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[Dungeonfuckers] Dungeon Moves

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Member

Simon C

posts 90

6:01 am August 30, 2010

One of the things I'm trying to do with Dungeonfuckers is to present an alternative way of encountering and experiencing dungeons in roleplaying games. I want to make them feel like dangerous, liminal spaces. People go in them and come out changed.

After talking to Dan in that other thread, I had a kind of breakthrough and re-wrote my rules for dungeons. They're here: http://dl.dropbox.com/u/116449…..0Moves.pdf

I think that they're a pretty accurate presentation of how I've been running dungeons when I playtest the game. What I need to know is if other people can follow these instructions. I'm also not at all sure I've got the Dungeonmaster's agenda right.


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