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*TTRPGs General
What Non-D&D Would You Use For A Dungeon Focused Campaign
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<blockquote data-quote="pemerton" data-source="post: 9795912" data-attributes="member: 42582"><p>I'm a huge fan of TB2e. My actual play thread is here: <a href="https://www.enworld.org/threads/torchbearer-2e-actual-play-of-this-awesome-system.691233/" target="_blank">Torchbearer 2e - actual play of this AWESOME system! (+)</a></p><p></p><p>Key system elements are: inventory; clear phases (adventure, camp, town) with distinct "currencies" that drive each; journey rules, that incorporate weather; light sources; a reasonably brutal condition track that interacts with the adventure and journey currencies, and that also relates to the rules for food and drink (which in turn interact with the inventory rules).</p><p></p><p>Here's a thread, which includes posts form the system author (Thor Olavsrud) about converting the Moathouse dungeon (from module T1) to TB2e: <a href="https://www.enworld.org/threads/t1-moathouse-adapted-to-torchbearer.693360/" target="_blank">T1 Moathouse adapted to Torchbearer</a></p><p></p><p>And here's a thread about converting UK1 Beyond the Crystal Cave: <a href="https://www.enworld.org/threads/beyond-the-crystal-cave-adapting-to-torchbearer-2e.705012/" target="_blank">Beyond the Crystal Cave - adapting to Torchbearer 2e</a></p><p></p><p>Here's one good comment from Thor in the T1 thread:</p><p>Related to this, I think that TB2e is better suited to "local" dungeons rather than "epic quest" dungeons. The anchoring elements in TB2e are the PCs' enemies and friends, the towns they have connections to, and their constant need for loot.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9795912, member: 42582"] I'm a huge fan of TB2e. My actual play thread is here: [URL="https://www.enworld.org/threads/torchbearer-2e-actual-play-of-this-awesome-system.691233/"]Torchbearer 2e - actual play of this AWESOME system! (+)[/URL] Key system elements are: inventory; clear phases (adventure, camp, town) with distinct "currencies" that drive each; journey rules, that incorporate weather; light sources; a reasonably brutal condition track that interacts with the adventure and journey currencies, and that also relates to the rules for food and drink (which in turn interact with the inventory rules). Here's a thread, which includes posts form the system author (Thor Olavsrud) about converting the Moathouse dungeon (from module T1) to TB2e: [URL="https://www.enworld.org/threads/t1-moathouse-adapted-to-torchbearer.693360/"]T1 Moathouse adapted to Torchbearer[/URL] And here's a thread about converting UK1 Beyond the Crystal Cave: [URL="https://www.enworld.org/threads/beyond-the-crystal-cave-adapting-to-torchbearer-2e.705012/"]Beyond the Crystal Cave - adapting to Torchbearer 2e[/URL] Here's one good comment from Thor in the T1 thread: Related to this, I think that TB2e is better suited to "local" dungeons rather than "epic quest" dungeons. The anchoring elements in TB2e are the PCs' enemies and friends, the towns they have connections to, and their constant need for loot. [/QUOTE]
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