Dungeon StompHello, I know this sounds ambitions. I have had this game in my head for years now. I actually never thought it could be played online. I had alway imagined it as a board game I would someday make. Well, screw it. I am not going to make a board game.
I am going to try to this way instead.
I only want 4 players at the start. First come, first serve. The world is potentially persistent, so feel free to get on the list. If someone blows up the world, then we will start again on a new map.
Dungeon Stomp is a game where each player control one or more full parties of adventurers as they delve into dungeons and do their lords bidding (you).
This is a macro RPG. The rules are highly simplified, and this it is a hybrid of RPG and strategy.
Build parties, send them to conquer and hold dungeons, conquer your enemies.
Map (still in editing)
Documents used:Each player has a private doc shared with GM.
There is a spreadsheet for the main map, all party movement is visible to all players.
We will be using Google Docs to run the game, you will need a Google account to play.
Concept:Players control entire parties of adventurers in a competition to control the realm.
Parties are comprised of multiple adventurers and act as single units, they can be moved about a world map and can enter dungeons.
Dungeons hold powerful prizes at their hearts, players must penetrate and defend these dungeons to hold their innate powers.
Parties:Parties are hired from available adventurers at the inn. There is a list that is available to each player.
Parties may contain any mix of classes and any number of character the player can afford.
A party can only be formed by a party leader who is located at a town. A party leader can be any character who has attained level 6.
Classes:There are 4 classes in the game: Warrior, Rogue, Mage, and Priest
Warrior:
Primary: defense
Sedondary: damage
Rogue:
Primary: Trick
Secondary: Morale
Mage:
Primary: damage
Secondary: defense
Priest:
Primary: Healing
Secondary: Morale
Movement:Any party may move a total of 3 squares per turn.
Any party may delve one dungeon level per turn.
Dungeons:Each level is considered a single encounter.
The party may encounter traps, monsters, and other parties.
Each level of the dungeon, before being delved for the first time, contains treasure.
The final level of each dungeon allows the controller some special power.
Dungeons must be defended if they are to be kept from other players.
Towns:Each town owned provides the player the ability to control a party.
Parties are hired from towns, all parties are hired from the main list.
Towns have a standing militia, capable of defending at a level of 2.
Armies:Each town owned bya player allows an army of a strength of 1. Armies can be combined to build bigger armies.
Armies led by parties gain a bonus.
Combat - Player vs. DungeonAt each level, the player must face a series of both traps and encounters.
The quantity of traps and encounter is determined randomly for each level
If the player clear the whole dungeon, they claim the ultimate power of that dungeon.
If the player owns a dungeon they may assemble traps and encounters to defend it. They may also station parties to defend it.
Each dungeon level can be completed in a single turn.
Combat - Player vs. PlayerAt any time two parties controlled by different players are in the same square or dungeon level, a battle may happen.
If both player agree to fight, the battle begins.
If both players choose to stand down, there is no fight.
If one players chooses to retreat, a simple roll is made to determine retreat status.
A combat is determined in a single turn.
How combat is resolved:I have a very complex spreadsheet over here...yeah I make it up.
All joking aside, it is essentially a paper-rock-scissors situation.
Wannabe'sEmperor_Jonathan