- Oct 24, 2018
- Reaction score
I think the fact it isn't like every other game out there that makes it work, but as you say it requires a certain mindset. Combat is far more abstract, but that is what led me to use it to introduce my then 7 year old. Damage is easily divided among the party making an unlikely roll less likely to kill a PC but doesn't feel like damage is nerfed either. At that time I was spending a fair amount of time at a T&T forum and the game is much deeper that it appears, but really requires some creative thinking by the GM. I found it like on of those dot pictures where it is just a bunch of dots, but then once you see the image it is always there. If you can't find the image it is just kind a dumb blob of dots. I think trying to make it more like D&D or other game, is kind of missing the point. Honestly I don't think it is a great game, but I do like it. I think the reason it has survived so long it there is a lot of creativity supporting it, and it holds a rather unique position in the hobby. I can't really think of another game that directly competes with it.And while I get that T&T isn't everyone's cuppa, I think it does require a certain mindset to really enjoy it. To wit:
-It's about the journey, not the destination.
-Easy come, easy go.
-When you start stepping back from the RAW, and experimenting, you're probably starting to "get" it.
None of which makes T&T a particularly "good" game in the strict sense of the word. But, that never stopped me from having fun with it.
Anyway, this post isn't an attempt to rebut Moonglum, so much as an effort to point out that lots of people probably feel as he does. Which is probably what spawned the idea for T&T's alternative "Deadly Combat" rules.