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Saturday, 2 August 2025

Quick-Start Saturday: Tunnels & Trolls: A New Age

Quick-starts are a means of trying out a roleplaying game before you buy. Each should provide a Game Master with sufficient background to introduce and explain the setting to her players, the rules to run the scenario included, and a set of ready-to-play, pre-generated characters that the players can pick up and understand almost as soon as they have sat down to play. The scenario itself should provide an introduction to the setting for the players as well as to the type of adventures that their characters will have and just an idea of some of the things their characters will be doing on said adventures. All of which should be packaged up in an easy-to-understand booklet whose contents, with a minimum of preparation upon the part of the Game Master, can be brought to the table and run for her gaming group in a single evening’s session—or perhaps two. And at the end of it, Game Master and players alike should ideally know whether they want to play the game again, perhaps purchasing another adventure or even the full rules for the roleplaying game.

Alternatively, if the Game Master already has the full rules for the roleplaying game the quick-start is for, then what it provides is a sample scenario that she still run as an introduction or even as part of her campaign for the roleplaying game. The ideal quick-start should entice and intrigue a playing group, but above all effectively introduce and teach the roleplaying game, as well as showcase both rules and setting.

—oOo—

What is it?
Tunnels & Trolls: A New Age – Quickstart Guide is the quick-start for Tunnels & Trolls: A New Age, the latest version of the venerable fantasy roleplaying game first published in 1975 by Flying Buffalo, Inc. It is being published by Rebellion Unplugged, best known as the games arm of Rebellion, the publisher of long running British Science Fiction comic, 2000 AD, but in game terms for republishing the Games Workshop classics, Judge Dredd: The Game of Crime-Fighting in Mega-City One and Block Mania.

It is a thirty-two page, 730 MB full colour PDF.

However, it it does need an edit and the authors need to beg for forgiveness for the use of the word ‘stunting’ as a verb instead of the correct English language phrasing, ‘performing a stunt’.

The use of the word, ‘Knackered’, as a Tag though, is delightfully British, but in no way makes up for the erroneous error of ‘stunting’.

How long will it take to play?
Tunnels & Trolls: A New Age – Quickstart Guide
is designed to be played through in a single session, two at the very most. This includes Player Character creation.

What else do you need to play?
The Tunnels & Trolls: A New Age – Quickstart Guide needs a handful of six-sided dice per player plus some tokens to represent Threat.

Who do you play?
The Tunnels & Trolls: A New Age – Quickstart Guide does not come with any pre-generated Player Characters. Instead, rules are provided for the players to create their own.

How is a Player Character defined?
An Adventurer the Tunnels & Trolls: A New Age – Quickstart Guide has six attributes—Strength, Dexterity, Constitution, Willpower, Intelligence, and Charisma, as well as three stats—Luck, Mana, and Stamina. These range in value between two and four. He also has a Kindred, of which six are suggested. These are Humankin, Halfkin, Dwarfkin, Elfkin, Orckin, and Goblinkin. The Kindred is a Player Character’s background, whilst his Motto sums up his approach to life and his traits provide a once-per-session ability. A Player Character’s Kindred provides both a trait and a motto, whilst a second trait will come from his choice of Path. Six paths are given. These are Path of Might, Path of Shadow, Path of Endurance, Path of Spirit, Path of Craft, and Path of Wizardry.

The rules also cover the creation of the Player Character party, which explains why they are all together.

How do the mechanics work?
Mechanically, Tunnels & Trolls has always employed a dice pool system, whether that is rolled against the monsters’ dice pool (derived from their combined Monster Rating) or as a Saving Throw against one of a Player Character’s attributes. The Tunnels & Trolls: A New Age – Quickstart Guide also uses dice pools, but they are radically scaled down and both the players and the Game Master will be rolling more often rather than rolling more dice.

To have his character undertake an action, a player rolls a number of six-sided dice equal to an attribute. A roll of four or more is counted as a hit, whilst three or less is a miss. The aim is to roll as many hits as possible. Target Numbers range between one and five, with two being the standard Target Number. A Blessed roll means that hits are rolled on three and over, misses on two or less, whilst a Cursed roll means that hits are rolled on five and over, misses on four or less. Rolls of multiple values result in the dice pool exploding and a player being able to add more dice to the roll. A double adds two more dice to roll, a triple adds three more dice, and so on. An exceptional success occurs if three sixes are rolled, whilst a dramatic setback happens if three ones are rolled.

Luck can be spent to reroll dice on a one-for-one basis.

