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Got a question regarding Dungeon Bash? Maybe you will find the answer in this FAQ. Latest updates to this FAQ are marked red.
PART 1: GAME CONCEPTQ: Dungeon Bash? What's that supposed to be? A: It's an adventure game, a board game, a roleplaying game, and more. It's based on the popular d20 System - and basically all it does is to add rules for randomly generated adventures. Q: Adventures are randomly generated? A: Everything, from the adventuring party's quest, to the dungeon, encounters, non-player-characters, treasure, and so on, is randomly generated. We've taking this to the extreme in the last chapter - the solo play rules: because everything is generated on the fly, you don't necessarily need a Game Master to run a game of Dungeon Bash, and that chapter tells you how your opponents behave and act, among other things. Q: Is this really still a roleplaying game? A: Yes, in a way, but that depends on your definition of roleplaying. Dungeon Bash has classes, level, spells, treasure... Q: Does Dungeon Bash make use of tables or cards for randomization? A: Both, actually. You can choose whichever you prefer. (Note: the initial release will only feature the tables, but the cards will be added soon thereafter - for free, of course.) Q: What do you mean by "solo play", and how does it work? A: Oh, that's a complex topic, and truth to be told it's the meat of the DB-system. But our definition of solo play is: a game played by one or more players (each with one or more characters, so that ideally a party consists of four characters) but no Game Master. That's right, nobody has to play the victims ;) DB introduces some new mechanics (called Armor Factor, Opponent Type, and Reaction Flow-Charts) to enable the party's opponents to act in a logical way without any player running them. Q: So the opponents' reactions aren't random? A: No, there aren't any dice rolls involved. The solo play rules describe at length how different opponents will act depending on circumstances. For instance, all opponents (those with intelligence, at least) will check if they're mortally wounded, and if so they'll try to heal themselves (by whatever means possible). An opponent in melee will attack the player character with the least amount of armor (that's what the Armor Factor mentioned above is for). And so on. Q: How does the Dungeon Generator work? A: Both cards and tables work the same: one roll or one draw generates as many tiles as the party can see right now (a single room, or corridors up to a dead end, intersection, and so on). That speeds up the game considerably, while at the same time it generates a believable dungeon. Q: Which character levels does Dungeon Bash support? A: Levels 1-20. But there's no stopping you designing your own material for epic levels. Q: I'm not sure if Dungeon Bash is a game for me. Or is it? A: That depends on your personal tastes, of course. First, let me tell you what Dungeon Bash is not: a game to substitute your regular roleplaying sessions, as it's not a full roleplaying game. That said, if you like hack'n'slash entertainment but still crave a solid and complex system for character development, by all means check it out. PART 2: RUNNING THE GAMEQ: Man, there's a whole lot of tables! And you constantly need to flip back and forth through them. Couldn't you design them in a way that this isn't necessary? For example, you could group all tables by APL (Average Party Level), and add all opponents for that APL too. A: If only that would be possible! Treasures aren't generated by APL but by Encounter Level (that's the reason the EL is given in the encounter tables). So, for example, you'd need treasure tables levels 3-9 for APL 6, and a whole bunch of opponent stats too. Here's a trick: if you're not playing on your own, assign every player a job - one generates the dungeon, another generates encounters, and so on. That way, every player has only one set of tables, and doesn't need to flip at all. This could even be done when running a game with a GM, although I'd let the GM himself generate the encounters. |