If you know me, you know I’ve been working on a game called Dead Parents Dungeon. I’ve been looking for a new Thursday project since 17 to 01 wrapped (I don’t produce daily content here, but that is my goal). I considered a 17 to 01 YouTube series, a Chrome extension development blog, a podcast/journal for a new roleplaying game with the guys, and a second 17 to 01-esque podcast with other folks. But then I realized I’ve been working on DPD for a while and I need to get it done. In fact, it’d be shitty of me not to work on and bring it to completion. Besides, I try to keep random projects for Wednesdays and I might use that to float some of those other ideas.
The idea behind Dead Parents Dungeon (DPD) is that a single deck of cards can accommodate 1-5 players who control Adventurers. The Adventurers will complete dungeons and use the Scars & Silver they earn from the dungeon to have kids who become Adventurers. The cycle repeats until a player’s Adventurers retires and the player who reaches ten points of Retirement first wins.
The turn starts in the village, where players roll dice to have babies and get cards that represent Adventurers, Rumors (dungeons), Gear, Twists!, and Retirement. After the village phase, if someone’s played a Rumor, players use Monster and Musty Chamber cards to bid on which of the other Adventurers get to come along (the most dangerous cards get you into the dungeon).
In the dungeon, the party of Adventurers is put into a screwed order, which determines the most screwed Adventurer. All of the bid Monsters and Musty Chambers are made into the dungeon. The party then flips Musty Chambers, checks for traps, then flips the Monsters for that room and rolls combat. If they defeat the Monster, it’s added to the dungeon’s loot pile. If they don’t, they’ll suffer consequences and the Monster is discarded.
At the end of the dungeon, everything in the loot pile is added up and Adventurers gain levels (additional Adventurer cards), Gear, and Scars & Silver.
That’s the broad strokes. I only write up comprehensive rules and every time I template cards, they have to change. I’ll write about that next week.
-Rules and Cards (good example – How to get adventurers into a dungeon? How to make dungeons dangerous? Ranking monsters and bidding to get into a dungeon.)
-The types of cards
-The Most Screwed System
-The original idea (evolution)