I have the fortune of owning copies of the 1st, 4th, 5th, 7th, and 7.5 editions of Tunnels and Trolls. I look through these rule sets from time to time looking for new ideas and changes in the system. It's amazing how often I find things I never noticed before as well as discover elements that disappear. It's also striking how much the rules have actually changed since the 1st edition of 1975. The core of the rules, the Saving Roll, has remained relatively untouched but every other aspect of the game has been modified, tweaked, or completely overhauled. Some elements have been removed and new ones have been added. While some have stated that the 7th edition rules were too much of a deviation from the true spirit of the game laid out in 5th edition, the same could be said of the 5th edition over the 4th.
I'm going to start a series of posts discussing different elements of the rules that have evolved over the various editions. These posts will be mixed in with my usual posts on rules elaborations and complications, my various thoughts on solo design (I certainly won't refer to these as advice), the occasional solo narrative (whenever I am able to get back to playing), and the other odds and ends I post on an irregular basis. I hope everyone enjoys them, and as always feel free to comment. First up will be nonhuman kindred in T&T.