Interview with a Trollgod
In November 2012, Ken St. Andre was interviewed by his French translator (by the way, the French version is here, just in case). This is for those of you T&T fans who can’t read French. Enjoy!
Q: Hello, Ken, nice to have you on our website! Everybody knows you as the creator of T&T, Monsters Monsters! and Stormbringer, but it is often forgotten that you’re also a gamer. I know you like to play all sorts of games, but let’s focus on T&T for today: what are your favorite recent T&T adventures, those you like to play with your friends or at conventions?
A: Bonjour, Patrice, thanks for inviting me onto your site. I am happy to chat for a bit, so please feel free to ask me anything you want to know.
It’s true. I am a gamer, and I very much enjoy my chances to interact with other people during games. What you would not be able to know is that my old friends have drifted apart over the years, and I no longer have a « gaming group » that I can play Tunnels and Trolls with on a regular basis. The only time I get to roleplay any more is when I am running games at conventions. At such times I am usually the Game Master, but not always. This year I have been running my 7 Challenges of Kartejan module a lot. It is a tournament dungeon, and set up to actually produce a winner. I wrote it especially for Origins and also ran it at GenCon and RinCon. My Con adventures are usually chronicled at my blog which can be found at http://atroll.wordpress.com.
I have also been running a play by post T & T adventure with some of the members of Trollhalla.com and that has been enough to satisfy the roleplaying urge within me. One can read about those adventures in detail at http://khazangame.wordpress.com.
Q: Impressive! I’m sure some of our readers will take this opportunity to have a look at your adventures!
You mentioned that you now only get to play at conventions – What about solos? Do you play any of them?
A: It amazes me how many T & T solos are being written these days. I could be more supportive, but it usually goes like this . . . if the author or publisher sends me a copy of the solo, I try to play it at least a couple of times. If I have to go dig it up for myself, it probably doesn’t get played.
Just received When Good Games Go Bad by Roy Cram. Started playing it and then had to go take Corencio to school. I was still alive and unwounded about 6 paragraphs in. 🙂
Q: OK, I hope you’ll make it. But beware of the brainotaur! 🙂
Ken, one of the first things most T&T players do is to invent new character types. Curiously enough, the priest class is very popular and people keep on asking for special rules about clerics. Sub-types of the warrior like samurais, ninjas, barbarians, also seem to be very much in demand.
In T&T8, we have a number of new character types, but none of which are very elaborated. We now have the citizen, and different sorts of specialists: specialist mages, the ranger and the leader. However, the specialist mages are just a variant of wizards, whereas both the ranger and the leader are just characters gifted with one extraordinary talent.
Were those new types meant to be examples of what could be done with T&T? Why did you choose specifically the rangers, the leaders, etc?
A: Pat, you are correct. Without making up hundreds of character types, specialists are meant to make it possible to have many other character types. I picked Ranger and Healer and Leader as specialist types simply because they were the first things that occurred to me when I thought of someone who was gifted in Dexterity, Wizardry, or Charisma.
The Deluxe edition rules I am working on now take a different angle on the idea of character classes. It seems to me that they are really a Human idea and one that doesn’t apply very well to other types of beings. Thus a troll will just be a troll, not a trollish warrior or wizard or rogue or even citizen. Troll is a character class by itself. The same applies to Elf, Dwarf, Hobgoblin, and so forth.
It also seems that multiple classes are possible, especially for non-humans. An elf who trained very hard for many years as a warrior would be an Elf Warrior. Since Warrior is a word that has special meaning for us within the game, and Elf Warrior would be one thing, getting the weapons bonuses and armor doubling, but an Elf fighter would just be an elf who fights.
Although rolling more than one triple is unlikely while creating a character, I have seen it happen. It is remotely possible to have a character that has specialist ability for each of its 8 attributes. (I’m not going to calculate the odds–they are astronomical–getting one that is specialist in just two attributes is over 1000 to 1, but I have seen that happen.)
What most people think of as different classes are often just different professions. Should a person be classified by their job? Do the jobs we do really make us different from each other? You can answer that question. I could see it going either way. Years ago when writing the 7th edition rules I played with the idea of giving characters skills based on their professions, but ultimately discarded the idea. There are too many professions, and they overlap too much. I think the open-ended system of Talents in 7th edition is a better way to handle all that diversity.
And clerics? People really like clerics and want them in the game? Some time we should talk about why I deliberately did not put a priestly class into Tunnels and Trolls.
