I'd love to hear people's experiences running T&T with non-dungeon adventures and campaigns. While T&T isn't nearly so focused on resource ablation over time as other RPGs that assume a dungeon setting, the dungeon seems really baked into a lot of T&T's design. If people here have had experiences running "aboveground" T&T adventures, I'd love to learn from their wisdom! Were there any system quirks or issues that arose when players weren't dungeon-delving? Did you find that there were any useful principles to keep in mind different from those for dungeon-based play?
Please impart your stories and your knowledge to this humble student of the trollish arts!
The game really isn’t dependent on the dungeon setting. Many many moons ago, my XH ran a campaign set in a post-apocalyptic southern California. We did a lot of politics, building our reputations as heroes, overland travel between cities, and a few dungeons scattered here and there. This was about forty years ago, so my memory of details is sketchy at best, but I recall moments of sheer terror during the overland treks – in a dungeon creatures are limited in the directions they can come at you by the structure of the dungeon itself; above-ground they can come at you from any direction and sometimes all directions at once.
Post by ProfGremlin on Mar 31, 2021 19:53:36 GMT -5
I recall an early rulebook talking about who was building all these dungeons, stocking them and why?!. Adventurers are nuts! Who'd want to go into such a dangerous place? Honestly, though, if you stop thinking of a dungeon as a physical structure and more as a concept, whole worlds of possibilities open up to you.
To quote from 5th ed, section 3.1.2:
There is more to dungeon-building than just digging a hole in the ground, too. In fact, you might try to get away from the whole "tunnel" concept and think instead of "adventures," often above ground and out-of-doors. Some of the ideas have been noted in passing earlier in this rulebook: enchanted forests, towers, haunted monasteries, hidden valleys, and withered heaths.
Some early solos were outside of the classic dungeon concept: Arena of Khazan, Escape from Khosht, City of Terrors, Misty wood, Sea of Mystery, Caravan to Tiern, Andy Holmes' short GM adventures: Fun Fair of Death and The Hunt. There are a few solos in TrollsZine! that are completely outside the dungeon setting. I'm sure others can add more titles to the list.
The idea of resource ablation is more a style of play than hard-coded into the underground dungeon concept. It's up to the GM and Players to decide if they want to keep track of resources such as torches, lantern oil, chalk, breadcrumbs, food or not. Those can be just as easily used up above ground as below.
From a strictly game mechanics viewpoint, I can't think of anything that would break, cause difficulty or otherwise get in the way of adventuring in any setting.
Last Edit: Mar 31, 2021 22:49:33 GMT -5 by ProfGremlin: version correction.
I'll have the deep-fried battered pixie with balrog dipping sauce and a Hobgoblin ale.
Post by cupboardgnome on Apr 1, 2021 4:11:41 GMT -5
I tend to start with a dungeon delve as it's a nice easy classic setting for T&T. But with the flexibility of the rules the games progress easily into city, village, countryside adventures, political intrigue, monster hunts, etc. I haven't found any setting or environment (we always play swords and magic type games) where the rules have hindered us, and if something doesn't flow quite right we just mod the rules or chuck it out 😃🎲⚔️
My current campaign started with a 'dungeon' that was just a single room cave that I created as an introduction to the combat system. It kind of got away from me a bit, and has developed into a kingdom that's around 20 days travel across... So far the characters have visited 3 towns, one of which is their usual base, tramped all over the countryside looking for stuff, learned to sail, and are currently exploring a very large lake.
They've gone underground a number of times, of course, usually when they felt like just thumping something. Politics, intrigue, and puzzles are things that they enjoy, but sometimes you just want to wallop monsters. And sometimes you have to go into those twisting tunnels, if you want there to keep being a surface world for you to live in...