Interest Check in a 'Darkest Dungeon' / Megadungeon style campaign


Recruitment

1 to 50 of 79 << first < prev | 1 | 2 | next > last >>

I'm trying to come up with a campaign style that is most fitting for forum PbP, and I think the best solution so far would be a "Darkest Dungeon" style campaign. Some loose ideas for the campaign:

•The PCs are part of a 'Delving Company' based in a large city. The campaign is broken up into 'delves', adventures into either a static megadungeon, or a randomly generated portions of various adventuring sites (more about that later).
•A delve consists of completing a simple objective: explore X number of rooms, defeat X number of monsters, collect X amount of treasure, or defeat a particular boss monster.
•Delves are either short (no rest), medium (1 rest), or long (2 rests).
•Delves have a difficulty level which signifies an appropriate average party level.
•Let's say we have 4 players. Each starts with a PC at Lvl 1 (naturally). After each successful delve, they can create another PC. Every new PC starts at Lvl 1. The goal is to build out a rotating roster of PCs. The max for a full roster is 20, so 4 players can each have 5 PCs, but only 4 can go on a delve at a time.
•If a player drops out and a new player joins, they start with 1 PC at Lvl 1. If a player drops out mid delve, that PC is presumed dead and the party must complete the delve without them.
•Experience is awarded at the successful completion of a delve.
•You can abandon a delve and retreat, but you gain no experience.
•Delving parties consist of 4 PCs selected from the current roster. This can be a mix of levels. Experience awarded is dependent on the average party level.
•Players are responsible for tracking experience for each PC and leveling up when appropriate.
•You can also 'level up' your resources in town: ie, the armory, the magic shop, etc. by spending gold. This gains you access to higher level items.
•Encumbrance and resources will be carefully tracked.

I think that's about it. I'm open to feedback.

The big question is:
Well, ideally, I would have this be a megadungeon adventure with a few initial delving sites that would eventually merge into one final megadungeon. But, I don't have the bandwith to design that right now. So, options are to randomly generate dungeons for each delve (appropriate to the Darkest Dungeon style) or use an already designed megadungeon (I'm thinking Dyson's Delve) and randomly populate it for the purposes of each delve.

A less big question maybe:
I'm thinking of running this in PF2e, but being strictly a dungeon crawler, there may be entire aspects of the system gone unused. Maybe another system, something like Dungeon Crawler Classics or other OSR would be more appropriate.

I'm just posting this here for thoughts and feedback. I'm nowhere near able to run anything like this now, but maybe like this summer, around August, I might have more availability.


Darkest Dungeon is amazing! :D

A system I could see as a good fit might be Shadowdark?

Megadungeons? Take your pick! Barrowmaze, Stonehell, Rappan Athuk, Tegel Manor, Halls of Arden Vul, Undermountain, Abysthor?


Damn, I'm really interested in this.


1 person marked this as a favorite.

I happen to be a fan of Dungeons, Dungeoneering, digs, delving, dark damp dirt deep demon digs.
I am really lazy, so I would be interested in either PF1e or PF2e (although you know which I would prefer, but whateves..lol.).

Hello All!

BTW, Abomination Vaults is a mega dungeon crawl....


1 person marked this as a favorite.

DCC might be especially good if you're going for the disposable hero vibe.

Also, I'd be pretty happy with either PF (or DCC) :D


Hey DJDust, I'd be game.

It wouldn't be hard to put together five characters. I'd prefer PF1 But I think I could do PF2 if I can stay with basic classes. I prefer rogue and full BAB anyway. I'd be curious to see what the 'full roster' looked like, if we'd keep the same '4' together, or if we'd rotate characters based on the dungeon or what everyone else was playing.


I was in a campaign once and everything was procedurally generated. Come to a door make a roll that lets the DM know what is behind the door: a room, a corridor, a wall etc. Another roll for what if anything was in it. To get the CR right you could have the encounters pre-made if you wanted and plop them in when rolled for or roll those.

I would be interested but I don't play 2E only 1E Pathfinder.


Adventure Path Charter Subscriber; Pathfinder Maps Subscriber

I'm definitely interested in this.

I would be interested in PF2 (It's just too hard to keep all the different rule sets in my brain.)