Q: Mm, I think I have a vague idea why you chose to discard clerics in T&T. That question has already been raised in the early days of the game, hasn’t it?
However, priests are present in T&T. Take the cultists of Krestok, in Stefan Jones’ Dark Temple, or the red-robed priests of James Wilson’s Blue Frog Tavern, or, more recently, the Brotherhood of the Integument of the Great Goddess Hoepth, in Sid Orpin’s Devotion to Duty.
And what about the Uruk priests that sacrifice thousands of captives every year to a blood-drinking Bird-Serpent called Zweetz? Lerotra’hh herself is called the Death Goddess – and she has priests. And Gristlegrim is the Dwarf God and has seven Dwarven priests in golden robes around his fortress.
You even wrote a full article about the seven gods of Trollworld.
Bear wrote a whole GM adventure revolving around the cult of the Great Bear Jambavan.
You wrote a solo about Hela, a minor goddess, created Blackflame, High God of the Deep Caverns (Naked Doom’s balrog), etc etc.
So, if there are gods, there are priests/clerics, right?
One could even argue – as you’ve done yourself – that powerful Wizards are semi-gods, and that the Wizards’ Guild is more powerful than any church on Trollworld. So, why would gods stay out of the game?
A: You are correct (in multiple ways) that there are plenty of priests living in Trollworld. Wherever there are gods or demigods there are bound to be servants for them–i.e. priests. I consider « Priest » to be a job description or title, not a separate class of character. Still, there is actually nothing to stop players from having a house rule for priests. I believe the classical description of them is that they are magic-users who get their power directly from their gods–they pray and the god works the magic. This creates the problem of what kind of magic are the gods willing to do for their worshippers? Will they feed them? heal them? bless them? curse their enemies? enchant their weapons? or their clothing? get them a date on Friday night? get people to laugh at their jokes? Lerotra’hh is a « death » goddess. Mostly, she got that title for killing a lot of people/creatures, but occasionally she brings the dead back to life. What are her Powers as a goddess? I never stopped to think about it.
Religion is an endless and fascinating subject, and even more so if you deal in whole contradictory pantheons. I only scratched the surface in Tunnels and Trolls. I said the true gods of Trollworld are wizards of godlike power–god wizards like Gristlegrim, but not true gods in the sense of having created the world itself and all the creatures in it. Gristlegrim in not the God of Christianity or the Jehovah of the Hebrews or the Allah of the Muslims or the Brahma of the Hindus.
Besides, That Other Game is very much involved with clerics and gods, and I want T & T to differ in some important ways from That Other Game. Runequest is also all about religion, and I think Greg Stafford does a better job with his Mythology than I am likely to do with mine. (Tips hat metaphorically to his friend, Greg Stafford.)
Q: Well, I think that most people would agree that you achieved your aim.
By the way, what is your point of view as T&T’s creator – What makes T&T different?
A: Way back in 1975 I just set out to make a fantasy role-playing game that I could play. I didn’t set out to be different from That Other Game. I didn’t say T & T is different because it only uses D6 or it’s different because we have Luck instead of Wisdom. These things are all true, but they’re not what matters in a game. If you started listing all the real differences between T & T and That Other Game, it might take a very long time to do it. The differences are subtle but numerous and embrace both game mechanics, world view, and playing styles.
I think that T & T does a better job of using all the character’s attributes as part of the game system. Saving rolls can be made against all of them, and the actual attribute is more important in the making. The character with Luck of 15 will do a lot better than the character with Luck of 10, on average.
Roleplaying games are like candy. Candy comes in many different flavors, but it’s all sweet and delicious. Some people like vanilla; some like chocolate; some like strawberry or peppermint. It’s all good. Tunnels and Trolls has its own flavors, but when you get down to basics, it’s just another kind of candy.
Q: Speaking about flavors, your fantasy world – which you came to name Trollworld – has a very distinct flavor that reflects in the short stories you wrote about it.
In fact, you’re about to publish a complete novel, right?
A: Yes, I am publishing a novel about Trollworld. It isn’t the first piece of fiction I’ve done about the place, and hopefully won’t be the last, but right now, it is the best realized and most important fiction. For the careful reader there is important history happening in this novel. It’s as if Tolkien conceived of The Hobbit as a game first, and then went back and wrote a story about Gandalf so players would get some idea what the wizard was really like.
