Editing The Dungeoneers (A D&D Minisetting)

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 1: Line 1:
 +
cvarlize
 
=The Dungeoneers=
 
=The Dungeoneers=
 
'''By Elliot'''
 
'''By Elliot'''
  
The dungeoneers is a minisetting for D&D 3.0.  It may be more appropriate however to call it a game model as it can be dropped in almost any setting.  It combines gritty low level play with a structured adventure model. In short, it’s “Regular Joes die their way through horrifying dungeons”.   
+
The dungeoneers is a minisetting for D&D 3.0.  It may be more appropriate however to call it a game model as it can be dropped in almost any setting.  It combines gritty low level play with a structured adventure model. In short, it’s “Regular Joes die their way through horrifying dungeons”.   
  
 
This minisetting is broken into two parts.  The first part is a section on characters, who the dungeoneers are and what they have mostly.  The second part is called Topics of interest and covers a  number of subjects relating to dungeoneers and what they do.
 
This minisetting is broken into two parts.  The first part is a section on characters, who the dungeoneers are and what they have mostly.  The second part is called Topics of interest and covers a  number of subjects relating to dungeoneers and what they do.
Line 13: Line 14:
  
 
==Classes==
 
==Classes==
Encourage the PCs to pick the class they want to play.  Druids and paladins are usually fairly rare in the dungeoneers, but this doesn’t stop the odd one from joining up.  Fighters and rogues are generally the most numerous, followed by bards, sorcerers and wizards.  In most games, mismatched race-class characters like kobold paladins seem stupid and absurd, but they would be valuable characters in a dungeoneers game.   
+
Encourage the PCs to pick the class they want to play.  Druids and paladins are usually fairly rare in the dungeoneers, but this doesn’t stop the odd one from joining up.  Fighters and rogues are generally the most numerous, followed by bards, sorcerers and wizards.  In most games, mismatched race-class characters like kobold paladins seem stupid and absurd, but they would be valuable characters in a dungeoneers game.   
  
 
==Alignment==
 
==Alignment==
I feel it’s generally better to not restrict alignment in a dungeoneers game.  Having wildly conflicting alignments can introduce inter-party tension which can make the game a whole lot more rewarding.  A party of lawful good elves nervously asking for healing from Danita, their chaotic evil cleric of the slaughter god can make for some very interesting games.  Of course, the dungeoneers are not paranoia troubleshooters and the game shouldn’t revolve around the characters trying to kill each other.  You may want to advise evil characters to keep their nefarious deeds in area of cartoonish villainy to reduce the chances that other players will stop the aforementioned characters repugnant behavior once and for all.
+
I feel it’s generally better to not restrict alignment in a dungeoneers game.  Having wildly conflicting alignments can introduce inter-party tension which can make the game a whole lot more rewarding.  A party of lawful good elves nervously asking for healing from Danita, their chaotic evil cleric of the slaughter god can make for some very interesting games.  Of course, the dungeoneers are not paranoia troubleshooters and the game shouldn’t revolve around the characters trying to kill each other.  You may want to advise evil characters to keep their nefarious deeds in area of cartoonish villainy to reduce the chances that other players will stop the aforementioned characters repugnant behavior once and for all.
  
 
==Background and Personality==
 
==Background and Personality==
Line 23: Line 24:
 
Backgrounds should provide answers to two questions.   
 
Backgrounds should provide answers to two questions.   
  
History: What did you do before you became a dungeoneer?
+
• History: What did you do before you became a dungeoneer?
  
Motivation: Why did you become a dungeoneer?
+
• Motivation: Why did you become a dungeoneer?
  
History may be as short as a sentence or as long as a paragraph.  All it does it describe what you did before you became a dungeoneer.  “I was an orcish scout for the northern tribes.or “I was a whore working in a brothel in the big city.are both good backgrounds.
+
History may be as short as a sentence or as long as a paragraph.  All it does it describe what you did before you became a dungeoneer.  “I was an orcish scout for the northern tribes.” or “I was a whore working in a brothel in the big city.” are both good backgrounds.
  
 
Motivation is the most important part of a background.  It should explain why you became a dungeoneer.  Money and the need to poverty are good motivations, as is fear.  Some join the dungeoneers out of righteousness and community spirit and some just have an enormous death wish.   
 
Motivation is the most important part of a background.  It should explain why you became a dungeoneer.  Money and the need to poverty are good motivations, as is fear.  Some join the dungeoneers out of righteousness and community spirit and some just have an enormous death wish.   
  
