Sewers of Oblivion (1982) is a sort of sequel to my favorite Tunnels & Trolls solo, City of Terrors, in that it takes place under that city. You get mugged, you get pitched into the sewers, and voila. I guess that is one way of limiting your starting equipment. It’s kind of funny that you are expected to take solo characters through gamebook after gamebook, getting more and more stuff, but the later books recognized how impossible it was to balance for all these potential magic items, so they went to greater and more improbable lengths to take all your kit away at the start. The muggers, you’ll be relieved to know, are caught while you are on your sojourn and the city guard has your stuff waiting for you back at the precinct house.
Anyway. Lots of underwater combat here. Lots of potential for catching diseases (there is a two-page appendix full of ‘em to choose from). A surprising number of potential amorous encounters for a sewer adventure, too. You get a guide, which is neat. For the most part, its a by the numbers dungeon crawl. Which is fine, its just a little disappointing after City of Terrors, which so often feels like exploring a bustling, ever-changing city.
Liz Danforth art throughout, and we’re all the better for it. I really love the one of the guy pitching it at that waif over the bleeding corpse of a giant rat. Ah, the romance of the sewers!
Second roleplaying game ever, pretty traditional sword&sorcery game designed to be cheaper, faster, and more accessible alternative to D&D, also famous for its humours approach to fantasy
A Computer Generated Dungeon, supplement for Tunnels & Trolls, Flying Buffalo, 1977; later retitled A Computer Generated Solitaire Dungeon. I believe each copy is uniquely randomized, generated and printed individually. The interior pages were printed single-sided on tractor feed paper. Rob Carver's cover illustration depicts a wizard lounging on "Hal I" with data tape reels.
wanna make a lil thing w links that i'll update as i go bc u know im never done
rockapocalypse au - barb's plan to change everyone to rock works, and poppy plots to find and bring together branch's brothers to help her fix it!
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putt putt branch au - branch gets stranded with clay, viva, and the putt putt trolls, while floyd returns and finds the new village is missing his baby brother!
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b&b au - bruce can't bring himself to leave branch behind, and they go to vaycay island together to get away from the bergens!
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everything stays au - rosiepuff talks some sense into her grandsons, so no one leaves the tree!
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tmd au - a pmd au so everyone is pokemon!
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popswap au - viva and clay stick with the village, but poppy ends up with the putt putt trolls!
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villain viva au - viva takes protecting trolls a little too far!
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tunnel vision au - floyd and clay reunite and search the tunnels for branch and the rest of pop village!
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kitty cat au - they're wc inspired kitty cats!
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trolls tangled au - broppy tangled inspired au where branch is rapunzel!
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Sea of Mystery (1981) is an interesting Tunnels & Trolls solo. The concept is pretty straightforward: you get on a boat, looking for adventure and, generally, it finds you. In practice, this is essentially another teleport dungeon like Deathtrap Equalizer, its just that the meandering whims of the seabound life obscure the mechanisms a little better.
As I said, you get on a boat. From port there are a number of short adventure paths to follow, some silly, most extremely deadly, one surprisingly horny (I did not realize until this batch of T&T solos how horny this game is, generally). The Sea has some strangely convenient magical properties that mess with your equipment, essentially acting as the rules equalizers in the Deathtrap encounters. Finally, you can exit the solo whenever you hit port, which is a little more plausible than teleporting out with a frog-shaped ring.
Does it work? I think so. The variety in the threads is good. For the most part, you’re kind of stuck in the flow of events, which makes sense being one person on a boat. I like that. It often feels like you’re being pulled to a foretold destiny. Some folks will hate that, but here it feels novel. Most of the variance is down to saving throws. What choices you do have tend to be moral choices on the good/evil binary that remind me an awful lot of a BioWare game, except a little cruder. It’s not bad, though, and definitely interesting.
Ken Macklin’s cover seems a little underwhelming in the context of the whole line, but I really rather like it. It sets a strong tone and gives me Elric, sailor on the seas of fate vibes that feel real good. Interiors are by John Barnes and I love them. Boldly graphical, reminding me of some CYOA illustrations, actually. Good, clean stuff.