Anyway, the story is called Rose of Stormgaard. It introduces the readers to a new corner of Rrr’lff the Dragon Continent. It shows a new twist on dungeon delving. It has a few juicy bits that I think my French readers might especially appreciate. It’s at the printer right now as I write this, and I hope to have copies for sale by early November. I haven’t calculated the postage on mailing it anywhere yet, but I’m guessing I could do it for about $3 in the U.S.A. and $5 to other parts of the world. Gonna have signed and numbered copies available on a first come first served basis. Beautifully illustrated. New maps no one has seen before. The dungeon is in the back of the book just waiting for a Game Master to personalize it for his own game. Yes, Pat, I’m very excited about Rose of Stormgaard.
Q: You always add a lot of folklore and details about Trollworld and its inhabitants in your fiction. In Rose of Stormgaard, I found a very funny description of the gaaks. Those are mentioned in the rulebook (“Gakks and gurkks live in the lightless caverns below the city of Khazil), but you seem to just have dropped their names for fun, because “gakks and gurkks” sound so good. You do quite a lot of that name-dropping 🙂 So, it was a pleasant surprise to find a description at last. By the way, what about the gurrks?
A: I’m saving the gurkks for a particularly horrific adventure that hasn’t happened yet–sometime when I get around to exploring the city of Khazil in greater detail. I will mention that gurkks have no eyes at all and their favorite food are the gigantic dholes that live in the Caverns of Bone.
And you’re right, I love to drop the names of unknown creatures and places into the rules or story. Trollworld isn’t Earth, though it is similar in many ways, and it has many beasts and plants that have never been seen on Earth.
Q: Ah, I can’t wait to read about the strange and dangerous creatures that lurk in the Caverns of Bone under Khazil – it seems that there is a Lovecraftian twist to it.
Speaking about monsters, what are your favorite T&T monsters?
A: Lovecraft has been a big influence on me, especially his DREAM QUEST OF UNKNOWN KADATH. What a perfect novel!
Favorite monsters? You see them showing up in my adventures and fiction. Number one has to be the rock troll itself–a being made of living stone with lava for blood. Number 2 would be the Gristlegrim dwarves. People think of them in Tolkienian terms as one of the good kindreds, but I think of them as monsters carved from stone and then animated and disguised as good guys. number 3 would be uruks. Number 4 would be goblins. number 5 would be griffins. number 6 would be anything with tentacles–in fact that might rate higher if I didn’t like to use thinking monsters like uruks and goblins as much as I do. Number 7 would be all the strange creatures created by Lewis Carroll–jub jub birds, bandersnatches, snarks, and so forth.
Why do people love monsters so much? Is it because we empathize with them, or because we secretly love to be frightened?
Q: Well, maybe both explanations are true, but you seem to empathize a lot with them. After all, unless I’m mistaken, you’re the first RPG designer who created rules to actually play a monster. And as if it were not enough, you declared the Empire of Khazan dominated by monsters! 🙂
BTW, how did you come to invent Lerotra’hh the Death Goddess and empress of Khazan?
A: I don’t remember when Lerotra’hh first appeared. Back in the early days when Monsters! Monsters! was first created, I ran all my adventures from the river city of Khosht. This would have been back in 1976. In the first big Monsters! Monsters! adventure, the city guards kicked the monsters’ collective tails. A week later Bear Peters and friends came back with a bigger, tougher group of monsters, and they trashed the city–there was hardly a wall or palace left standing after the big fire at the end of the adventure. I thought my city was ruined, so I gave it to Bear. He rebuilt it and made it better than ever, but then I needed a new city. I couldn’t let a minion like Bear have a better city than I had, so I invented the city of Khazan and made it the Capitol of the empire. Since it was the Capitol, it needed a ruler, and to rule in lands with as many wizards and different species of intelligent creatures would require someone of almost godlike power. Ancient cities frequently had god-rulers, especially in Egypt and Ur and both the Chinese and the Japanese thought of the emperors as divine. Kings are a dime a dozen. Let’s make the ruler a goddess and a queen/empress. Hmm, how can I mingle all the different kindreds? Let the ruler be a bad guy–one of the Monster kin. What was her name? She’s a monster so something guttural with an R and an H in it. Female, so there has to be a soft sound and L is about the softest consonant there is. The name Lerotra popped into my head. How could I make it even more brutal and sexy–maybe some breathiness to it. The aspirated H (pronounced huh) would do it, and if one was good, two was better. Lerotra’hh–hmm looks pretty exotic–I like it. Roll the Rs, pronounce the Hs, stop the glottal. I like it. And thus I had a name for her before I knew anything at all about the character.
