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DB Blog
by Stefan Pietrazsak

9-18-2005: Happy Days
Dungeon Bash is now half a year old, and I'm still waiting for the first negative feedback. Don't get me wrong, there has been criticism here and there, but not a single one of you seems to be anything less than happy with this game - and that's the way it's supposed to be. You won't believe how happy I am that you enjoy my creation (nevertheless, if you've got some rule bothering you, please tell me about it).
Then again, you ain't seen nothing yet. Trust me on this one - the direction Dungeon Bash is taking will make it work and play like no other game in history.
Truth to be told, I love this game. I wanted to design something like it - a true RPG/boardgame hybrid - for years, even long before d20 came along. Character development and combat are both pretty complex (thanks to d20), and there are NPCs to encounter, These things alone makes Dungeon Bash superior to similar games in my opinion. But that's no need to stop there.
One thing I always wanted to include were setting different from the dungeon. Why do similar games only focus on the dungeon, while there's so much else to explore?
DBX: Urban will take you on a tour through the city, whether you're shopping or adventuring. DBX: Wild will do a similar job for the countryside. All things added, Dungeon Bash will not just be a game you'll love to play (as it hopefully already is), it will also be a gigantic toolbox for the overworked Game Master at the same time.

But I've told you about the two expansions already, haven't I? So I'll stop here - sometime soon I'll show you some example cities generated with the rules found in DBX: Urban. Hope to see you there.

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All original material is © 2005 by The Other Game Company and Stefan Pietraszak unless stated otherwise. Read the Open Game License here.