We have neglected personality so far, but in truth you built the core of your character’s personality with the motivation.  Now just take a look at your attributes, class and race and come up with a fun concept that fits them and your background. Remember that many characters who become dungeoneers are not healthy people.  It is usually not polite to make a really annoying character, but if you really want to, go for it.  Just don’t be too surprised if the party leaves your butt at the bottom of that pit trap.  Here are two example backgrounds and personalities that fit the two examples I made earlier in the section.
+
We have neglected personality so far, but in truth you built the core of your character’s personality with the motivation.  Now just take a look at your attributes, class and race and come up with a fun concept that fits them and your background. Remember that many characters who become dungeoneers are not healthy people.  It is usually not polite to make a really annoying character, but if you really want to, go for it.  Just don’t be too surprised if the party leaves your butt at the bottom of that pit trap.  Here are two example backgrounds and personalities that fit the two examples I made earlier in the section.
  
 
'''Krar:''' Krar was a scout for a northern orc tribe called the blue hands until they were destroyed by a plague of dire wolves.  Krar went south to seek his fortune and rebuild his tribe when he got it.  Joining the dungeoneers to get rich fast, Krar is a surly and greedy braggart.   
 
'''Krar:''' Krar was a scout for a northern orc tribe called the blue hands until they were destroyed by a plague of dire wolves.  Krar went south to seek his fortune and rebuild his tribe when he got it.  Joining the dungeoneers to get rich fast, Krar is a surly and greedy braggart.   
Line 38: Line 39:
  
 
==Equipment==
 
==Equipment==
Because of the “special circumstances” of most recruits, many dungeoneers start with next to nothing.  Most D&D characters start out with halfway decent weapons, halfway decent armor and enough supplies to make it almost anywhere; most D&D characters yearn for magical items and exotic equipment.  The dungeoneers is different.  By severely restricting the amount of equipment they can have, the PCs will have to make do with what little they can buy and what they can salvage.  In short, D&D characters yearn for material excellence and dungeoneer characters yearn for material competence.
+
Because of the “special circumstances” of most recruits, many dungeoneers start with next to nothing.  Most D&D characters start out with halfway decent weapons, halfway decent armor and enough supplies to make it almost anywhere; most D&D characters yearn for magical items and exotic equipment.  The dungeoneers is different.  By severely restricting the amount of equipment they can have, the PCs will have to make do with what little they can buy and what they can salvage.  In short, D&D characters yearn for material excellence and dungeoneer characters yearn for material competence.
  
 
Dungeoneer characters start with the following
 
Dungeoneer characters start with the following
  
The clothes on your back and any personal effects
+
• The clothes on your back and any personal effects
  
One canteen full of water or beer
+
• One canteen full of water or beer
  
25 gold pieces for buying equipment
+
• 25 gold pieces for buying equipment
  
A holy symbol (for clerics)
+
• A holy symbol (for clerics)
  
Spellbook and bag of common spell components (for wizards and sorcerers)
+
• Spellbook and bag of common spell components (for wizards and sorcerers)
  
1 Gold Medallion of the Queen’s Royal Squad of Dungeoneers (Do not pawn)
+
• 1 Gold Medallion of the Queen’s Royal Squad of Dungeoneers (Do not pawn)
  
 
You may have characters buy their equipment separately or as a group.  But beware, if you let them buy as a group, they will pool their money and use it much more efficiently.  You can also have the characters do their shopping on-screen or off-screen, off-screen buying in generally a lot easier, but it precludes most attempts to steal things.   
 
You may have characters buy their equipment separately or as a group.  But beware, if you let them buy as a group, they will pool their money and use it much more efficiently.  You can also have the characters do their shopping on-screen or off-screen, off-screen buying in generally a lot easier, but it precludes most attempts to steal things.   
Line 62: Line 63:
  
 
==Keeps==
 
==Keeps==
Keeps are the base from which the dungeoneers set out to their adventures.  Usually placed in or around a town, the keep serves a place to store equipment, a place to sleep and a place to receive orders from superiors.  Keeps are not always stone fortresses, but can be wooden tree forts, run down villas and even underground fortifications such as a former dungeon.  Have your group of dungeoneers flesh out their place of residence.  The dungeoneer’s commander usually dwells here.
+
Keeps are the base from which the dungeoneers set out to their adventures.  Usually placed in or around a town, the keep serves a place to store equipment, a place to sleep and a place to receive orders from superiors.  Keeps are not always stone fortresses, but can be wooden tree forts, run down villas and even underground fortifications such as a former dungeon.  Have your group of dungeoneers flesh out their place of residence.  The dungeoneer’s commander usually dwells here.
  