Over the years a few stories began to accumulate around Lerotra’hh, and she eventually became the most important character in my corner of Trollworld. I eventually wound up telling her origin story in my short novel GRIFFIN FEATHERS, currently out of print, but I hope to bring it back in 2013.
Q: Another important figure is Kharan Khang, the black wizard from the eagle continent.
How did this one come to life, and what is his relationship to Lerotra’hh?
A: Khara Khang! It’s just another name that popped into my head one day. Khazan found him and recruited him, but he was always more tolerant than the old elf. Having pretty much made a successful and happy place out of the Eagle Continent, he went off with Khazan to see the world, and found it very intolerant. There is probably some kind of romance and intrigue between L and KK, but I have never worked it out. I like him best in his shape-shifted form as Arahk Gnahk, the uruk culture bringer.
Q: Over the years, you wrote quite a few stories set in Trollworld, your own fantasy world.
However, in your adventures, solitaire or otherwise, the emphasis is usually on combat, not on story-telling, the perfect examples being Arena of Khazan and Hunting Party. The Toughest Dungeon In The World also relies heavily on combat.
Or if it’s not mainly about combat, your adventures are about solving problems and getting out of tricky, potentially deadly, situations: Gristlegrim, Naked Doom, Deathtrap Equalizer Dungeon (DED), T.E.R.R.O.R., Khara Khang’s Random Rainbow Maze, etc.
So, how come story seems to play such a minor part in most of your T&T adventures?
A: I don’t think most of the world knows that I was an English Literature major in college. I have actually studied such things as narrative structure, what makes good fiction, and all such academic literary stuff. A good story in not just a sequence of events, but also shows character development and growth. Most gaming doesn’t worry about character development, or if it does, it’s just the enhancement of various attributes or the gaining of various skills or abilities. Thus, it is much easier to construct a gaming narrative than a story narrative. Games are just situations that can be repeated and have a simple win or lose resolution. Stories require a definite character experiencing a varied sequence of events that change that character in some way. When I create a game scenario, I’m setting up the background for a story, usually a real short story that is little more than an anecdote. It is up to the player to bring the character to the setting. I don’t want to tell you how your character feels, thinks, or reacts to the situations. Those things are up to the player, and since it is those things that make up the really part of fiction, then it doesn’t seem like my adventures are very story-oriented. I really don’t have one particular story to tell with an adventure like Tavern by the Sea. The story depends on the character and the character depends on the player. The Writer and the Player are two different people.
I do like to run my characters into game scenarios and develop stories out of them. I have done that several times, and am doing it right now in Trollhalla with Khenn Arrth investigating the Games on Bollux IV. Such stories aren’t usually very good literature, but they are stories.
Q: The people who had a chance to play with you as the GM often say that you are a great story-teller, very good at improvising things and describing lively action. On the other hand, with the exception of Gristlegrim, you wrote all of your GM adventures in the past few years. Why did you write so few GM adventures before (and that can be said in general for T&T, since FBI only published 4 full-sized GM adventures)? By the way, how come you didn’t write anything in the Catalyst series? In particular, since you invented whole cities like early Khosht, and Khazan, to name but a few, why is it that you didn’t write scenarios for the Citybooks?
A: Why don’t I write this or that? It’s a good question, Pat, and I don’t have a good answer. When T & T was young, I wrote several solo adventures for it: Naked Doom, Deathtrap Equalizer, Arena of Khazan and Goblin Lake. Many other people wanted to write adventures for T & T, but Flying Buffalo could only publish so many, and if I were turning out new adventures all the other time, it would mean that other writers would not have been published. In addition, there was a period between about 1980 and 1995 when I was very discouraged about doing new T & T material. Also I started my own Tunnels and Trolls fanzine called TnT which ran for several years after 1985 or so. I released a new issue every 2 or 3 months, and much of my creative efforts went into writing and editing for TnT. When T & T ended, I started some internet pages, since deceased, where I put as much T & T material online as I could. I ran interactive games, and set up galleries of T & T art. This eventually quit being my personal web pages and became Trollhalla. This web activity took most of my time.
After I separated from my wife in 2011 and moved into my apartment I found myself with more time on my hands. No longer working as a librarian I needed something to do, and resolved to get as much of my work published as I could. Older things were dug out and resurrected. Brand new things were created.
I have always been more of a person who works by inspiration rather than plan. I get an idea, and if I like it enough, I leap in and do it. Likewise, I find it very difficult to plan a project and then work on it methodically day after day until it is finished. If I had the self-discipline to do that kind of work, I would have a score of novels written and probably be a well-known fantasy author by now, but I really hate to put nose to grindstone and slave away on a project day after day, week after week, year after year. I need variety and change.