I really prefer dungeon-crawling to multiple society checks <<grin>>


Adventure Path Charter Subscriber; Pathfinder Maps Subscriber
Robert Henry wrote:

<snip>

or if we'd rotate characters based on the dungeon or what everyone else was playing.

Once a player has a roster of five PCs, we could even choose the PC by lottery. That would be devilishly fun!


Interested djdust.

* I'm a little fuzzy on what the point of making a new character after each delve is. I get that you want to create a roster, but why? Is it so your roster of players each has a roster to choose from at each delve and at various levels? So the players can pick and choose individually and among themselves how best to fill certain roles (as I imagine Delvers would get pretty pragmatic about such things, and less "we all just met haphazardly on the road and we're all halfling casters plus a troll jester) and also try out different classes?

It might be interesting to insert some kind of "Injured" function so that if a character is made unconscious in-delve, they can't be revived and need to be carried out, or left behind so a new team can go in and get them - (kind of like the Rainbow Six Extraction video game, or even Unreal Tournament) which would also create a *reason* to have a roster. I dunno, maybe I'm missing the point.

* I'm not sure what you mean by short, medium or long. Is the physical size of the delve/dungeon constrained by the rest mechanic? What if we don't ever rest? What if we rest twice in the one room? I see you also mention "explore X number of rooms, defeat X number of monsters, collect X amount of treasure, or defeat a particular boss monster," but that isn't always coinciding with when the players decide to rest. Just trying to find the edges of what you mean.

* Would there be options for *any* downtime and/or Dungeon Town scenarios? I've played a couple of PbP's based on a town above a mega/endless dungeon and to be honest my favorite parts were interacting with the hive of scum and villainy in the upworld. If not, that's fine, I don't want to derail your concept. Yet. ;)

* As for system, I'm a shill for PF2 (don't hate me Albion, you know I'm going to do it) and while I appreciate the desire for "simplicity" the OSR and retroclones envision, ultimately I find their lack of granularity quite frustrating. Also (again Albion, stop throwing thing at me!) I would prefer battlemaps and quite detailed delve-maps so we can fully take advantage of both tactics (in battle) and strategy (between rooms/levels). I imagine delvers would be pretty sophisticated with regard to maps and lore. The sale of maps and lore (however dodgy) in itself would be pretty all-encompassing.

* It might be fun to create some factions within the town that are each looking for various different things ("We clear the dungeon"; "We find and catalog monsters"; "We loot the crypts and slay the undead"; "We make our home below"; "If it shines, it's ours"; "We rid the world of the filth of magic" etc), then we could have different characters join different factions, create some rivalries and even encounter faction-bands in the dungeon for extra intrigue, ambushes, straight up fights etc...


*Shakes his fist and cane at OSW* - Damned young'uns!

Now having gotten that off my chest, I do agree maps are important for dungeon delves, mainly if you are going through anything like a 'megadungeon'. Otherwise people will just lose track of where they are.

Not going to be pushing the envelope one way or another regarding system. The advantages I would point out for a more 'OSR inclined' type would be:

- Usually character creation is a fast and simple process. This can be an advantage if you have more than one character, or if death is constantly on the table*
- Usually characters are not as granular (see, I am agreeing with you OSW. Though... You can get granularity on 'oldies' like AD&D2e for example, and others), but that can be an advantage when you are managing several different ones*
- Combat is one of the things which bogs down PbP the most. Simple systems make for simpler and thus faster combats. There are some OSR systems which introduce enough tactical considerations to avoid too much repetition, and still keep combat interesting*

*Just wanted to highlight that if someone is really experienced with a system, these points might also easily apply, regardless of how complex it might be. I understand this is all subjective.


djdust wrote:


I'm trying to come up with a campaign style that is most fitting for forum PbP

I appreciate this thought, but I feel like not having a static PC group is not the right call for PbP. What does the rotating PCs element add? Are you trying to keep experience levels in check?


Andostre wrote:
djdust wrote:
I'm trying to come up with a campaign style that is most fitting for forum PbP
I appreciate this thought, but I feel like not having a static PC group is not the right call for PbP. What does the rotating PCs element add?...

Maybe he's just letting us play some of those characters we made that never got into any games, or their games died too early.

I started looking at characters in my que, I've got 22 not in games. They all have builds and backstories, some more than one. It would be awesome to see five in games, relating to other players in game and possibly to each other off screen.

