Hello, /tg/.
I'm thinking about GMing a campaign based on the game Darkest Dungeon, but I need help making it happen. What I thought was:
>the darkest dungeon and the game has already been cleared
>the players are lvl 0 characters from the roster that didnt get to fight any battles and are now unemployed
>the battles would work almost exactly as they do in the game, with positioning and stress being very important
>the players would explore the locations and cities surrounding the darkest dungeon, clearing new dungeons themselves
>the armor/weapon/skill upgrades also work like they do in the game, as would the quirks
>XP gain would be faster since I want this to last 1~3 sessions only
I'm playing it with a few friends, online.
Would this work? What is the best system for it? Any ideas?
i just asked this a few days ago.
A lot of the advice given was basically "Find a way make non combat interesting" simple enough.
and secondly "narration is key" just like the games narrator who commented on things, be cryptic and the like.
As for system, /tg/ recommends legends of the flame princess. somebody created a home-brew for Darkest Dungeon, don't feel obligated to use this system if it doesn't suit you.
>>50289889
Lamentations of the flame princess, sorry.
>>50289275
and I'm gonna lurk because i would really love more tips on running it as well
>the darkest dungeon and the game has already been cleared
literally why
the whole point of the atmosphere of the game is its grimness
if the DD does not exist any longer all dungeons feel less threatening since there's no darkness outside of them
my point is: have something so grim that its grimness makes everything grim
>>50289910
You may be right. An alternative setting:
>the wagon that was taking them to the hamlet was ambushed, and now you have to deal with the effects of the DD, but on the near vicinities
Sounds like the beginning of the game, but it gives room for the players to reach higher levels and interact with new ambients and NPCs before getting to the hamlet and possibly facing the DD.
>>50289275
try to think small, if you want 1-3 sessions try to hammer out a single plot to follow, a goal they have to complete. instead of just going into warrens then ruins then cove. make it a deep delve from warrens that eventually leads into the ruins ending at a boss of sorts each session.
If you want to simulate the tactical approach of the games, Strike! is pretty good. A bit more complex characters/combat (grid based), but makes up in simplicity of mechanics (d6 instead of d100).
It's also got some very, very brutal rules variants.
>>50290368
Stop shilling Strike!
Why does /tg/ keep shilling Strike!?
>>50290825
Because TACTICS! SYNERGY! ABILITIES!
Things that Darkest Dungeon characters have built in, but is usually lacking from OSR.
Recently there has been a book release called dungeon crawl classics. Its based on old dnd and revised so New people can pick it up.
>>50292117
DCC is good if you want to play a bunch of rabble who smacked an orc to death with a baker's shovel before earning level 1.