Trid as a Campaign Setting

It's helpful to view Trid as a sandbox of sandboxes, each with its own set of environmental conditions, challenges, and rewards. Referees may isolate these regions or connect them through whatever common threads they wish to devise. Though Trid is vast, action plays out at a local scale—referees can add their own populations, magic, monsters, patrons, treasures, and power struggles to any sandbox with minimal effort or disruption to the (loosely coupled) whole.  

Prepping Games

Trid is a fantasy world based on the "implied setting" loosely described in the classic B/X game rules. As such, it relies on two pillars of old-school settings: a dependence on random results to populate the environment, anf an appropriate lack of detail about how those results affect the player characters. Together, these provide each referee a solid framework to support their own creative preferences and style of play.  

Running Games in Trid

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Conflicts are Prosaic

World-spanning battles between good and evil are the stuff of religion. Trid's conflicts are motivated by more immediate and tangible prizes: territory, wealth, and power. Of course, some power brokers couch their ambition in altruism, but rarely do their goals serve the common good better than themselves. Conversely, adventurers may have aspirations to change the world, but they advance through the accumulation of riches and go where the money is. A side effect of these banal motives is that actions tend to play out on a local stage, and it is rare for conflicts in one region to influence significantly the conditions in another.

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