But they all are PF1, I think I could adapt the crunch to PF2?


I’d favor PF1e. Not a fan of 2nd, have moved on from 3.5, no desire to play ad&d or d&d 5e.

I don’t mind having a roster of delvers. It could let us task organize depending on the mission. Balanced group for exploration, combat heavy for smash and grab, etc.


1 person marked this as a favorite.

Let's answer some questions:

Q: I'm a little fuzzy on what the point of making a new character after each delve is. I get that you want to create a roster, but why? Is it so your roster of players each has a roster to choose from at each delve and at various levels? So the players can pick and choose individually and among themselves how best to fill certain roles (as I imagine Delvers would get pretty pragmatic about such things, and less "we all just met haphazardly on the road and we're all halfling casters plus a troll jester) and also try out different classes?

A: Yes exactly. Plus, I intend this to be a meat grinder, so having back ups and reserves at the ready keeps the game running.

Q: It might be interesting to insert some kind of "Injured" function so that if a character is made unconscious in-delve, they can't be revived and need to be carried out, or left behind so a new team can go in and get them - (kind of like the Rainbow Six Extraction video game, or even Unreal Tournament) which would also create a *reason* to have a roster. I dunno, maybe I'm missing the point.

A: There may also be a sort of recuperation needed between delves, to encourage the utilization of the roster. Something like sanity points may be utilized too.

Q: ]I'm not sure what you mean by short, medium or long. Is the physical size of the delve/dungeon constrained by the rest mechanic? What if we don't ever rest? What if we rest twice in the one room? I see you also mention "explore X number of rooms, defeat X number of monsters, collect X amount of treasure, or defeat a particular boss monster," but that isn't always coinciding with when the players decide to rest. Just trying to find the edges of what you mean.

A: The length or size of each delve may define the size of the dungeon (if I go with the randomly generated dungeon tactic). For instance, a short delve may have an objective of say "Explore 5 rooms", and the dungeon is 6 rooms big, and you aren't allowed any rests. A medium delve may be "Explore 10 rooms", the dungeon is 12 rooms big, and you're allowed 1 rest. A long delve may be "Explore 20 rooms", the dungeon is 24 rooms big, and you are allowed 2 rests. You don't have to use your rests.

So let's say we do the various delving sites idea. You've done a few delves and now have a full roster of 20. Some PCs on the roster are Level 3, but most are Level 1. Choosing your next delve, you'll have some options. At Site A you have a Short Level 3 Delve and a Medium Level 1 Delve. At Site B you have a Medium Level 3 Delve and a Long Level 1 Delve. And at Site C, you have a Long Level 5 Boss Delve. You can maybe choose a Long Level 1 Delve and level up a few of your lower level PCs, or a Medium Level 3 to level up your higher level PCs to prepare for that Level 5 Boss, or go ahead and challenge yourself with the Level 5 Boss.

Q: Would there be options for *any* downtime and/or Dungeon Town scenarios? I've played a couple of PbP's based on a town above a mega/endless dungeon and to be honest my favorite parts were interacting with the hive of scum and villainy in the upworld. If not, that's fine, I don't want to derail your concept. Yet. ;)

A: There will be downtime options and inter-delve events. But, the main focus will be the dungeon(s).

Q: I do agree maps are important for dungeon delves, mainly if you are going through anything like a 'megadungeon'. Otherwise people will just lose track of where they are.

A: I am a stickler for maps and a big fan of tactical combat. Again, I'm exploring either doing randomly generated maps for each delve, or one huge megadungeon map. Not sure which one appeals to me more right now, and I would need to find the right megadungeon or the right map generator.

Q: I appreciate this thought, but I feel like not having a static PC group is not the right call for PbP. What does the rotating PCs element add? Are you trying to keep experience levels in check?

A: I'm not necessarily trying to keep experience levels in check, but that may be an unintended consequence. I think my goal is to place more value on player retention than PC development. As a PbP GM, what grieves me the most is player drop out when trying to craft a story-centric campaign. So, if I switch gears and the story amounts to no more than 'how deep can we go?' and everyone is having fun and keeps posting, then I win. or, if a player does drop out, I don't have to go through narrative gymnastics to try to explain oh why has this level 12 fighter just suddenly appear and where have they been and why haven't they already saved the world? But, I guess I would need to find the right players. This may not be the game for you, and that's ok.

