers met a pack of Orcs, everyone threw their dice at once. The higher total won, and the losers felt the sting of the "death spiral" as their Monster Ratings (MR) and Constitution withered under the weight of the blow. It was fast, it was lethal, and it rewarded the clever stunt over the pre-printed feat. This was our heritage. We spent sixty years perfecting a game that allowed a monster to be a hero and a hero to become a legend with nothing more than a handful of d6s and a wild idea.
But in 2021, the clouds began to gather over our sixty-year fortress. The corporate world, ever hungry for "intellectual property" it didn't create, began to move in. We watched from the Shreveport Cabin as Webbed Sphere acquired the legacy of Flying Buffalo. At first, it was just business, but the "moonsey" was shifting in ways that signaled a storm. By 2023, the hammer fell. Licenses were terminated, and the rights were bundled up and sold once more—this time to a corporate giant called Rebellion Unplugged. They didn't just want to sell the game; they wanted to "fix" it. Armed with a staggering $173,741 USD (£128,469) corporate war chest, they launched "Tunnels & Trolls: A New Age." I dove into those playtests, and what I found was a betrayal of sixty years of history. They had the money to buy the name, but they didn't understand the soul. They "modernized" the game by gutting the very mechanics that made it special. They traded our 3d6 attributes for a 1d3+1 system that felt thin and hollow. They replaced the "Face-Off"—the heart of our simultaneous combat—with a generic "Slow/Fast" turn-based tactical crawl. They even changed the names of the spells, turning the impish fun of Ken’s original work into something sanitized and corporate. To add insult to injury, they kicked our history to the curb, rebranding our beloved setting as the "Trollmark" and leaving the original "Troll World" as nothing more than legacy PDFs on a digital shelf. They had the $174k, but they lost the Tribe. They were building a "New Age" museum, while we were busy trying to save the life of the game itself.
The Cost of the Dream
The struggle wasn’t just about rules; it was about "money" and survival.
It is incredibly expensive and emotionally draining to be an independent creator. Every dollar I’ve invested into Striped Coast Studios, every pre-dawn hour I’ve poured into my manuscripts, has been a battle against corporate machines. They have the massive bank accounts, the polished PR teams, and the marketing budgets to drown out the little guy. While they’re building generic hotels, I’m in the lab, brewing a new "recipe" one dollar at a time.
But money cannot buy the kind of loyalty we have.
When the "Old World" started changing, Ken St. Andre gave us a choice: stay in a house that was being remodeled into a sterile, generic corporate space, or follow him into a New World. I didn’t hesitate. I joined 408 other "Last of the Mohicans" to fund the Monsterary of Zimrala (MoZ). This wasn’t just another Kickstarter; it was a lifeboat. While Rebellion was raising six figures to change the game into something unrecognizable, our tribe raised $31,833 to save it.
I stepped up to support my friend Ken St. Andre, the original creator of our game. As a Kickstarter backer, I wasn't just buying a book; I was investing in the dream. Through the "Land Rush" deal, I secured eight islands in the official canon, turning my original Tigermen into the Official Tygerians of the Tygerian Isles. I put my $364 on the line to secure Signed Slipcase Edition #34 because I knew the "Old Way" was worth more than any corporate rebranding.
We realized that if we wanted to keep the d6s rolling, we had to leave the "Old World" behind before the portals closed for good. This is the heart of my Escape to Zimrala—a story I am still writing, still living, and still expanding.
The "Old Way" isn't dead; it just moved to a better neighborhood.
Yours in the struggle, Captain Hedges
Product Identity & Legal
Product Identity of Arthur Earl C. Hedges Jr. / The Adventures of Captain Hedges includes:
The World of Zimrala & The Tygerian Isles: The specific geography, naming conventions, and the Tygerian race.
The Ether Dragons: Their portal mechanics and multiversal travel lore.
The Personas: The "Hedge Wizard of the Shreveport Cabin," Captain Hedges, Uncle Bill, Detective Jones, Dez Nuts, Head Stone, and Gimmer.
The Chronicles: The "Tiger Force Shadow Saga" and the "Twelve Mile Terror" campaign (including "Swamp Dread" mechanics and the Cypress Shadow B&B).
Unique Artifacts: The Ink of Anticipation, The Compass of Lost Things, Parchment of Echoes, The Scope of the True Meridian, The Rod of Infinite Spanning, and The Plumb of Gravity’s Anchor.
The Vessels: The Trinity Engine, Rajah Gundam, and El Tigre de Setos.
Trademarks & Credits:
Monsters! Monsters!™ and Humans! Humans!™ (1st Edition) are trademarks of Ken St. Andre and Trollgodfather Press and are used with permission.
The Monastery of Zimrala (MoZ) is the official campaign setting created by Ken St. Andre; our contributions are acknowledged in the annals of the work.
Starfaring (1976): All crystal and star-travel mechanics are the sole property of Ken St. Andre.
Lovecraft D6: Sanity Tables and Mythos rules are the intellectual property of Bolt Thrower Press.
Open Game Content: This work utilizes the Open D6 system; mechanics are Open Game Content under the OGL v1.0a.
Star Wars Elements: All referenced terms (Trian, YT-2600, etc.) remain the property of Lucasfilm Ltd. and The Walt Disney Company. This is a non-commercial fan work.
© 2026 Arthur Earl C. Hedges Jr. All rights reserved.


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