 
==The Commander==
 
==The Commander==
The commander is the dungeoneer team’s superior officer. It is they who describe and order the characters into dungeons.  It is they who give out commendations and censures, as well as perform the inspections. Commanders are often stone hearted bastards, but the players need to suck up to them to get ahead.   
+
The commander is the dungeoneer team’s superior officer. It is they who describe and order the characters into dungeons.  It is they who give out commendations and censures, as well as perform the inspections. Commanders are often stone hearted bastards, but the players need to suck up to them to get ahead.   
  
 
==The City==
 
==The City==
Line 71: Line 72:
  
 
==Dungeons==
 
==Dungeons==
Unsurprisingly, dungeons are the foundation of a dungeoneers adventure.  They need not be underground, but often are. For this game, a dungeon is a confined space where the adventure happens, it could be a cave, a building or even a town.  Some adventures may happen in places that are not confined, such as forests and plains.  These “dungeonless” adventures are rarely handed out to the dungeoneers, but are always a good change of pace.  Much work has been done on the subject of dungeons (as they are so common), the following work was compiled by the Valorous College of Dungeonography (VCD) in Valorium.   
+
Unsurprisingly, dungeons are the foundation of a dungeoneers adventure.  They need not be underground, but often are. For this game, a dungeon is a confined space where the adventure happens, it could be a cave, a building or even a town.  Some adventures may happen in places that are not confined, such as forests and plains.  These “dungeonless” adventures are rarely handed out to the dungeoneers, but are always a good change of pace.  Much work has been done on the subject of dungeons (as they are so common), the following work was compiled by the Valorous College of Dungeonography (VCD) in Valorium.   
  
 
The most common type of dungeon is called an Underground Complex by the Valorous College of Dungeonography.  These structures consist of a network of underground rooms and corridors.  These structures may be natural cave formations, artificial hallways or even insect burrowed tubes.  Never content at just one definition, the VCD has broken the Underground Complex definition into three different labels.
 
The most common type of dungeon is called an Underground Complex by the Valorous College of Dungeonography.  These structures consist of a network of underground rooms and corridors.  These structures may be natural cave formations, artificial hallways or even insect burrowed tubes.  Never content at just one definition, the VCD has broken the Underground Complex definition into three different labels.
Line 85: Line 86:
  
 
==Dungeon Creation==
 
==Dungeon Creation==
As a gamemaster creates a dungeon for the group to explore, they should remember a few things.  But these things could most likely be summed up as “Create interesting and dangerous dungeons for this dungeon based game.Here they are in further detail.
+
As a gamemaster creates a dungeon for the group to explore, they should remember a few things.  But these things could most likely be summed up as “Create interesting and dangerous dungeons for this dungeon based game.” Here they are in further detail.
  
 
'''1. Random Dungeons'''
 
'''1. Random Dungeons'''
Line 94: Line 95:
  
 
'''3. Plausibility'''
 
'''3. Plausibility'''
Plausibility is something that you can stretch very far in a dungeoneers game, but be careful not to break it entirely.  It’s perfectly alright to have a bunch of weird things in your dungeons, but try and explain why they are there, at least a little bit.
+
Plausibility is something that you can stretch very far in a dungeoneers game, but be careful not to break it entirely.  It’s perfectly alright to have a bunch of weird things in your dungeons, but try and explain why they are there, at least a little bit.
  
 
'''4. Proper Antagonists'''
 
'''4. Proper Antagonists'''
Proper antagonists will make or break a dungeoneers game.  Find a theme and then run with it.  It doesn’t really matter how serious or comical you play this up (within reason), as long as you have a theme and stick with it.  You may want to have a wacky dungeon full of disparate monsters, or you may want just a bunch of sly kobolds or just about anything.  But once you have the sly kobolds, don’t just drop in a beholder without an explanation why it’s there.
+
Proper antagonists will make or break a dungeoneers game.  Find a theme and then run with it.  It doesn’t really matter how serious or comical you play this up (within reason), as long as you have a theme and stick with it.  You may want to have a wacky dungeon full of disparate monsters, or you may want just a bunch of sly kobolds or just about anything.  But once you have the sly kobolds, don’t just drop in a beholder without an explanation why it’s there.
  