Or, I might change my mood. I'm allowed to do that.


I'm gonna change my mind too, just to get ahead of you. Not sure what I'll change it into. Maybe a free-thinking moral agent. Or I'll just stay as a narky contrarian. I haven't decided yet. Maybe I could dual class...

Thanks for the answers djdust - it all sounds pretty good to me. Will wait for more info as and when you release it.

I agree that players dropping out and new players coming in with new characters is narratively unsatisfying.


I think ultimately it would probably be best for you to run the game in whatever system you feel most comfortable with, as it will make it easier for you to adjudicate the mechanics while crafting a fun story. Just my 2 copper.


Yep, that is definitely good advice.


I'd play this!

Edit with thoughts and details:

I still prefer 1e, but 2e's deadliness might be a better fit for this than traditional RPG playing. Like Robert Henry, I have a stack of 1e characters I haven't gotten to play either in a while or ever.

A thought: short delves could allow rotating DMs. My best campaign ever had several rotating DMs. Defer to your vision, of course!


djdust wrote:
But, I guess I would need to find the right players. This may not be the game for you, and that's ok.
It's aggravating that you specifically asked for feedback, and I gave feedback, and the response ended with a comment like this, discouraging me from this game.
Quote:
Or, I might change my mood. I'm allowed to do that.

I'll allow it.

I don't dislike the idea, I just didn't know what the intent of the rotating PCs was, especially in regards to "a campaign style that is most fitting for forum PbP." For what it's worth, I had considered a similar idea a while back, but I never ended up implementing it.


For me, more than… Hmmm… Two PF1e or PF2e characters become unmanageable after around level 3-5,or something like that. Too many moving parts.


2 people marked this as a favorite.
djdust wrote:

...I think my goal is to place more value on player retention than PC development...

Or, I might change my mood. I'm allowed to do that.

I was trying so hard not to comment, but it's been an exhausting, fun-filled day and my filters down. So, I'm doing something foolish that I'll probably regret later.

First, I'm going to chime in with a couple others and say play the system you want. I'm also going to say play the 'game' you want to play.

But it sounds like you're trying to build a game that will get people to stay. I don't think any format will guarantee that. If you want to start a game with a really good chance of not losing players, I think you'll need to be really specific about the selective process, more than about the game you're running.

Yes, give as much information about the game, your expectations and your style as possible. Then be super selective about who you pick. Be willing to ask folks you've played with, be willing to be up front about the process be willing to use unconventional methods of recruitment.

As you've said, you probably won't start until late summer. Prepare the game you want to play. When you recruit use methods that are brutally honest about what you want, then examine the applicants to see if their history matches what you're looking for.

I know all of us have had good reasons to slow down, drop out of games, or stop playing for a time. I'm not saying this to upset anyone. But numbers are real and reputations matter. Be willing to ask around a little and trust what you see and what people you've played with tell you; more than what folks say in their recruitment application.


Invitation is not by any means a bad method of "Recruitment " with the motivation being a...s@#$!....I totally list my train of thought...

Cohesive?

Permanent? Hmmm....seems a bit Permanent.

Fun? (Hehe) it is a game afterall.

Longevity? Got pills for that....

I get that anyones(?) goal of a Recruitment is to find the Cohesive, Permanent, Fun group that has Longevity.

If you stayed around these Boards long enough, you do begin recognizing Names that grow familiar. Recognizing those that have staying power is not too difficult, although that also disallows the new person a shot at a Table.

Balance is not just for Irorians.

If one runs a formal Recruitment then it should be open.

Also, one has the option to toss out invitations to those they deem fits the Table that they want to run.

You are running. Your choices are your choices.

Have fun in any case!


Robert Henry wrote:
djdust wrote:

...I think my goal is to place more value on player retention than PC development...

Or, I might change my mood. I'm allowed to do that.

I was trying so hard not to comment, but it's been an exhausting, fun-filled day and my filters down. So, I'm doing something foolish that I'll probably regret later.

First, I'm going to chime in with a couple others and say play the system you want. I'm also going to say play the 'game' you want to play.

But it sounds like you're trying to build a game that will get people to stay. I don't think any format will guarantee that. If you want to start a game with a really good chance of not losing players, I think you'll need to be really specific about the selective process, more than about the game you're running.

