Having never played or heard much of T&T this review leaves me wondering what Deluxe actually plays like.
Yeah sorry it was a fairly lazy quasi-review.
To explain more for people unfamiliar with T&T, I guess its fundamentally pretty similar to old-school D&D (0D&D or the like). Kill some orcs, get xp, get some treasure, try to avoid the pit with poison spikes at the bottom. Primarily its intended to be dungeon focussed, though not necessarily - existing adventures have included sea voyages, haunted woods, arenas, the 'City of Terrors', dream quests, etc.
Attributes are random - 3d6, and for 7E if you get triples, add and roll over; dwarves and elves and the like get racial multipliers - e.g. an elf in 7E gets DEX x 4/3, IQ and Cha x 3/2, Con x 2/3, or a Dwarf gets Str and Con x 2, Cha x 3/4 - both of these lowered a little from 5E's bonuses, actually.
You can tell a bit about T&T just by looking at the character sheet (a little ornate by T&T standards...a 5th Ed. T&T character fits on an index card that a 4E D&D player would barely be able to fit one of their powers on..). A character has a class, 8 attribute numbers that do everything, and maybe a Talent or two (two if you started at 2nd level, or are a Rogue).
The game itself only uses d6s, and is pretty simple - most checks use 'Saving Throws' where you roll 2d6 and add your attribute, trying to beat a target of 20 for a standard '1st level' roll, 25 for a '2nd level' roll, and so on (its rare to see a roll above about level 4 or 5). If you get doubles on the 2d6 you add and roll again. That's the basic mechanic for most non-combat tasks, or shooting things; melee combat works differently in that for that you roll multiple dice for your weapon + your personal adds.
Its very fast and quite possibly the easiest RPG to house rule I know of - easy to add extra attributes, homebrew classes or races, whatever, without the wheels falling off the way they would in most RPGs (I got started in game design as a hobby with rejiggering T&T actually, after getting fed up with 2E).
Because its simple and uses just six-sided dice, T&T had a lot of 'solo' adventures - a bit like Fighting Fantasy books (if you remember those) except that characters would hopefully survive with some loot, XP and stat boosts and work their way up in power across a few books. T&T characters/adventures are mostly compatible across editions so with an old-time T&T group the GM would have to decide whether to let people bring in their man-tiger character with a Monster Rating of 186, sword worth 42 dice or whatnot. Not an issue with all-new groups of course.
In terms of actual play a few things to note about T&T, compared to D&D, would be:
*there's no alignment (or religion - wizards or rogues can get healing spells) - characters are usually grubby 'murderhoboes'.
*rest cycle is a bit different to D&D in that lost spell points (WIZ attribute) recover per turn, so magic-users who overexert themselves tend to want to hole up for an hour or two, rather than sleeping overnight.
*its potentially very lethal compared especially to later D&Ds. In a mass combat, everyone just adds all their dice together so wandering off alone can be very bad. Situations where you for some reason forfeit your combat dice roll (e.g. surprised) are very bad. Being on the receiving end of magic is usually pretty bad. Failing saving throws is usually pretty bad. As in 0D&D it is, however, not uncommon to have multiple characters or henchmen/things. Magic is also a bit less arduous than for the pre-5E wizard since its a 'spell point' system, and wizards can wear armour and have the same hit points as everyone else (damage comes straight off the CON attribute).
T&T is also usually not played exactly seriously (e.g. the solos have places where you end up with see-through armour, win gold from aliens who set up a dungeon to get zombies for mining radioactive ore, or make a shoggoth dance with piccolo music) but that's mostly a matter of how the GM wants to run it.
Hope that helps.