Eight people are on a map. Two of them are Traitors. Nobody knows which two, including the Traitors' own victims, and the round ends when either the Traitors are dead or everyone else is.
Trouble in Terrorist Town is social deduction running inside a shooter, and it has been one of Garry's Mod's most-played gamemodes for over fifteen years. It is also the mode where the difference between a good server and a bad one is largest, because almost everything that makes it work is a rule an admin has to enforce.
What happens in a round
At round start everyone is assigned a role, privately.
Innocents are the majority. They do not know who anyone is. Their job is to work out who the Traitors are and kill them, without killing each other.
Traitors know each other. They have a shop with items bought using credits, a silenced pistol, a disguiser, a radio that plays fake gunfire, a body armour, a teleporter. Their job is to kill everyone else without being identified.
Detectives are publicly known and have their own shop. They can scan bodies for evidence: who the victim last saw, the murder weapon, time of death, which makes them the mode's information source and the Traitors' first target.
When someone dies, their body remains. Identifying it publicly reveals the death to everyone; identifying it privately keeps the information to yourself, which is sometimes the better play and is sometimes deeply suspicious.
Why the rules are the mode
The game does not know what an unjustified kill is. It will happily let an Innocent shoot four other Innocents in the first ten seconds.
So every TTT server runs on a rulebook, and the central rule is always the same: you may not kill without evidence. This is called RDM — random deathmatch, and it is the offence that TTT servers ban for more than anything else.
What counts as evidence varies by server, and this is the detail worth checking before you play:
- Seeing someone shoot an Innocent
- Seeing someone in a Traitor-only area
- A Detective naming someone
- Someone standing over a fresh body refusing to move
- A player's own confession
What is usually not evidence: acting oddly, being in the wrong place, having a weapon out, or "I had a feeling".
Killing someone who killed a confirmed Innocent is usually allowed. Killing someone because they killed someone who might have been a Traitor is where the arguments start.
This is the same structural situation as jailbreak, a mode whose rules exist in convention, and it produces the same consequence: server quality is moderation quality. The rules worth reading before you join applies directly, and on a TTT server the rules page is the most informative thing available.
Choosing a server
Read the RDM rules first. Specific, detailed rules are a strong positive signal. Vague ones mean disputes are settled by whoever is loudest.
Check for an admin at peak. TTT without moderation degrades into deathmatch within an evening.
Check the karma system. Most servers run karma: kill an Innocent and your damage output drops; kill enough and you are removed automatically. This is the single best mechanism for turning a social rule into an enforced one, and a server running it is a server that has thought about the problem.
Check the population. TTT needs a reasonable number of players. Under six it stops working as deduction and becomes a shootout; over twenty it becomes chaotic in a way some servers love and others cannot moderate. Peak hours is the check.
Check the store. Some TTT servers sell shop credits or roles. Credits affect play directly. Spotting a pay-to-win server is a minute well spent.
Playing as an Innocent
Do not shoot on suspicion. This is the whole rule, and breaking it in your first ten minutes is the most common way a new player gets banned.
Stay near one or two people. Being alone is how you die; being in a group of eight is how a Traitor gets five kills with a grenade. Two or three is the sweet spot.
Watch what people do with bodies. A player who avoids identifying a corpse is either hiding a kill or playing carefully, and telling those apart is the actual game.
Say what you saw, immediately and specifically. "Red shot the guy in the tower" is useful. "Red is sus" is noise, and on most servers is not evidence anyone may act on.
Do not follow the Detective everywhere. Detectives are the first target, and the people around them are collateral.
Playing as a Traitor
Do not open with a kill. Round-start murders are traced instantly by anyone paying attention to who was where.
Separate people before acting. Almost every successful Traitor round is built on isolating one person.
Use the shop deliberately. Credits are limited and the disguiser or a silenced weapon usually buys you more than raw firepower.
Coordinate, quietly. You know who your partner is. Two Traitors working together are far more effective than two Traitors independently causing chaos, and far less likely to shoot each other by accident.
Lie plausibly. The best Traitor play is being the person who identifies bodies helpfully all round.
Terms that go unexplained
TTT chat is dense with abbreviations and none of them are explained.
RDM. Random deathmatch — killing without valid evidence. The central offence.
KOS. Kill on sight. Calling "KOS red" means you are asserting evidence and giving everyone permission to shoot. Calling a false KOS is treated almost as seriously as RDM on most servers, because it launders your kill through everyone else.
