Darkest Dungeon: The RPG (Interest Check)

Started by okintsukoro, April 18, 2019, 03:41:42 AM

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okintsukoro

This is a homebrew that is basically just taking Darkest Dungeon but adding elements from Dungeons and Dragons (mostly using the WIS/DEX/CHA/etc stats for RP purposes). I'd plan to run this in the forums, and most likely creating both an in-game and OOC forum.

Story wise, this game would heavily focus on the players and their backstories. There is a decent chance your character may die, so it may be a good idea to have a back-up you can play as. It follows the exact same plot as the vanilla game, where the players take on the roles of one of many classes. Could they be looking for wealth, fame, power, knowledge, or perhaps justice or redemption? It's all up to you.

There may be some sexual themes in the game, as there is a brothel and characters are welcome to get up to whatever they desire, but this is a more character-story-oriented game, meaning the focus will be on character flaws and their trials as they try to gain whatever it is they desire. It doesn't have to include actually going into the Darkest Dungeon. It's perfectly acceptable to want to have two characters want to live happily ever after instead and have them leave the Hamlet to live in peace somewhere else.

But for those who do stay in the Hamlet, there may be a chance to live some sort of normal life if everything goes well.

The dungeon-crawling aspect will be a bit different from the game, as instead of completing a 'goal per mission', you'd instead be able to buy as many supplies as you can afford of what's available, and then attempt to delve down the dungeon's 'floors' as far as possible before deciding it's too risky to keep going. A certain amount of progress will be saved per attempt depending if you've cleared at least two floors per expedition.

Let me know what you guys think, as this is something that I'm still working on and trying to type up.

Edit: Thinking I need to completely rework the system I had in mind so it can focus more on the roleplay elements while allowing the dice rolls to enhance instead of slow/hinder the stories. For example, instead of keeping track of all the buffs and types of attacks, enemy HP could simply be dictated by how many successful hits need to land before it becomes a corpse. Bone Rabble could be simple 1-hits while stronger enemies need 2 or 3-hits.

Sain

I'm thinking, "Awesome, I wanted to run and play Darkest Dungeon RP! Now is the chance to play ;D"

Probably I should not be joining more games, but this so tempting. I just love the game's themes and style.
PM box is open. So is my discord: Sain#5301

Captjoe

I've been dying to do something like this for the longest time now. I love the atmosphere and the world of Darkest Dungeon, so put me down as interested.
I cannot make you believe the truth. I may only tell it to you.

No good day will ever be completely good, and no bad day will ever be completely bad. Therefore, ever good day has it's price, and every bad day has it's reward.


slowmojoe

This thread is teeming with pelagic nightmares...We must flush them out!

okintsukoro

Question for those interested: How in-depth do you think the combat system should be for a strictly forum-based tabletop game? Should it be that the flavor text of attacks can be anything but they only do a maximum of one hit, with HP being limited to 'how many successful hits that can be taken before you're on Death's Door/dead'? Or should players be able to keep a specific list of moves that they are allowed to do in battle (their moveset from the game), but just be reworked to have dice rolls instead of all the percentages and such usually associated with their moves?

slowmojoe

Risk is a big part of the game, surely there should be some random element; but being that it is a low HP game, I could see not rolling damage/healing.  I think dice rolls would be involved for accuracy, traps/loot/encounter, Death's Door and trait/status effect proc.

okintsukoro

[Here's the basic idea for a system I have so far. Don't have anything for Hamlet mechanics just yet. Feel free to let me know what you guys think.]

Spoiler: Click to Show/Hide
CHARACTERS
All characters have 6 attributes rolling 3d6 for each and having appropriate modifiers. Depending on their character, their highest attribute must align with their class. All characters also start with 1000g each.

Highest attribute by class:

STR: Leper, Crusader, Hellion
WIS: Vestal, Antiquarian, Bounty Hunter
DEX: Arbalest, Musketeer, Highwayman, Grave Robber
CON: Abomination
INT: Occultist, Plague Doctor
CHA: Jester, Houndmaster, Man-At-Arms

Each character has HP and Stress meter. HP is ‘how many successful hits you can take before you’re on Death’s Door’. When at Death’s Door (0 HP), you roll a d100 whenever you are hit. If the number is 68 or higher, the character expires. On Death’s Door, you can still do a move, but get -5 to your roll if your move requires it.

