Question:
Does anyone have any actual play accounts of when Tiny Hut screwed up the adventure or in any way actually messed with the DMs plans?
I can think of exactly one time since 2014 when Tiny Hut made an actual difference in game. And it wasn't huge, basically delayed an encounter with something that was plaguing the terrain we were exploring.
When I ran Hidden Shrine of Tamoachan (Tales from the Yawning Portal version), I had ruled that the hourly damage from the poisonous air would prevent a long rest until they reached the areas where it wasn't present. When the party came up with Tiny Hut as an option, that lowered the challenge significantly, but what really started to annoy me was how it make the Shrine's wandering monsters effectively pointless as well.
Even when the incorporeal undead showed up, a quick google search informed us that, according to Crawford, the "hemisphere" has a floor (and as this was AL, I was pressured to accept this ruling by the venue coordinator).
But even that was only obnoxious at best. What really chafed me was when they popped up in a large room, and party members would go, start an encounter, and retreat to their invincible bunker. If someone got pressured, they could safely step back into the Hut to heal up, then exit again at their leisure. The only spell the Wizard used for the whole fight was Haste, and then sat in the Hut safe and sound to maintain it while the Barbarian was changed into a cuisinart.
I want to call it "smart tactics" on the part of the players, but I was frustrated since the adventure didn't give me any way to interact with it, other than "we spent a spell slot and trivialized a big fight".
Which, granted, spells can do, but usually there's a save or check or something I can do other than go "I guess I ready attacks for when you come out of the Hut, but of course you're Dodging".
There was another part of this story that made me just quit running AL, but it has nothing to do with Tiny Fallout Shelter itself.