A Solo/Co-op RPG for our Dungeon Geomorphs

For a few years, I’ve been wanting to make a self-contained role-playing game using our DungeonMorph dice and cards’ designs.  The core design goals are:

  • Uses the Dungeon Geomorphs.  Currently, I’m thinking they would have some additional way to key locations on each design.
  • Is/includes a somewhat simple RPG. A bit more detailed than something like 4 Against Darkness, but less than a typical RPG like D&D.
  • The rules are fairly familiar to many RPG players.  One was to keep a game simple is to make it similar to another common system.
  • But in theory you could play the solo/co-op aspect with another game system that you’re familiar with.
  • Assumes you’re typically playing a party of adventurers. (Another reason it has to be somewhat simple–controlling 4 characters and the foes is a lot.)
  • Has mechanics that help the player(s) inject some narrative into the adventure.
  • Has several story related charts to get the quest started and to support injecting that narrative.
A sample cavern geomorph with letters used to key various areas on the design.
A sample cavern geomorph with letters used to key various areas on the design.

This will hopefully be a series of posts that design this system in public.  Just so I can put down my thoughts (and easily find them later!).

Let’s start with the beginning of creating your quest.  First we need background (what is the cause) for the quest!  Because we’ll initially be using a number of cavern geomorphs, here are six quest backgrounds that would lead to caverns:

  1. Bandits (humans, orcs, kobolds, lizardmen–whatever is appropriate for the setting) are using the caves as a hideout.  Need to clear them out.
  2. A cult is using the caves as a secret meeting place. They may have even been taking animals (or more) as sacrifices.
  3. A lost, dark artifact was hidden in the caves.  Something happened (like a small earthquake) to awaken it.
  4. The caves were used as crypts many years ago. A celestial event (such as an asteroid) has disturbed their rest.
  5. The caves are rumored to be the source of a rare metal–but the prospectors fled when several died under mysterious circumstances.
  6. The caves serve as a powerful (relative to the PCs) monster’s lair.

Next, we need some way to get the PCs into the adventure.  Below is a list of ‘starts’ to get any of the quests started.  In some cases you’ll need to twist things a bit to make it work, but it shouldn’t be hard.  For example, the strange creature (in background #2) could be the bandits’ (from background #1) ‘pet’ that escaped.  But if you are struggling to make a connection, roll/pick again.

  1. Someone the PCs know has gone missing when traveling/working by the caves.
  2. The party is attacked by a strange creature near the caves.
  3. The PCs are hired to find an artifact.  It may have been hidden here for generations, or be recently stolen.
  4. The PCS are hired to collect something (a cult’s book, proof of a rare metal vein, a lost artifact, a prisoner, a monster part) from the caves.
  5. As the PCs travel along a trail near the caves, they see signs of dark magic in the area. The decay gets stronger as they get closer to the caves.
  6. Earthquake!  A once hidden entrance to the caves can now be seen from the village nearby.