In 2011 I conceived the idea of doing a short solo every month for the whole year. I really tried to do that, but didn’t quite make it. I meant to continue that into 2012. Some projects that I thought would go quickly took a long time to finish (Dragon’s Blood and Rescue Mission). There are always some projects that fail completely, and those so discourage me that I sometimes go weeks at a time without doing anything very creative. Lately, it seems that the Well of Inspiration has dried up. No ideas equals no new writing. And I’m supposed to be doing the text for Deluxe Tunnels and Trolls. I am actually working hard on that, and the next version of T & T should be the best and most complete variant ever.
Does that answer the question? I guess the truth is that I am just a very erratic and unstable person–you never know or can exactly predict what you will get from me next. It might be great, or maybe not so great after all.
Q: Ha, I guess that’s what makes your charm 🙂 Did you know that the French love variety and change, excel at improvising, and are very creative and rely on inspiration? I guess you still have lots of French genes, then 🙂
You mentioned the Deluxe edition of T&T. Right now, the only available T&T rulebook is Tunnels & Trolls 8, the French edition. Inspired by that edition, Rick Loomis of Flying Buffalo, decided to have a new edition, rather than just re-printing 5.5. The production team is you, Steve Crompton, Bear Peters, and Liz Danforth. Will the new rulebook be very different from T&T 8, the rulebook that the French have?
A: Yes, Patrice, as I work on putting the rules together for Deluxe, your French version is certainly a model, but there are parts of it that just don’t seem quite right or complete enough to me anymore. Deluxe will be a hodgepodge of 5.5, 7.5, French 8, and a whole bunch of new stuff that I’m writing into it just because it’s more fun to rephrase and re-explain than it is to copy and assemble like a jigsaw puzzle. I think it will be the best and most complete T & T yet, but it never would have happened without the wonderful example that your French version sets.
Q: Thank you, glad to have inspired you and set a new quality standard :-), but can you confirm that the new rulebook be fully compatible with the rules we now have?
A: Sorry, Pat, I don’t know what you mean by fully compatible. What I see Deluxe T & T doing is empowering the players with additional options and details of the world. There will be some changes, but the essence of the T & T system remains unchanged. Saving rolls, combat, magic, character levels, attribute advancement remain essentially unchanged from the 7.5th edition. There are slight changes in the wind; for example, warriors get to add an additional D6 of weapon damage for each character level. Current T & T says a L2 warrior using an Uruk scimitar gets 4D6 + 4 for it (plus his special warrior’s bonus of 2 points). Deluxe rules state that same L2 warrior gets 4D6 + 4 for the weapon, plus 2D6 for his warrior’s expertise in using that weapon. At the same time a Citizen or a Rogue would only get 4D6 + 4 when using that weapon. Attribute multipliers have changed in some cases for different kindreds as I have re-evaluated how strong/intelligent/lucky etc. they should be in regards to each other, I have some other modifications in mind, but nothing earth-shattering, and of course, players may always house-rule things to suit themselves. Don’t like kremm resistance? The GM simply says there is no kremm resistance in his world. It’s easy.
Q: OK, if warriors get a 1D6 bonus in combat as against 1 bonus point per level, which is the current rule, and the other changes are of the same order, that makes the Deluxe Edition fully compatible with the French Edition 🙂
By the way, let me ask you two questions about the rules that were suggested by French players: first, can missile weapons generate spite damage?
A: Yes, missile weapons can do spite damage. Combat dice are rolled, if sixes come up there should be spite. If one rolls a saving roll to hit a particular target and fails the saving roll, then doesn’t make the weapons roll because you already missed, there is no Spite, but if you made the saving roll or if you just launched the arrow into a mass of the enemy without bothering to target and rolled the missile attack to add to your party’s combat HPT, and sixes appeared, then they certainly count as spite damage.
Q: How would you deal with attacks against an opponent who has been stunned or who is lying on the floor? The normal rule would be to compare the attacker’s HPT against 0 for the opponent, which invariably results in death of the latter. Getting full damage seems harsh.
A: You are right the first time. It’s full attack versus zero. Armor would still protect, but if the aggressor was unmolested, and said something like « I cut the fallen person’s throat. » it could easily be full deadly damage. Or if the person is stunned, and you want to make sure he stays stunned, you could choose to do unresisted Stun damage. Each point of stun damage that reduces CON to below zero is a combat turn of unconsciousness up to death at double the negative value of the wounded person’s base CON.
