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The first post laid out the tools of the game, now this one sets down the adventure flow, with specific focus on the meta-game that the DM commands.
The Goal of HAMMERCRAWL!
The characters’ main purpose is to venture out into the depths of a dungeon, kill monsters and gain loot, and then make it back to the surface alive in order to enjoy the primary benefit of those rewards: Experience! The longer they stay on a run, and the deeper into the dungeon they go, the greater the reward, and the darker the dangers. Read More »
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(This post has turned into something much larger than expected, so I’m breaking it up into multiple posts)
Last year at Gamestorm 2014, a few conversations on “roguelike” gaming experiences led me to come up with an on-the-fly method for character-grinding adventure gaming. With but a single simple Chessex d12 Dungeon Die, a handful of those custom Warhammer Fantasy Third Edition RPG dice, a Swords & Wizardry monster book, and a stack of random characters from Save vs Total Party Kill, we had a rip-roaring time plunging into unknown dungeons (and looting the bodies of fallen compatriots after every battle).
From this was born HAMMERCRAWL! – my nickname for this evolving method of using collated existing tools for immediate, “procedurally-generated” roguelike tabletop dungeon crawling. The idea is to have everything I need to run such a game on-hand in the size of a custom GM screen, or less. This year, I want to give HAMMERCRAWL! a second go at the coming Gamestorm 2015, and hopefully get things into a more well-oiled machine than the previous attempts. To assist with this, I’m keeping notes here on the various pieces and how they fit together.
First off, things that HAMMERCRAWL! is not:
- HAMMERCRAWL! is not core game mechanic: It uses old-school D&D/retroclone rules – pick one of your choice, there are plenty!
- HAMMERCRAWL! is not a system for generating story: If you want Story, you’ll have to add that part yourself.
- HAMMERCRAWL! is not a method for campaign gaming: The various tools here are collected for the primary purpose of one-shot gaming; long-term use of HAMMERCRAWL! might not be fun, unless you and your group are exceptionally masochistic.
Instead, HAMMERCRAWL! is a system for randomly generating the “bottom line” elements of a dungeon crawl: Characters, Dungeon Rooms, Traps, Monsters, and Treasure. And it’s certainly not for everyone, especially those who want a more stable, fleshed-out gaming experience that lasts more than a single pick-up or con-game session. Read More »