What are Dungeons?

Here’s what I’m thinking of dungeons in my current campaign world. It might be good to put it into words.

  • Dungeons are like tumours growing in a body exposed to toxins and radiation.
  • Dungeons are like the protective patina that forms on copper when it’s exposed to weather.
  • Dungeons are like the swelling around an infected wound.

In this case, the radiation, weather, and infection are all the Other, the strange cthuluuverse that wants to devour the world.

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Why do Heroes go into Dungeons?

Well… its not that heroes so much go into dungeons, but that they come out of them. Sometimes. Well, there are three ways you come out of a dungeon. Dead, running away to never return, or as a Hero.

  • Dead people are buried.
  • Scared people go hide and aren’t noticed again.
  • The rest get… weird, so we call them something: Hero.

Thus, Heroes go into dungeons, because they are the only people that get remembered.

And then Heroes keep going into dungeons, until they become dead (as they generally don’t become Scared due to their twisted perception of risk).


Making Weapons Interesting Pt. 3

As per the first and second post on this, I’m trying to get some decent weapon properties to differnetiate the weapons used in Disposable Heroes (my personal D&D variant).

If possible, I’d like to solve many different things with one fix. Something like having damage dice also be weapon durability and initiative would be good (though not necessarily exactly that combo!).

Anyways, I did some math (or lots, maybe). Basically, I calculated what the average damage of different damage modifiers were, against no to full armor (damage reduction), to make sure that regular weapons in the same category were decently equal.

If you wonder why I’m so harsh with this equal damage thing, it is because I want to remove the notion of an overall “best” or “most damaging” weapon, and make it all situational.

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