tbeard1999
SOC-14 1K
It was actually more. I've been going over some old T & T stuff that I have and there are articles in Sorcerer's Apprentice about how to world build, set up scenarios like MURDER MYSTERIES in T & T. There's also an article by Ken St. Andre in the afterword of the 1st British edition of T & T where he talks about creating alternate worlds to the one in T & T where most of the adventuring takes place in open steppes and cities and such. I agree it's a great dungeon crawl RPG but it's interesting how the articles in Sorcerer's Apprentice quickly focused on taking adventures out of the dungeon and so forth.
T&T's uncluttered mechanics and rules lite approach made it easy for a competent GM to run any sort of game. And as MSPE shows, the system was easy to modify into a second generation game. But it really shined in dungeon crawls. According to the designer, he played D&D once, thought "a great idea, but what a crappy implementation", and designed T&T in response. By focusing on the things he hated in D&D, T&T became a very focused design. It's a true classic and has never (IMHO) gotten the credit it was due.
Of course, it does have issues (what game doesn't?). But I've found the major issues very easy to fix (and not game killers in any case).
Unlike some other folks, I did not care for T&T 7. Like certain other redos, it changed things that didn't need changing and failed to fix other issues.