How does combat work?
Combat in the Tunnels & Trolls: A New Age – Quickstart Guide 
starts with initiative, with Player Characters who succeed on the roll going before the monsters, and those who fail, after. A Player Character can perform one action per round, either a ‘Strike’, ‘Shoot’, ‘Spell’, or ‘Stunt’ action. A Stunt can be physical or verbal, and could be swinging on a chandelier to get across a room, taunting a villain, or diving into a pool of water to avoid a blast of magical fire. A Stunt can modify another action or an action in its own right. Most monsters will perform the ‘Strike’ action, whilst enemies or monsters with the ‘Elite’ tag are likely to have more options. The round ends when everyone has acted. If the Player Characters decide to keep going, they can each either gain a point of Stamina or a point of Luck. If they decide on the latter, they also gain a point of Threat, up to a maximum of three. If the monsters decide to keep going, they can trigger their escalation abilities, which might be special abilities, call for reinforcements, and so on.

To perform an attack, the player rolls a number of equal to the appropriate attribute, whilst the Game Master will roll the enemies’ Monster Rating. An enemy’s Monster Rating ranges between two and the average mook all the way up to six and thoroughly dangerous. The roll itself is an opposed roll, the aim being to roll more hits than the opponent. Tags, whether from the weapons and gear used, from the situation, or the monsters’ abilities, will affect the number of dice rolled, the amount of damage inflicted, and more.

Both sides will also add extra dice equal to their opponents’ Threat to the dice they roll. In addition, enemies will tend to target opponents who have higher Threat.

If the attacker rolls more hits than the defender, he wins, and the difference in the number of hits rolled is the amount of damage inflicted. If the defender rolls more hits than the attacker, no damage is inflicted. Armour reduces the damage suffered. Damage reduces Stamina. If reduced to zero for a monster, it is defeated, but for a Player Character, it means that he is wounded. His Stamina is then reset, but whilst he is wounded, if it is reduced to zero again, he is dead. For the enemies, Monster Rating does not reduce.

How does magic work?
Magic in the 
Tunnels & Trolls: A New Age – Quickstart Guide is primarily gained from the Path of Wizardry selected during Player Character creation. A Player Character on the Path of Wizardry begins play with the ‘Wellspring’ Talent that enables him to regain or increase mana by spending Luck. His bonus talent will either be ‘Hexology’ or ‘Weaving’. The latter provides the Mending spell, whilst the latter gives Blasting Hex. Mending is actually a healing spell, restoring Stamina equal to the number of hits rolled. Blasting Hex is a damage spell, requiring an Intelligence roll versus an enemy’s Monster Rating. Damage inflicted ignores armour and the spell requires the caster to yell out something like, “Take That You Fiend!” in a nod to classic Tunnels & Trolls spell of the same name. All spells cost Mana to cast, with each point cast also increasing the number of dice a player rolls. 

What do you play?
The scenario in the Tunnels & Trolls: A New Age – Quickstart Guide is ‘Trouble Brewing’. The world of Tunnels & Trolls: A New Age is one of trolls. In ages past, during the Eclipse, the Trolls smashed the great kingdoms and empires of the time, burying their secrets, technologies, and magic deep in the earth, where they remain today. When the sun returned, the Trolls fled and the world was rebuilt. Both Trolls and the past remain underground where would be heroes might find them. In ‘Trouble Brewing’, the Player Characters have come to Rust Bucket, the very run-down and only tavern in Market Tharnley where they have heard there is a tunnel entrance to be found. It is a detailed, two-act affair, initially focusing upon interaction and investigation along with some roleplay, as the Player Characters attempt to find out more from the Owlfolk barkeep, the adventuring patrons, and the locals. In the second act, the barkeep hires/cajoles/blackmails the Player Characters into investigating the cellar, having a fight with some surprisingly tough rats, and discovering a troll tunnel.

‘Trouble Brewing’ is more of a means to showcase the new Tunnels & Trolls: A New Age rules in play rather than provide a complete story from beginning to end.

Is there anything missing?
No. The 
Tunnels & Trolls: A New Age – Quickstart Guide has everything the Game Master and her players will need to play. However, the scenario is very much an introduction at only two scenes long and thus provides only a limited play experience.

Is it easy to prepare?
Unfortunately, the 
Tunnels & Trolls: A New Age – Quickstart Guide is not as easy to prepare as it could have been as it is quite detailed and there is a lot to go through, including character generation, before play can begin. There is a greater number of factors—Luck, Mana, Tags, and so on—for the Game Master and her players to keep track off during play as well. Players of previous versions of Tunnels & Trolls will find a much changed game, although there elements present from those previous editions. The roleplaying game is also not as fast playing as those previous editions, but does offer more options in terms of what the Player Characters can do.

Is it worth it?
Yes—for the most part. The Tunnels & Trolls: A New Age – Quickstart Guide presents a solid introduction to the rules, including combat, character generation, and interaction. It is also supported by examples of both play and combat and there is advice for the Game Master. However, the included adventure, 
‘Trouble Brewing’, is short and will only provide a limited play experience. 

The Tunnels & Trolls: A New Age – Quickstart Guide is published by Rebellion Unplugged and is available to download here.

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