Did I mention that the Deluxe edition will spell out the difference between Stun Damage and Kill Damage. Stun damage will knock characters down and out but does no lasting harm unless there are excessive amounts of it. Kill damage inflicts serious wounds and loss of blood and is meant to actually slay the opponent. The player or GM gets to decide what kind of damage he is doing. Spite damage is always kill damage.
Q: You already mentioned before in this interview that there could be a whole section of the Deluxe rulebook devoted to Trollworld. Could you tell us a bit more?
A: The Trollworld section of the Deluxe rules should be a pleasant surprised for fans everywhere. Right now we have the legendary Bear Peters writing up descriptions of places where we’ve never taken the game before–places like the Eagle Continent and the Unicorn Continent. I am thinking it might be good to provide some background knowledge about the Kindreds and the places we have been using. We will probably include the revised chronology of the history of Trollworld. Yes, a Trollworld section is planned, and it will contain a lot of info that players can make their own and use to create better T & T adventures.
Q: I was also wondering what happened with Fiery Dragon. That company published the 30th Anniversary Edition Box, the 7.5 Edition Box, and Delver Pack. However, they only published a single solitaire adventure for T&T so far, Castle of the Dead, by Andy Holmes. Do you think they still plan to publish T&T products? I’ve heard that they sold something like 3,000 copies so far, which isn’t bad taking into account how little they did to improve their sales.
A: Pat, I can’t speak at all for Fiery Dragon. It is essentially a one-man operation in Canada, and Jason Kempton seldom consults me about anything he is doing. Nor do I ask him. I am busy enough with my own projects for Flying Buffalo and Trollhalla Press that I don’t chase Fiery Dragon as a possible publisher. I’m not against Fiery Dragon. I just don’t have much contact.
Q: It was very nice talking to you, Ken. Is there anything you would like to add? Do you have a personal message for your French-speaking audience? Or would you like to talk about the projects you have for 2013?
A: It’s always a pleasure talking with you, Pat. Thanks for giving me the opportunity to explain some things. In closing, let me just mention a few things that we haven’t covered much.
My friend Bear Peters likes to point out that Tunnels and Trolls was actually the first roleplaying game that was designed to be a roleplaying game by its creator from the start. That Other Game was originally a miniatures war game with roleplaying elements added.
I want to say that I know all of you French T & T players can read and speak English. You may not want to, but you have the ability–you learned it in school. That means you could function in Trollhalla, where the dominant language is English. You are invited to join the international crew that make Trollhalla.com one of the best internet roleplaying clubs on the planet.
A couple of T & T sayings you should never forget:
1. Less is More. (as in Less Hassle is More Fun. Less Complicated is More playing time. Less Expensive is More Money for other fun things. Etc.)
2. K.I.S.S. Keep It Simple, Samwise. (The original saying uses the word Stupid, but if you’ve caught on to T & T, that clearly does not apply.)
3. If you haven’t changed at least one rule to suit your own style of play, then you’re not really playing Tunnels & Trolls.
4. What would logically happen next?
5. Let the players kill themselves.
Tunnels and Trolls is flourishing right now. A lot of great things are happening for T & T players. A lot of creative people are creating their own adventures, worlds, and play styles. A Google Search will reveal many web sites that are adding to the overall glory of T & T. Look into TrollsZine from drivethrurpg.com. Look into Elder Tunnels from Peryton Press. I’d love to see that kind of support happening in France.
I’ve been very busy for the last two years and expect to continue the pace in 2013. For example, I have produced a dozen new solo or GM adventures since January 2011, exploring many aspects of Trollworld that aren’t really covered by the rulebook. For example, Deep Delving shows you what it’s really like to be a Rock Troll. Dwarf World reveals the secret lives of the Dwarves who never come to the surface of the world. Goblin Lake lets you experience life as a goblin. Dragon’s Blood gives you a shot at immortality. In addition to the game modules, I have been writing fiction set in Trollworld. The latest is Rose of Stormgaard available at a discount to members of Trollhalla, but you can buy it directly from either Amazon.com or CreateSpace.com. Another Rose novel is being written. I am working on a Deluxe edition of T & T that will be bigger and better than any previous edition. Less is More, but More is More also. (grin)
Regardless of what games you play, it’s all about expressing yourself, making friends, and having a good time. Delve deep and prosper!
Bonne chance, mes amis!
Ken St. Andre