(From the introduction in the book)
TunnelQuest or TQ for short is a brief set of Fantasy Role-Playing rules entitled Dragons, originally designed by Paul Elliot (of Zenobia fame) and developed extensively by Mike Hill (Tunnels & Trolls v6.0). Paul’s game was intended to provide a simple but compelling set of rules that he could use with his family.
Although the game concepts and mechanics really are simple, it would be helpful if at least one player is familiar with role-playing games in general and such venerable classics as Tunnels & Trolls and Dungeons & Dragons in particular.
To play this game and most role-playing games, you will need some dice; TQ only uses the readily available six-side dice. For ease of reference, dice rolls are indicated by the abbreviation: ‘xd6’ where ‘x’ indicates the number of dice to be rolled. For example, a roll of 2-dice would be indicated by the code 2d6. The result of the dice roll will often be modified by the addition of 1 or more; so the code 2d6+2 means roll 2 dice and increase the total by 3. Each player, including the game master should have at least 2 dice.
TunnelQuest 3.0: Features
- The GM never needs to make a dice roll - the turn of events is determined by the player’s actions
- Each round of combat is resolved with one dice roll per player
- 2 six-sided dice; you’ll never need more than 2 dice per player (including the GM)
- Small numbers - even I can do the math!
- Enemies are represented by one simple statistic and require no record-keeping
- No defined attributes, choose your character’s talents and abilities from a list or create your own
- Simple, incremental character advancement
- An easy to use magic system with plenty of options and over 70 spells
- This version of the rules includes a character sheet and a complete beginning adventure
- A breeze to adapt for published settings and adventures
- Designed for traditional face-to-face and remote play-by-post games