Mini Review - Dwarf World - (Tunnels & Trolls GM Adventure)
(Tunnels & Trolls product releases are rare, and go right to the top of my review pile in most cases)
If there is one thing I've been lamenting on this blog on a semi-regular basis, is the lack of GM Adventures for Tunnels & Trolls. With Dwarf World, Ken St. Andre himself gives us one such GM adventure, and in typical Trollgod fashion, it is far from typical.
It's total subterranean yet it lacks maps. It is a sandbox setting of sorts, but it's up to you to put the final (even most) details on the setting. Much of this will entail actual roleplaying, but for that to succeed, the GM better be a strong improvisor.
Actually, I think that is the key to Dwarf World. A strong GM (a strong GM is always useful, but for Dwarf World I think it's necessary). Dwarf World is more of a series of seeds then a full grown adventure. A strong GM will bring those seeds to full growth, but that also means that no two GMs will run it the same way. As a side note, it is almost system neutral, and it could easily be used to borrow ideas for use in other fantasy RPGs.
From the blurb:
This is a gamemaster adventure intended for Tunnels & Trolls version 7.5 (although it will work with any version of the rules). It is for Level 1 to Level 10 characters, and there should be at least one dwarf in the party. (Although for a REAL challenge, you could try it without a dwarf companion!) Although there is wealth and knowledge to be won in this scenario, the real challenge will be to get your characters back out alive. Good luck with that.
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The Minotaur for Old-School Essentials
*Requirements:* Minimum STR 9, Minimum CON 9
*Prime Requisite:* STR and CON
*Hit Dice:* 1d10
*Maximum Level:* 8
*Armor:* Leather, including shield...