Shane Long
Creator of
Recent community posts
Good question, my original intent with this rule was to make the amount of times the dungeon could be explored limited, because of the *dank* treasure, it could easily be exploited if it was infinitely explorable. Revisiting this rule, there are probably much better ways to implement it, and i think your suggestion of making it some sort of range is better, especially with the +1 modifier, because then it becomes a probability thing. It should actually be something like...
Roll a d20, on a 17+ the gate crumbles, also add +1 each time they revisit the dungeon.
This would make it so on first visit if they rolled a 17-20 it crumbles, and the next visit 16-20, then 15-20 etc etc. This increase the probability of crumbling each time in a way that actually makes sense.
This could also be flipped so that a LOW roll causes the gate to crumble, which is more inline with how lots of systems treat failure, but i feel like the math would be slightly more complicated, and i always try to make my games easy to grok.
I'll make sure to revise this when i update the pamphlet.
"...but not having access to cell phones or the internet will really maintain the urgency and stupidity of the game" THIS HAD ME ROLLING. The sex drugs and rock and roll classes are brilliant and I can't wait to try them out "I roll + drugs" is just something I really NEED to say. The limited inventory will make for some tough choices but I love that in my games. The clock die is also a fun way to add some pressure to the action and make sure the session gets wrapped up in one night. Love this! can;t wait to play.
I love the table for nearly dead, makes hitting zero HP actually interesting, death is boring, scars are cool! Allowing players to choose between downtime options for different bonuses is very tasty and could be narratively fun, I'd ask my players to describe how their week went for sure. The Dweomersongs system is a very fun way to handle "magic" and would resonate with some of my more musically-inclined players for sure. Might just have to use that as a class next time we play tunnel goons.
Absolutely love the setting, the use of tiny mundane items as the gear is so delightful. The siblings rules is a brilliant solve for integrating a generally clunky re-spawning mechanic into the game's world seamlessly. The traits add some much needed character choice to the base system which is pretty light in that regard. I can't wait to play this.
I love that it can flex between settings, the crisis creation section is brilliant and i really love that the players contribute to creating the setting. The hand crafted aesthetic really makes it feel like an artifact a character might have cobbled together as a sort of survival guide. So solid, saving this to use for a horror setting once Halloween rolls around.