Yes, give as much information about the game, your expectations and your style as possible. Then be super selective about who you pick. Be willing to ask folks you've played with, be willing to be up front about the process be willing to use unconventional methods of recruitment.

As you've said, you probably won't start until late summer. Prepare the game you want to play. When you recruit use methods that are brutally honest about what you want, then examine the applicants to see if their history matches what you're looking for.

I know all of us have had good reasons to slow down, drop out of games, or stop playing for a time. I'm not saying this to upset anyone. But numbers are real and reputations matter. Be willing to ask around a little and trust what you see and what people you've played with tell you; more than what folks say in their recruitment application.

Definitely this!


2 people marked this as a favorite.

Personally I'm pretty much done with "Standard" Recruitments. I prefer to game with people I know and gel with, personally and narratively. Multi-page recruitments with endless lists of requirements (20 Questions about You IRL, 40 Quick'n'easy notes about your character's third favorite childhood memory, including three narratively powerful roleplay samples, 20 totally indistinct reasons you like/dislike Caster/Martial Disparity in your least favorite RPG system (choose from these 16, or you can add more if you clear it with me)) and so on, and then only 6 get picked, only for two successful applicants to disappear within 20 posts/two weeks and a third to drop out becoz ....reasons.

I have a solid bunch of people I play with across a tatterdemalion pastiche/tapestry of games/systems. We come together to play, argue, frustrate and annoy one another (mostly my fault as the aggravated/aggravator). I'm not a GM yet as I don't want to overstretch myself, and am only now confident I could actually get Google SLides to work. But mostly the Discussion threads are the lifesaver - to query rules, talk about our favorite/least favorite systems and kvetch about how he do and don't like certain things. It helps that most of us are over 45 and largely settled. We give a heads up as to our availability, are honest about what we can and can't do, and we post fairly regularly. It can be slower than I like at times, but I have to be honest and say that if it all went faqster across all my games I'd likely freak out, burnout, quit or all three.

Yes, it prevents a certain amount of "new blood" and new players, but even when I did participate in Recruitments I would bow out here and there in favor of new players getting a go.

So I would echo Robert Henry (and applaud Dorian's Cohesive/Permanent/Fun - CPF sounds like either a authoritarian health fund or an obtuse RPG) in saying that I prefer a GM to absolutely work out the game/style they want to play, and then absolutely be brutal about who is going to play in it. And absolutely communicate as much as possible in the Discussion thread to generate a sense of community or group cohesion amongst your group. Laugh. Cry. Tear strips off each other, in a kind and meaningful way.

(Donks Albion over the head with a beloved copy of the ADnD DMG. "You old....wizened...neckbeardy grognard!!!)


If you don't mind creating your own encounters or using existing products random encounter tables (back of any Adventure Path book usually has several), I'd recommend 0one Games' product line, especially their boxed sets and Blueprints lines. Literally just maps which you can then use the encounter tables of other products to fill up with level appropriate encounters.


pinvendor wrote:
If you don't mind creating your own encounters or using existing products random encounter tables (back of any Adventure Path book usually has several), I'd recommend 0one Games' product line, especially their boxed sets and Blueprints lines. Literally just maps which you can then use the encounter tables of other products to fill up with level appropriate encounters.

Looking at the product page of THIS ONE they look pretty good.

Similarly, there is the Donjon generator which is a free and easy to use site to create/generate an endless supply of delves...


Oceanshieldwolf wrote:
pinvendor wrote:
If you don't mind creating your own encounters or using existing products random encounter tables (back of any Adventure Path book usually has several), I'd recommend 0one Games' product line, especially their boxed sets and Blueprints lines. Literally just maps which you can then use the encounter tables of other products to fill up with level appropriate encounters.

Looking at the product page of THIS ONE they look pretty good.

Similarly, there is the Donjon generator which is a free and easy to use site to create/generate an endless supply of delves...

Hmmmm, the second image seems to be the same as the first...


If memory serves (flip a coin today), the (Donks Albion over the head with a beloved copy of the ADnD DMG. "You old....wizened...neckbeardy grognard!!!) was perfectly thick for such Shananagins....lol.


