Dungeon Challenge cards are 3.25-inch x 3.75-inch hex-shaped cards (this project is for a deck of 24) that a GM may use when seeking inspiration for a dungeon encounter or adventure. The cards are generic in nature and not designed for any one game system. Experienced GMs will have no problems at all incorporating the challenges into the game of their choice.
These cards may be either used randomly -- ask the players to draw a card when the party reaches the entrance to the dungeon -- or, instead, the GM may select a card when looking to run a quick dungeon adventure. Each card includes three phases as well as instructions on how to advance to each phase. You will need to supply a token of some sort -- a coin, single die, or other small item -- to track progress.
Dungeon Challenge cards are not intended for novice gamemasters. The encounters described on these cards do not include monster or character statistics, game mechanics, or detailed instructions for using each card. Dungeon Challenge cards are, in a sense, adventure seeds with a slight twist. These cards are only useful once you've applied some effort to the suggested encounters.
No Stretch Goals: To stick to the schedule and give the project the best chance at success, there are no stretch goals. It is better to manage expectations and stay on schedule than it is to make promises that could cause delays.
Shipping: U.S. shipping is "free," by which I mean that I have factored the U.S. mailing costs into the reward levels. Nothing is ever really free. These will be packed into a padded envelope and sent through the USPS.
No International Shipping: As a single operator, the nightmare of international shipping is one that is best avoided. Sorry, world, but customs forms and the ridiculous prices that the USPS asks for shipping packages outside of the U.S. do not appeal to me.
Some artwork copyright William McAusland, used with permission.
Risks and challenges
After years of experience with Kickstarter, running and backing projects, combined with decades of experience in publishing, I think _most_ of the largest challenges and risks have been avoided. The card deck is complete, the printer is one I have (limited) experience with, and all that remains is funding.
However, things can go wrong. As an individual, I do not have access to a company to assist with packing and shipping rewards (my wife helps!), and I have no control over life. Everything should ship on schedule, but things can (and sometimes do) go wrong. If something goes off the rails, I will post an update to explain the situation.Learn about accountability on Kickstarter
- (13 days)