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Mercenaries, Spies, and Private Eyes has shouldered aside other games in its genre from the gaming table. Its flexibility, modularity, and most of all =playability= make it my first choice for secret agents, pulp adventure (think Ondiana Jones or Romancing the Stone), detective mysteries, spy thrillers, Cold War adventures (Tom Clancy, Harold Coyle, etc.) and similar games. In the time it takes to get characters in play in other systems, we can be in the thick of it with MSPE.
Players love the flexibility--they can make their character whatever they want quickly and easily without having to search endlessly through rules or go so loosy-goosy that the character is practically undefined.
As gamemaster, I don't get buried in prep work. I can start with a concept and be ready to play in the time it takes for my players to drive over, with a few encounters laid out and some interesting NPCs to keep the action and intrigue rolling.
It's all in one book, you won't go broke buying supplements.
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A nostalgic throwback that is different enough from the Choose-Your-Own-Adventure books for the 80's to be interesting. I prefer the app-based version designed by meta-arcade, but appreciate this for what it is: a piece of history that still runs, like a classic car.
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A weel-put-together book that included enough examples to help a new player like me flesh out their characters. I feel the organization is less than ideal; the index helps. Everything's in there (and it's a lot).
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This is a great resource. I am looking forward to using it in our campaign.
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We used the Riverboad Adventure in our campaign. Our heros all died during the second encounter. As for the solo adventure, I still have not made it through successfully.
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Great fanzine for T&T. We used the Two Sheaves adventure in our campaign.
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I only got this item for purely nostalgic reasons.
I bought and played this game as it came out. I loved it and it was perfect for a young aspiring DM [I Think I was 12 at the time].
It filled in for me between my regular D&D sessions, and more importantly i was able to solo play most of it.
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What a gem this is!
The core of this is a series of submission guidelines to authors of solo adventures written by Mike Stackpole, plus additions from Ken St. Andre and Rick Loomis. These guidelines aren't just tips on writing solo adventures, they are excellent guides to writing any adventure, for any game. They cover creating flexible adventure paths that avoid railroading and repetition, creating interesting approaches to failure that leave characters open to more adventure. They cover making adventures resilient to powerful magic items and spells, as well as maintaining an adventure at a heroic level, rather than devolving into choosing directions to travel at random.
There is also a collection of the magic items that could be awarded from the early Tunnels and Trolls adventures, all collected in one place. This is a great resource for T&T GMs wanting to add pre-existing items to their games, or as a list to compare against when building something unique.
Though brief, this is chock full of information. The bulk is written by Mike Stackpole, after all, and the one page guide by Ken St. Andre that adds to this is also rich in guidance for an adventure author.
Anyone writing adventures either solo or GMed for any system will find this to be a treasure box!
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This is a great adventure to get started with Deluxe Tunnels and Trolls. Thanks to the inclusion of the Tunnels and Trolls Mini-Rules, you don't need anything else to start playing.
This adds to the library of gamemaster-led adventures for Tunnels and Trolls. T&T has many solo adventures as well, but this is a solid addition to the GM adventures for T&T's current edition, DT&T. It is an updated and changed version of the Trollstone Caverns adventure from 5th edition T&T. In-game, 200 years have passed since the original adventure, and there have been changes to the Caverns as a result.
The adventure is a solid one for a low-level party of "delvers". The maps and art are outstanding, including art by Simon Tranter, Steve Crompton, and Liz Danforth. It can be run in a single session, or broken into a couple of shorter ones. There are pre-generated characters included for a quick start, but for T&T it's quick to generate new characters, so if you don't mind a little extra time and personalization, it doesn't take long. It's also easy for the GM to build on or modify, if they wish.
Grab it, add it to your campaign, or use it to start one!
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From the creators of 'Tunnels & Trolls', the world's second fantasy RPG, comes this modern day adventure game. It is derived from the original T&T rules, which were themselves derived from Dungeons & Dragons. It's simple and all game functions are resolved with 6 sided dice. It's decent as such things go, and not expensive, I might add. But I would have liked it better if the PDF were bookmarked. 3/5 stars (average).
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As a reprint it's a perfect 5/5, it's a direct conversion to PDF, with all the original layout and illustrations. Plus a one page comment from Ken St Andre. The main text is not searchable, that's the only drawback I can think of.
As a game... Let's just say the world of RPGs has seen a lot of development since 1975. I got this mainly to explore early RPGs. I played it with my group in one hectic weekend morning and we had a lot of fun. And then we agreed that that was enough. I can't seriously see myself, or anyone, playing a full campaign with this ruleset today. (Though I presume some people did just that, in the 70s.) As a piece of RPG history it's perfect, but don't expect the rules to be balanced/lean/make sense.
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This has a few issues. But it is overall fun. Go out and try it.
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A classic. THE FIRST "choose your own" RPG book. published even before TSR published their own first (non solo) dungeon. This is history right here.
This version is beautiful, with new art, a storyline added to the "kick in the door narrative," and a map youmcan key if you want to run it as your own GM adventure, which I AM DOING?
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I sometimes have trouble finding people who are available to play RPGs with me on a regular basis. When that happens, I turn to solo RPGs. While they are more prevalaent than they used to be, it's still kinda tough to find them. Tunnels and Trolls is one of the best ones I've found so far. It isn't hard to learn. It's a bit like a 'choose your own adventure' book, but even more fun since you can level up your character, customize what he carries and sometimes make decisions that are more than 'do this or that'. I highly recommend any of the T&T books. Whichever ones you get, you really ought to get this rules book to go with them so that you get the full experience.
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Really enjoyed this Solo adventure. I survived my first run of it. I have a feeling that will not always be the case.
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