This first Dungeon Fantasy Settings book deals with a town - in
other words, the very thing that Dungeon Fantasy tends to skim over
lightly, as merely a place to heal up, sell loot and buy supplies.
In other words, it's looking at the conventions of the
dungeon-bash as codified in Dungeon Fantasy and subverting them into
something more interesting. This isn't just a place to buy and sell
things; it's a place that makes some small degree of sense in a world
where super-powerful beings roam the land answering to no master (and
that's just the player characters).
Caverntown is deliberately not the standard faux-mediƦval town, or
even the standard faux-mediƦval city. It explicitly caters to dungeon
delvers; it's underground, near where the adventures happen; and it
has defences against wandering monsters for when delvers aren't
around. Through various contrivances, there's light and air in this
cave, and the place is magically stable.
It's an odd blend of specificity and flexibility: there's no map, and
the size and population of the place aren't precisely fixed, but the
fee to enter or leave is calculated exactly, as well as how long the
(golem-cranked) lift takes to get you in or out of the place. The
walls and gates have DR and HP values in case someone takes it in mind
to bash them down, because that's a thing you have to be able to do in
this genre.
There are notes on residents and visitors, including what those
visitors are likely to be doing; stats for important people, and more
usefully a general idea of how governance and defence works; temples
and guilds (including a barely-disguised thieves' guild that at least
makes some sense of why such an organisation would be allowed at all),
and some suggestions of which ones might hire adventurers to go after
the others; and a chapter on what you can buy and sell, and for how
much.
There's a lengthy section on crime and punishment, because Dungeon
Fantasy is all about the murder-hoboing and some characters (and some
players) can't leave that behind at the gates of civilisation; in
particular, this deals with how to make punishments a deterrent
without making the game non-fun. This is not one of those towns where
people have to leave their weapons and armour behind (most Dungeon
Fantasy PCs wouldn't stand for that).
There are brief notes on campaigns that happen mostly in the town,
though it seems that the intended use of the setting is as a home base
for exploration of surrounding dungeons.
This is a really interesting setting that does a good job of working
up my enthusiasm for the blatant everyday magic of a Dungeon Fantasy
campaign, even though it's not a style of play I normally favour.
While I have no current plans to run such a game, if I do, this will
certainly be a "town" that I use. Dungeon Fantasy Settings:
Caverntown is available from
Warehouse 23.
Comments on this post are now closed. If you have particular grounds for adding a late comment, comment on a more recent post quoting the URL of this one.