Nov 7, 2018 7:35 am
Would there be interest in a Darkest Dungeon inspired D&D 5E game?
For those who don't know, Darkest Dungeon is a computer game, "a challenging gothic roguelike turn-based RPG about the psychological stresses of adventuring".
So: Dungeon-crawling in a dark, deadly Lovecraftian setting. Fulfilling missions for a mysterious patron. Going insane. The characters gain experience, become stronger - but also gain long-lasting injuries, traumas both physical and mental. Their personalities change from the constant stress that comes with the exploration of otherworldly places.
Requirement: The masochistic desire to role-play a character who has an ever-growing number of disadvantages.
Game style: Dungeon-crawl, but obviously with much more variety and options than the computer game. Exploration, Combat, Mystery.
4 players
Characters start at Level 3
Only variant humans (two +1 ability score increases, 1 proficiency, 1 feat)
Any class from the PHB, Renaissance-era firearms from DMG (p. 268)
Imitation of Darkest Dungeon hero types is welcome, but not a requirement
I have some house rules for modelling the Stress mechanics.
For those who don't know, Darkest Dungeon is a computer game, "a challenging gothic roguelike turn-based RPG about the psychological stresses of adventuring".
So: Dungeon-crawling in a dark, deadly Lovecraftian setting. Fulfilling missions for a mysterious patron. Going insane. The characters gain experience, become stronger - but also gain long-lasting injuries, traumas both physical and mental. Their personalities change from the constant stress that comes with the exploration of otherworldly places.
Requirement: The masochistic desire to role-play a character who has an ever-growing number of disadvantages.
Game style: Dungeon-crawl, but obviously with much more variety and options than the computer game. Exploration, Combat, Mystery.
4 players
Characters start at Level 3
Only variant humans (two +1 ability score increases, 1 proficiency, 1 feat)
Any class from the PHB, Renaissance-era firearms from DMG (p. 268)
Imitation of Darkest Dungeon hero types is welcome, but not a requirement
I have some house rules for modelling the Stress mechanics.
[ +- ] Each character has a Stress Level. It begins at 0. When encountering something horrifying, mind-bending and sanity-wrecking, a certain amount of points is added to it (usually in the 1-to-5 range).
Characters also have Quirks (they begin with one Negative Quirk, but also gain more throughout the game).
Each Quirk has an associated Save: it’s mostly Wisdom or Charisma (against fear or repulsion), but it can also be Dexterity (against shaky hands) or Constitution (against "Stress Eater"). The current Stress Level sets the DC for Saves against the effects of negative Quirks. If the Stress Level is 10 or less, the Save is passed automatically.
The DM will give cues to evoke the Quirks, but eventually it is the players’ responsibility to role-play their Quirks to the maximum. In every situation where a Quirk is applicable, the player must roll a Save. If the Save fails, apply the effects, either mechanically or narratively.
Some Quirks also have passive mechanical effects, that are always applied (disadvantage on attacks against certain creature types, less damage, etc.).
Bonus experience is awarded for role-playing Negative Quirks consistently.
Example #1: Sigur the Fighter has Fear of Undead (Quirk, associated with Wisdom), and a Stress Level of 12. He encounters a pack of animated skeletons. Without the Quirk, Sigur would charge into battle. But instead, a Wisdom Save must be made, against his current Stress Level. If he passes, he can fight as usual. If the Save is failed, Sigur’s player must role-play the character’s Quirk – Sigur hides, flees, stares in shock, etc., and also receives +1 Stress. On the next turn, the Save can be repeated to overcome the effect.
Example #2: Hildred the Druid is Kleptomaniac (Quirk, associated with Charisma), and has a Stress Level of 15. One of her companions has a silver holy symbol. During rest, Hildred must make a Charisma Save (DC 15), or otherwise try to steal the item.
There are also Positive Quirks. They are rare, but highly effective. If a Positive Quirk is applicable in a game situation, roll the associated Save, against the Stress Level as the DC. But your goal is to FAIL this Save: Positive Quirks are easier to evoke when under great stress.
Example #1: Olga the Ranger is a "Trusty Companion" (a Positive Quirk, with Charisma as the associated save), with Stress Level at 14. Her brother-in-arms is in grave danger. Olga’s player tries to evoke this Quirk, and rolls a Charisma Save. If this save FAILS, Olga gains Inspiration.
Characters also have Quirks (they begin with one Negative Quirk, but also gain more throughout the game).
Each Quirk has an associated Save: it’s mostly Wisdom or Charisma (against fear or repulsion), but it can also be Dexterity (against shaky hands) or Constitution (against "Stress Eater"). The current Stress Level sets the DC for Saves against the effects of negative Quirks. If the Stress Level is 10 or less, the Save is passed automatically.
The DM will give cues to evoke the Quirks, but eventually it is the players’ responsibility to role-play their Quirks to the maximum. In every situation where a Quirk is applicable, the player must roll a Save. If the Save fails, apply the effects, either mechanically or narratively.
Some Quirks also have passive mechanical effects, that are always applied (disadvantage on attacks against certain creature types, less damage, etc.).
Bonus experience is awarded for role-playing Negative Quirks consistently.
Example #1: Sigur the Fighter has Fear of Undead (Quirk, associated with Wisdom), and a Stress Level of 12. He encounters a pack of animated skeletons. Without the Quirk, Sigur would charge into battle. But instead, a Wisdom Save must be made, against his current Stress Level. If he passes, he can fight as usual. If the Save is failed, Sigur’s player must role-play the character’s Quirk – Sigur hides, flees, stares in shock, etc., and also receives +1 Stress. On the next turn, the Save can be repeated to overcome the effect.
Example #2: Hildred the Druid is Kleptomaniac (Quirk, associated with Charisma), and has a Stress Level of 15. One of her companions has a silver holy symbol. During rest, Hildred must make a Charisma Save (DC 15), or otherwise try to steal the item.
There are also Positive Quirks. They are rare, but highly effective. If a Positive Quirk is applicable in a game situation, roll the associated Save, against the Stress Level as the DC. But your goal is to FAIL this Save: Positive Quirks are easier to evoke when under great stress.
Example #1: Olga the Ranger is a "Trusty Companion" (a Positive Quirk, with Charisma as the associated save), with Stress Level at 14. Her brother-in-arms is in grave danger. Olga’s player tries to evoke this Quirk, and rolls a Charisma Save. If this save FAILS, Olga gains Inspiration.