Our gaming group has come to the end of a long-running campaign after about four years of play. We wrapped our Tudor Talents game, one of Elizabethan super-spies and superheroes. I hesitate to call the PCs superheroes, as they were definitely not in the heroic mould. Anyway, the campaign wrapped with fighting off not one but two alien invasions and beginning a rapprochement between England and Spain to pave the way for a less volatile 17th Century Europe.
So with that campaign finished we needed something to play last Thursday night, and I pitched a short one-shot game of
Dungeon Squad, a game by Jason Morningstar that is available from
1000 monkeys, 1000 typewriters, an excellent collection of free RPGs.
Dungeon Squad is a really simple, easy to learn, rule set designed to provide a dungeon crawl experience for young players without the complexity of
Dungeons & Dragons. It was ideally suited to a group looking for a quick game of dungeon delving and bashing things. This was, I believe,
sammywol's first dungeon crawl of any sort.
The initial set-up involved the four players, Sam, Pete, Marie and Alex, creating characters. We ended up with
- Leaky the Snurker - Sam's character is primarily an Explorer, which is a polite way of saying she's a Rogue. Which is itself a polite way of saying Leaky's a thief. None of this modern politically correct class names for us.
- Dan - Pete's character is the combat magic user. He's primarily a lightning bolt chucker, with a sideline in sneaking about.
- P'ing - Marie's character is essentially big on thews. She's got a sword called Mr. Sticky, and some skill in healing, which proved useful later on.
- B'ert - Alex's character is also a magic user but one focused on defensive and buffing spells. He's not bad with a sword either.
( Their adventures are recounted behind the cut... ) I was pretty happy with the session. The rules are dead simple but capture much of the fun and rewards of ingenuity that early dungeon crawls provided, the two butt kickers in the group got to kick butt, but all the while all the players got to chew the scenery and pitch in with the problem solving. It was easy to come up with a scenario. I trawled the 'net for some maps, wrote a couple of pages of notes, mostly brief stats for the goblins and their dispositions with the mine, and away we went. The rules themselves are silent on the matter of scenario design, but in 4 pages (plus a page for a character sheet) what could you expect. These are clearly aimed new players, but with a more experienced GM to get things together.
Dungeon Squad is an excellent little game from
Jason Morningstar, the author of
The Shab-al-Hiri Roach and
Drowning and Falling, and regular podcaster with the
Durham 3, which I also highly recommend.
This crawl will probably last another session, but after that I'll be looking for another short-run game. Any ideas from the peanut gallery?