Dungeon Crawl Crash Course

This is a crash course for Dungeon Crawling. By the end of this page you should understand the general gameplay loop, be ready to roll up a character and sign up for a session.

Gameplay loop:

Dungeon crawling usually consists of the player repeatedly entering 1 extremely large dungeon, then returning to a home base to resupply and rest. The dungeon is often extremely dangerous, slowly eating your supplies, HP, and patience. Your character will often die. 

The gameplay loop is as follows

In town

  1. Players pick roles
  2. Leader describes their goals for the session
  3. Players pick PCs
  4. Buy supplies
  5. Choose where to enter the dungeon

In Dungeon 

  1. Mapper will map and direct the party, torch bearer will hold the torch.
  2. Navigate to the goal without raising the alert level too much
  3. Fight or negotiate with enemies
  4. Accomplish goal and Leave the Dungeon

In Town

1. Players pick roles

There are 3 main roles in this version:

The Leader: The leader will decide the overall goal for the session, and they have final say on decisions in the dungeon. There should still be discussion on how to best accomplish the goal, but the leader should keep the players on track. The leader also has the responsibility to know the strength and weaknesses of their party so they can make well informed decisions.

The Mapper: The mapper should be keeping records of the map, and be directing the party through the dungeon. They should warn the leader about potential traps, treasure, enemies, etc, that are marked on the previously made maps.

The Torchbearer: The person who holds the torch for the party. They need to have 1 hand free so that the party can see during exploration and combat.

Other roles can include:

  • Healer
  • Support
  • Trapfinder
  • Tank
  • Magic User

2. The leader describes their goals for the session: There are generally 3 goals the leader will attempt to go for in this game. 

  • Mapping/ Exploration Goal: The leader might try and brave uncharted areas of the dungeon. You should be marking down traps, rooms, doors, enemies, treasure, and other POIs so other adventurers can come back through and navigate the dungeon with less risk. You may also unlock shortcuts, and find new entrances/exits to the dungeon.
  • Treasure Goal: Sometimes treasure can be seen, but is not accessible on the first playthrough due to hazards. Lower levels of the dungeon have more treasure than the upper levels, and can have large treasures that can be sold by the party.
  • Boss Goal: Bosses drop valuable items, and can make the dungeon safe for players later on. They can also guard various permanent upgrades for PCs.

3. Players pick PCs: Players should pick PCs based on the roles they are taking. The leader is at the front of the party, so they should be able to take more hits or dodge traps. The torch bearer needs to be able to hold a torch, so perhaps a 2 handed weapon fighter is not going to be the choice you want.

They should also pick based on the goal. If your goal is to kill a boss, make sure you have enough heavy hitters in your party to take them down. If you’re exploring, trapfinders are very good at keeping the party alive.

4. Buy Supplies: Players will buy supplies from the various shops around town. They can also buy upgrades for the shops, unlock new classes, buy XP, or build new shops for the party to shop at. Consider what you will need in the dungeon, and make sure you leave some room for treasure.

5. Choose where to enter the dungeon: 

In Dungeon

6. Mapper will map and direct the party, torch bearer will hold the torch: the mapper may need to screenshot the map, as well as tell the party how to get back to the exit. The torchbearer must hold the torch, and also keep track of how many torches are being used. (each torch burns out after about an hour, or 6 rounds in game time)

7. Navigate to the goal without raising the alert level too much: when in the dungeon, doing actions that are loud, such as shooting, kicking down doors, and breaking pots, will raise the alert level of the dungeon. When the alert level goes up, stronger monsters will wake up and start moving around the dungeon. At the highest level, dragons will begin roaming the caves.

8. Fight or negotiate with enemies: enemies may attempt to fight you for valuables, supplies or lives. You may be able to negotiate or run away, but combat is often inevitable in the dungeon. Combat always raises the alert level.

9. Accomplish Goal and Leave the Dungeon: Once you have accomplished your goal, leave the dungeon.

Repeat all steps next session.

Next, we will roll up characters