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DURF provides some rules for combat and a procedure for exploration and does not try to create an fully comprehensive system to simulate reality. The GM and players should use their own judgement for all other aspects of the game world. A lot of the fun of these type of old school dungeon crawl games comes from using items in unexpected ways and solving problems not by using character attributes but using items and the environment. Because of this the belongings table has some items that can spark some creative thinking in the players.

For example, one of my players has used the bottle of bees by shattering it on the ground behind the party while they were retreating. Resulting in the freed bees causing enough trouble for the pursuing monsters, so the party could escape.

Since combat can be pretty deadly, players will want to find ways around it (since treasure is the end goal, not slaying monsters). So the bottle of perfume could be used as a diplomatic gift when trying to negotiate a way through goblin territory. 

The players and GMs are free to determine fun uses for these items without having to feel limited by rules. Just go with what makes sense :)

Thanks, inspirational :)