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. 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. One needs to be familiar with the T&T rules and be able to interpret them as you play. 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. The solo adventure books basically act as a partial substitute for the Gamemaster (GM). 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. What the solo books do not do is allow for winging it or interpretation outside of the context of the book. You are free to interpret and wing it within the context of the book however. As Ken St. Andre said in Deathtrap Equalizer, you will need the T&T rules and a lot of good sense to play.
- Fiery Dragon, Tunnels & Trolls 7.5, and Jeff Freels Some great news has come out of Fiery Dragon just last week. Fiery Dragon will be re-releasing the 7.5 edition of the rules in print format this year as well as a number of new adventures.
- Tunnels & Trolls 5th Edition. Purchase - Link(s) available for purchasing the solo adventure at various online stores, some in PDF, some will ship to you.
Tunnels And Trolls Computer Game
The 7.5 version is closest mechanically with 8.0/Deluxe, so house-rules and material written for 7.5 can be used as options for 8.0/Deluxe easily. If you are old-school and don't mind the lack of a PDF, play 5/5.5, especially if you are into the solo adventures.