Oceanshieldwolf wrote:

Personally I'm pretty much done with "Standard" Recruitments. I prefer to game with people I know and gel with, personally and narratively. Multi-page recruitments with endless lists of requirements (20 Questions about You IRL, 40 Quick'n'easy notes about your character's third favorite childhood memory, including three narratively powerful roleplay samples, 20 totally indistinct reasons you like/dislike Caster/Martial Disparity in your least favorite RPG system (choose from these 16, or you can add more if you clear it with me)) and so on, and then only 6 get picked, only for two successful applicants to disappear within 20 posts/two weeks and a third to drop out becoz ....reasons.

I have a solid bunch of people I play with across a tatterdemalion pastiche/tapestry of games/systems. We come together to play, argue, frustrate and annoy one another (mostly my fault as the aggravated/aggravator). I'm not a GM yet as I don't want to overstretch myself, and am only now confident I could actually get Google SLides to work. But mostly the Discussion threads are the lifesaver - to query rules, talk about our favorite/least favorite systems and kvetch about how he do and don't like certain things. It helps that most of us are over 45 and largely settled. We give a heads up as to our availability, are honest about what we can and can't do, and we post fairly regularly. It can be slower than I like at times, but I have to be honest and say that if it all went faqster across all my games I'd likely freak out, burnout, quit or all three.

Yes, it prevents a certain amount of "new blood" and new players, but even when I did participate in Recruitments I would bow out here and there in favor of new players getting a go.

So I would echo Robert Henry (and applaud Dorian's Cohesive/Permanent/Fun - CPF sounds like either a authoritarian health fund or an obtuse RPG) in saying that I prefer a GM to absolutely work out the game/style they want to play, and then absolutely be brutal about who is going to play in it. And...

Hahaha, everything is right about this post, so I will just shut up.

Will run away with your copy of the AD&D DMG though :D
(Full disclosure - I actually managed to get my hands on one of those recently - grognard indeed!)

Grand Lodge

I have all but the ADND Monster Manual. Never had a chance to play!!!


My Monster Manual disappeared in a move at some point. Very disappointed.


Between deployments and then traveling stateside I found digital copies much better. About 12 years ago I sold all of my AD&D and Basic D&D books on ebay. Made a pretty good penny actually.


1 person marked this as a favorite.

Personally, I love making characters so I don't mind the recruitments with all of their eccentricities. I see it as another chance to make a character with some strange framework. Admitted, I'm not fond of magic so I tend to move around with fighter/ranger/rogue builds with some minor spell casters every now and then such as war priest/inquisitor/bloodrager. Apparently most of my builds are too vanilla for most but I have fun making them.


I very much appreciate everyone's feedback. Believe me, I understand that life happens and that this is just a game and shouldn't be at the top of people's priorities. I have played with several posters in this thread, and I know them to be good and reliable players, and I'd have them at my table any day. I don't mean to be disparaging to anybody. My goal is not to control how other people show up, but just to protect myself from burnout, hurt, and frustration.

What I've arrived at is I have two games that I'm feeling inspired to run, and I'm trying to see if I can merge them into one game. At this point I don't know if that's possible.

The first game is the 'Darkest Dungeon' inspired game with the roster and randomly generated dungeons. Some further thoughts:
•I think I have a good setting for this game.
•After exploring some random dungeon generators, I think I'd go with the DonJon generator as it has the most control over parameters.
•I actually think PF2e would be a great system for this as literally EVERYTHING in the system has a level attributed to it.
•I'm still learning 2e, and this could help as level progression might be slowed by using the roster system, so that means running more lower level encounters and really learning the ropes.

The second game is the megadungeon game. Some further thoughts:
•This may be a more typical game, but could also utilize the roster system.
•I've thought about running Abomination Vaults, and this would mean less prep for me, but the problem is I really want to PLAY this AP.
•I feel most attracted to Dyson's MegaDelve, which is really just a set of maps that I'd have to populate myself. But it's a really cool set of maps!
•This could be a PF1e or 2e game. I actually feel quite comfortable in being able to throw together 1e adventures pretty quickly. But, I'm starting to prefer 2e. Iunno, still could go either way.

Out of the two, the first sounds easier to put together and run. The second will take more upfront prep. I may end up running both. We'll see.

Grand Lodge

I will say you seem more excited about option one. As for me I am not a 2e Pathfinder guy so I'd not apply.

Im currently doing a 5e Temple of Elemental Evil ans might run a Warhammer 4e Fantasy game as well if I dont get another game as a PC.


