Dan Rulez!
No really. I have my own house rules, and they change all the time. Call it playtesting.
This document will be updated as new things turn up and old things fall out. Grouped by the most useful headings I could think of.
Character Creation & Management
- New characters may roll on the Peculiarities Table up to three times, in order. They choose to accept or refuse a result, but once they refuse they can't roll any more.
- Provisions can be stored three deep in a single inventory slot.
- Silver pence takes up one inventory slot per 1000p
Dungeons
- If the party has not left the dungeon by the agreed end time of the session, then everyone has to succeafully test their luck or else roll on the Escape the Dark Dungeon table (and see below).
- Operates on a 10 minute dungeon turn where everyone can do one thing. It is recommended that the GM either uses the initiative deck or simply goes around in a circle, asking what they do every turn, marking off the passage of one dungeon turn for every full pass round the table. This ensures players stay aware of the passage of time AND get to do something every turn regardless of shyness or overbearing PCs. Additionally, force them to commit to an action on the first ask and, if it's not something you can resolve without knowing what others are doing, come back to it in a second pass of "resolutions". This can break down when there are lots of players unless the GM can remember what's happening, in which case just resolve immediately with other players giving input on what they WILL do.
- Search. Searching a room requires an appropriate (Advanced/) Skill roll along with a specific intention. Core intentions being to find traps, search for treasure, or inspect for secret doors (others are possible if desired). Trapping is only good for finding traps, Awareness can be used for any one of the three core intentions, other skills are appropriate for other things and circumstances but the GM is recommended to be conservative. However, a PC may instead always opt to Test their Luck to search a room for treasure/traps/secrets all together. If there is nothing specific to be found in a location and the player rolled a successful Luck Test, roll on the Lucky Find table as a consolation prize.
- Eat. Eating a Provision takes a Dungeon Turn. If they get interrupted by an encounter they can finish their meal as long as they don't run away.
- Listen at a door. Listening at doors takes a turn, Awareness or other appropriate roll, and requires everyone else to be at least somewhat quiet for the turn. This can also include peeking through keyholes or through cracks, as circumstances dictate. Even on a failure they will learn any obvious things.
- Break down a door. PCs can break down a door by spending a turn going at it with something like Strength or Axe Fightings etc rolling versus the door. Doors have a skill of 1-24, with 1 being a garden shed and 24 being a steel bulkhead. If the tools being used could conceivably weaken the door without breaking it right away, reduce the door's skill by 1 for every turn someone is trying to break it. An axe will weaken a wooden door, but it won't weaken a steel bulkhead.
- Exploration Movement. Moving from one location to another while exploring and receiving the full gamut of mapping information takes one turn. This is the player saying please show me the shape of this room so i can map it. If they don't ask (ie explore move) they don't get.
- Fast movement. Running through a dungeon at top speed means no map information, only vague and possibly incomplete information on what you see, and it's loud. Three rooms per turn.
Encounters
- Checking for random encounters works by asking a random (use initiative stack) character if they would like to Test Their Luck. Do this once every six Dungeon Turns, or six hours while Hex Moving. Fail/refusal means an encounter.
- Leaving combat can be done by taking a turn just withdrawing and nothing else. If you spend a second turn doing the same without having been injured (lost a Fighting roll) or specifically blocked, you leave combat, flee, run away, and otherwise may not return until it has ended.
Escape the Megadungeon
If the agreed upon end time of the session appears and PCs haven't got home, they must roll to see what happens.
The PCs may each Test their Luck. If they succeed, they get back to their homebase in one piece, hooray hooray! Everyone who fails rolls 1d6 and consults the following table.
- You trip over some treasure on your otherwise uneventful way back. Neat.
- In the rush to get home you dropped something. Roll 1d6 on your inventory list and lose that item.
- You get lost and arrive back just in time for the next session. Start your next game with half Stamina and Luck, and having eaten all your provisions.
- to 6. Fight for your life! Without time to recover in any way, take damage as Sword and roll on this table again.
OPTIONAL: Give them a chance to run back at top speed. Ask for their exact route back. Roll 1d6 for every room they need to pass through. If anything comes up as a 1, roll on the table above.