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Play the minions, not the heroes. A tabletop RPG about the misfortunes of a career in dungeon security.
Play the minions, not the heroes. A tabletop RPG about the misfortunes of a career in dungeon security.
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1,229 backers pledged $20,634 to help bring this project to life.
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Play the minions, not the heroes. A tabletop RPG about the misfortunes of a career in dungeon security.

$20,634

1,229

For the Dungeon! is a comedy role-playing game where you get to play as the hapless minions instead of the heroes. Experience the rush of unquestioning loyalty to a darker power and charging into danger with reckless abandon! Raid villages, scout ancient ruins for artifacts, and protect the dungeon from homicidal adventurers.

Instead of a well established world, the game uses principles taken from Powered by the Apocalypse style games and improv comedy to create the setting. For the Dungeon! relies heavily on player created prompts that are interpreted by the Game Master to reveal the details of the world.

The game is designed to be fast-paced, with a focus on creating memorable moments. Because the game is light and has a greater focus on the story, anybody can pick up and play with minimal effort. The fun is created more through the unexpected scenarios the players get themselves into than by studying rules.

So how do you play? Characters are represented by a set of short descriptions called traits. They cover a character's skills, equipment, and motivations. Traits provide an easy way to know both who your character is and what they're good at.

Something inherent to being a minion is their penchant for chaos. Critical failures are a core part of what makes the game unique and fun. Whenever the characters critically fail the player provides a prompt that the Game Master uses as inspiration for whatever hilariously unexpected misfortune befalls them.

With failure comes experience. When a minion rolls a critical failure they write down what they learned from the experience instead of tracking experience points. These experiences can be used just like traits, but only as long as you continue to succeed.

In addition to playing as a minion, all players get to influence what is going on in the dungeon. During downtime, players choose from a handful of dungeon actions that alter the world to naturally create interesting story hooks to pursue.

There's a lot more that goes into making the game what it is. Feel free to download the Quick Start to get a better idea of the rules of For the Dungeon!

There are two ways to get your hands on a copy of For the Dungeon! The digital copy is a PDF and a great option for anyone looking to save some money. The physical copy is a paperback book with original art from our wonderful artist Jared. If you want to see more of his work feel free check him out on Instagram. We ship to most of the world, if your country isn't currently listed reach out either by message or comment and I'll be sure to add it. Here's what you're getting inside the book:

  • About 70 pages full of original full-color art
  • A guide to creating characters and selecting traits
  • A List of abilities that define minion playstyles
  • Helpful tips for using prompts to create the world
  • Advice to help GM's run the game

The game also includes a guide to creating alternate settings other than fantasy. Simple rules for altering and creating new abilities, items, and downtime actions allow Game Masters to run any kind of game they want with the system!

We now have add-ons! To receive any of the following just add the listed amount to your pledge total. We will have options for marking add-ons during the end of campaign surveys, but you can always send us a message to make sure we know which add-on you wanted or that the amount pledged is correct. There are currently two available add-ons.

The Deck of Many Prompts  ($14 U.S. / $24 Other Countries) - This deck is for those who want to add a bit of randomness to the game without the pressure of thinking up prompts on the spot. Whenever the situation calls for you to establish details simply draw a card and roll a die. The GM will then work the result into the fiction. Note: the image shown is just a placeholder and not the final product.

Map of Discovery ($16 U.S.) - This is a 11"x17" foldable dry-erase map featuring thematic imagery, that players get to explore and discover. It is also a great way to track the consequences of dungeon actions. Whenever the group angers a village or causes mayhem the consequences can be recorded for future use. As a bonus, the back of the map also features a grid that can be used with other role-playing games. Note: we are working on a way to make shipping this to international backers achievable.

Risks and challenges

As with any project there are always risks, but we're both going to do our best to make sure this project funds successfully. We've gotten quotes from our manufacturers and calculated all of the relevant costs for art, shipping, and Kickstarter fees.

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    Physical + Digital

    For those who want a physical copy of the rulebook. This reward also includes access to a digital copy of the rulebook for FREE.

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Funding period

- (30 days)