You are free to interpret and wing it within the context of the book however. What the solo books do not do is allow for winging it or interpretation outside of the context of the book. They provide the roleplaying context surrounding your adventure and assign values to challenges and rewards the player does not have to arbitrarily decide what happens or to what degree. The solo adventure books basically act as a partial substitute for the Gamemaster (GM). Not every choice will be delineated in every paragraph often you can substitute a choice that the rules allow for one given by the solo adventure, and again this requires interpreting the rules. One needs to be familiar with the T&T rules and be able to interpret them as you play. Unlike 'Choose Your Own Adventure' style books, these solos are not usually self-contained, do not define every option available to you, and do not deter you from using your surviving characters through multiple solos and/or group sessions. Aside from the simplicity of the rules compared to many other pen-and-paper/tabletop roleplaying games, Tunnels & Trolls (T&T) benefits from the multitude of solo adventures and dungeons available.
0 Comments
Leave a Reply. |