 
'''5. Size of the Dungeon'''
 
'''5. Size of the Dungeon'''
The size of the dungeon will largely determine how long it takes to play through.  This is completely up to you.  I find that the smaller kinds (10-20 rooms) are more appropriate to dungeoneer adventures as they are quick to get through and retain more of a “Series of missions” feel to them.  But larger dungeons have more options and feel like more of an accomplishment.  Make dungeons the size you want them to be.
+
The size of the dungeon will largely determine how long it takes to play through.  This is completely up to you.  I find that the smaller kinds (10-20 rooms) are more appropriate to dungeoneer adventures as they are quick to get through and retain more of a “Series of missions” feel to them.  But larger dungeons have more options and feel like more of an accomplishment.  Make dungeons the size you want them to be.
  
 
==Adventure Order==
 
==Adventure Order==
Line 112: Line 113:
  
 
'''3. Buying Supplies in Town'''
 
'''3. Buying Supplies in Town'''
In this stage, the players get their gear and head out to town to buy any supplies they need.  This may include rations, weapons, armor and other tools that may be useful in the dungeon.  Follow the equipment guidelines and the town’s flavor to determine what is available.  This stage is also a good time to get rumors and warnings about the dungeon from the townsfolk.  Although sometimes very correct, these rumors are often as not wrong and even sometimes deliberately misleading.  Some pre-made adventures will have a rumor table on them.
+
In this stage, the players get their gear and head out to town to buy any supplies they need.  This may include rations, weapons, armor and other tools that may be useful in the dungeon.  Follow the equipment guidelines and the town’s flavor to determine what is available.  This stage is also a good time to get rumors and warnings about the dungeon from the townsfolk.  Although sometimes very correct, these rumors are often as not wrong and even sometimes deliberately misleading.  Some pre-made adventures will have a rumor table on them.
  
 
'''4. The Dungeon'''
 
'''4. The Dungeon'''
Line 121: Line 122:
  
 
==Commendations and Censures==
 
==Commendations and Censures==
These are the rewards and punishments that commanders dole out to dungeoneer groups based on their performance or behavior.  Since commanders can’t usually spy on dungeoneer groups in the field, most commendations and censures are based acts that the commander can see.  There are both minor and major commendations and censures.  Try not to use these too often, they are ways of pushing the players into doing good things (or not doing bad things).
+
These are the rewards and punishments that commanders dole out to dungeoneer groups based on their performance or behavior.  Since commanders can’t usually spy on dungeoneer groups in the field, most commendations and censures are based acts that the commander can see.  There are both minor and major commendations and censures.  Try not to use these too often, they are ways of pushing the players into doing good things (or not doing bad things).
  
 
'''Minor Commendations and Censures'''<br>
 
'''Minor Commendations and Censures'''<br>
Line 147: Line 148:
  
 
==Dungeoneer Rules==
 
==Dungeoneer Rules==
Like most organizations, the dungeoneers has a number of rules that must be followed by its members.  These rules are in place to ensure the organization works, to give power to the hierarchy, and finally, to protect the reputation of the dungeoneers and the kingdom it works for.  There are many rules, but they can be summed up into three main points.  This gives the GM a lot of freedom to add new rules or define existing ones to complicate the dungeoneer’s lives.
+
Like most organizations, the dungeoneers has a number of rules that must be followed by its members.  These rules are in place to ensure the organization works, to give power to the hierarchy, and finally, to protect the reputation of the dungeoneers and the kingdom it works for.  There are many rules, but they can be summed up into three main points.  This gives the GM a lot of freedom to add new rules or define existing ones to complicate the dungeoneer’s lives.
  
 
'''Death and Destruction'''
 
'''Death and Destruction'''
Line 159: Line 160:
  
 
==Rule of the Dice==
 
==Rule of the Dice==
The rule of the dice is an important feature in a dungeoneers game.  GMs should endeavor to follow the lead of the dice most of the time.  The challenge a GM faces is to provide an interesting story around the results of the dice. However, sometimes the dice conspire to completely rob a game of fun. In these situations, the GM should intervene secretly to save the story, just make sure the players don’t find out.
+
The rule of the dice is an important feature in a dungeoneers game.  GMs should endeavor to follow the lead of the dice most of the time.  The challenge a GM faces is to provide an interesting story around the results of the dice. However, sometimes the dice conspire to completely rob a game of fun. In these situations, the GM should intervene secretly to save the story, just make sure the players don’t find out.
  
 
==Heroics==
 
==Heroics==

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)