@djdust:

I'm in for option 1 if it is PF2. And i does kinda seem like you could segue the Option One into the Option Two over time...

As for Abomination Vaults, I'm also keen to play it, but I'd also possibly be interested in running it "at some point*". I don't actually own it yet either in digital or physical.

Also, you've been so kind to me over the years, I feel like it would be a good way to repay the kindness...

* I would probably need: a copy of AO; possibly to run a short intro/one shot to ensure my fledgling "understanding of Google Slides" is workable; a couple of the games I'm in that seemed to have lost their GM to...become fully inactive; some other heretofore event to unfurl to tell me it is the right time.


Agreed that option 1 seems the best fit for what you are looking for djdust. I would not apply, but I still think it would gauge more than enough interest.


FWiW I could never get into PF2e so if you go that route I'm out.


djdust wrote:
The first game is the 'Darkest Dungeon' inspired game with the roster and randomly generated dungeons.

Hmmmm, the 'Roster' and 'Random dungeons' using PF2. As you know I'm still learning PF2, but I think Ivar and a few of his friends could feel right at home there. My biggest question about the 'roster' system is what you expect folks to play, and if it would gel well with what others would play.

Personally, I'd stick to combat and rogue types. It's just what I prefer. Would that interfere with what others wanted to play? Especially if we are doing four characters per 'crawl'?


I would have no expectations personally, you play what you want to play. You'll likely start tailoring your party according to what you come to expect in each delving site, ie the 'Crypts' will be full of undead, the 'Forest' might be malevolent fey and wild beasts, etc.


djdust wrote:
I would have no expectations personally, you play what you want to play...

Cool, I didn't figure you would mind either way. I just have a thing for 'balanced' parties. I know it a little Anachronistic, but I have trouble letting it go.


I’d definitely be intrested in either of those proposals when they come together! I feel like having a slightly unbalanced party wouldn’t be terrible (especially in 2e)!


Traditional Balance term is not really applicable in PF2e.

I have been lucky to have participated and completed 3 APs thus far and in a 4 or 5 person party nothing was too unachievable by at least one player. Usually multiple in particularly common areas.

Although that being said, I participated in PFS1e Season 6 with all Wizards....


1 person marked this as a favorite.

I'd be game for either concept. Moderately more intrigued by option 1, would be happy to do option one with 2e, even if I still prefer 1e because of more years of exp in that system.

Option 2 would still be super cool though! A megadungeon is a megadungeon.

I think it would be elegant to let one lead to the other.


All this sounds fun, and given I've played or am currently playing with some of these names, I feel good about jumping in as well as a player. I like 2e combat, but I also like 1e, so I have no strong preference for either really. I do agree 2e is deadlier though, so it may work out for rotating cast. The only issue I do see is if the cast doesn't level properly, we may have like a few level 20s and a bunch 1s. Though I do enjoy that anime about the dungeon... is it wrong to pick up girls in a dungeon I believe its called.

I'm in for it.


1 person marked this as a favorite.

Lol, I just tried playing a bit of Darkest Dungeon, starting a new game, and I lost a character on the opening quest, and then proceeded to have to retreat out of the next three embarks due to people dying left and right.

It's been a while so maybe I'm just out of shape...


fatmanspencer wrote:

The only issue I do see is if the cast doesn't level properly, we may have like a few level 20s and a bunch 1s.

I see this as a potential problem too, and I think the solution is to adopt the stage coach and barracks mechanic from DD.

You'll start with a barracks size of 8, and you can spend money to expand it, to a max of 20.

You can also spend money to upgrade your stagecoach, meaning you can create new PCs at higher starting levels.

You'll also be able to upgrade your blacksmith for access to higher level arms and armor. Same for magic shop, alchemist, and general outfitter too.

I'll be looking for a good stress/sanity mechanic too, so we can also have distressors in town (church, tavern, etc.)


I think you meant de-stressors, but in real life being in both taverns and churches make me feel distressed.


Oceanshieldwolf wrote:
I think you meant de-stressors, but in real life being in both taverns and churches make me feel distressed.

Ewwww, people.

1 to 50 of 79 << first < prev | 1 | 2 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Interest Check in a 'Darkest Dungeon' / Megadungeon style campaign All Messageboards

Want to post a reply? Sign in.