T, I, D. Traitor, Innocent, Detective.
Prove. Asking someone to demonstrate innocence, usually by standing still, dropping a weapon, or letting a Detective scan them.
Tester. A machine on many maps that publicly proves innocence. Traitors avoid them; a player who refuses to test is behaving suspiciously, though refusing is not itself evidence on most servers.
Traitor trap. A map hazard only Traitors can activate. Being near one when it fires is not evidence against you.
Body ID. Identifying a corpse. Public identification tells everyone; private keeps it to you.
Karma. Your standing. Kill Innocents and it drops, reducing your damage until you are removed.
Slay. An admin punishment, killed at the start of the next round rather than banned. The standard first response to minor RDM.
Learning KOS, RDM and body ID covers most of what you need in the first session. The rest arrives by context.
Where you will find it
Overwhelmingly Garry's Mod. TTT is a Garry's Mod gamemode and that is where the entire scene lives; the Garry's Mod servers guide covers the landscape, and the listings are where you will find them.
There are TTT-alikes in other games and standalone social deduction titles, but the mode as described here is a Garry's Mod institution and the map pool, the plugin ecosystem and the conventions are all specific to it.
Expect a first-join download, TTT servers carry large map rotations and frequently custom weapon models on top.
The Traitor shop
Worth knowing about even as an Innocent, because most rounds are decided by what a Traitor bought.
Credits are earned by killing Innocents and, on many servers, awarded at round start. The standard catalogue:
Silenced pistol. No sound cue, no body-drop notification to others nearby. The single most-used purchase, because it converts a public kill into a private one.
Disguiser. Hides your name when someone looks at you. Useful precisely at the moment somebody catches you standing over a body.
Radio. Plays fake sounds — gunfire, a scream, footsteps: anywhere on the map. Pure misdirection, and the item that most rewards planning.
Body armour. Reduces damage taken. Unglamorous and frequently decisive.
Teleporter. Set a point, return to it. Escapes and repositioning.
C4. Loud, slow, and enormously effective in the right place.
Health station poison, on some servers, turning the Detective's healing equipment into a trap.
Knife. One-hit kill on a full-health target, single use, silent.
For an Innocent, the practical consequence is that evidence is less reliable than it looks. A silenced kill produces no sound. A disguised Traitor produces no name. A radio produces gunfire where nobody is. The mode is designed so that confident deduction is frequently wrong, which is why the servers with strict RDM rules are the ones where it plays well; the rules exist precisely because the evidence is unreliable.
Hosting one yourself
The rules are the product, so write them properly. RDM definitions, what counts as evidence, what Traitors may and may not do, Detective conduct. Rules that work covers the drafting, and TTT is the mode where the effort pays back most visibly.
Run karma. It converts the central social rule into an automatic consequence and removes most of the moderation load. A TTT server without karma needs several times more admin attention.
Staff at peak, or expect the mode to collapse. RDM is self-reinforcing: once people are being killed randomly, everyone starts shooting pre-emptively.
Log damage. The single most useful admin tool in TTT is a damage log per round, because every dispute is "who shot whom and when". Most gamemode plugins provide it; make sure yours does and that your staff know how to read it.
Expect appeals, and have a process. RDM bans are the most disputed decisions in the mode. A ban appeals process that works is what stops it consuming your evenings, and player support without a helpdesk covers running it with a small team.
A first evening
Find a populated TTT server with a written rules page and visible admins, read the RDM rules before you connect, and spend your first round not shooting anybody. It is the mode where restraint is the winning strategy, and where new players most often ban themselves within ten minutes by not knowing that.
Common questions
- What is the penalty for committing RDM?
- The standard first response to minor RDM is an admin slay, which kills the offender at the start of the next round. Repeated offenses or killing Innocents also drops your karma, reducing your damage output until you are removed automatically or banned by server admins.
- What happens when you call a false KOS?
- Calling a false KOS is treated almost as seriously as RDM on most servers. It is penalized strictly because asserting false evidence launders your kill through other players.
- Can you shoot a player who refuses to use the tester?
- Refusing to use a tester is not valid evidence on most servers, so you cannot shoot them for that alone. While avoiding the tester is considered suspicious behavior, killing without approved evidence breaks the server rules against RDM.
Published · 7 min read