Starting HP by class:

6: Leper, Crusader, Man-At-Arms
5: Hellion, Arbalest, Abomination, Bounty Hunter
4: Vestal, Highwayman, Musketeer
3: Plague Doctor, Houndmaster, Grave Robber
2: Jester, Occultist, Antiquarian

Special Moves:
Along with the standard attribute competitions which will be used for most interactions, characters also have special moves that may or may not require a roll. Here are a list of special moves per class:

Leper   Revenge(No Roll):Hits will deal double damage, and Leper will take double damage. Once per combat.
Solemnity(No Roll, uses a Bandage): Heals 2 HP.

Crusader   Zealous Accusation(CHA): Deals 1 damage to all enemies that fail. Once per combat.
Smite(STR): Deals 2 damage to a single enemy.

Hellion   Barbaric Yawp(CON): Makes enemies unable to move for a while. Once per combat.
Adrenaline Rush(CON): Prevents damage from bleed/blight if bleeding/blighted.

Vestal   Divine Comfort(WIS): Heals 1 HP for all allies.
Divine Grace (No Roll): Heal 2 HP to one ally.

Antiquarian   Protect Me(CHA): Forces one ally to be targeted instead. Ally gets one free dodge.
Invigorating Vapours(No Roll, uses an Herb): Everyone gets one free dodge.
[Extra Cash(No Roll, uses a Key): Finds up to 2000g in treasure from a locked curio.]

Bounty Hunter   Collect Bounty(DEX): 2 damage. 4 if enemy is Marked.
Mark For Death: Mark one enemy.

Arbalest/Musketeer   Sniper Shot/Aimed Shot(DEX): Deal 1 damage. Deals +1 if target is Marked.
Battle Bandage(No Roll, uses a Bandage): Heals 2 HP to one ally.

Highwayman   Grapeshot(DEX): ): Deals 1 damage to all enemies that fail.  +1 if Marked.
Open Vein(DEX): Deal 1 damage. Deals an extra damage for every time it hits the same target consecutively.

Grave Robber   Toxin Trickery(No Roll, uses an Antivenom): Cannot be poisoned. Once per combat.
Shadow Fade(DEX): Can evade up to two attacks. Once per combat.

Abomination   Beast’s Bile(CON): Human form only. Deal 1 damage. Deals an extra damage for every time it hits the same target consecutively.
Slam(STR): Beast form only. Deals 2 damage and makes enemy unable to move for a while. Twice per combat.
[Transformation: Party has to roll WIS check every time they transform into a Beast. If they roll 10 or lower, they take 1d4 Stress.]

Occultist   Wyrd Reconstruction: Heals an ally 1d6-2.
Weakening Curse(INT): All enemies take 1 extra damage when hit.

Plague Doctor   Noxious Blast(DEX): Deal 2 damage. Deals an extra damage for every time it hits the same target consecutively.
Incision(DEX): Deal 1 damage. Deals an extra damage for every time it hits the same target consecutively.

Jester   Finale(No Roll): Does 2 damage. Cannot win the next 3 contests. Once per combat.
Inspiring Tune(CHA): -1 Stress to one ally. Add +1 damage to Finale for every time Jester successfully lands a tune.
[Encore(No Roll)- Can only be used by an ally. Allows Jester one more use of Finale. Can only be used after Finale has already been used. Once per combat.]

Houndmaster   Hound’s Rush(CHA): Deal 1 damage to one enemy. Deals an extra damage for every time it hits the same target consecutively. +1 if Marked.
Guard Dog(CHA): Sends dog to guard an ally. Dog becomes target instead of ally and evades 2 attacks before returning. Twice per combat.
[Man’s Best Friend(No Roll): If the Houndmaster fails the Death’s Door roll, can instead sacrifice dog in exchange for staying at Death’s Door instead of dying. Incurs 5 Stress. Once per dog.]

Man-At-Arms   Defender(No Roll): Man-At-Arms becomes target instead of guarded ally. Lasts until player decides.
Command(CHA): Everyone gets one free dodge for the duration of the combat. Once per combat.


EXPEDITIONS

Supplies:
The party can visit the Survivalist to buy supplies that the whole party can use. They come in packages instead of single items. The party can only buy one package per expedition. However, leftover supplies can go towards the next expedition, if not lost, stolen, or ruined in some way.

Short Package (500g): 4 rations, 4 torches, 3 bandages, 3 medicinal herbs, 3 antivenom, 1 skeleton key

Medium package (1000g): 1 firewood, 8 rations, 8 torches, 6 bandages, 6 herbs, 6 antivenom, 2 key

Long package (2000g): 2 firewood, 16 rations, 12 torches, 10 bandages, 10 herbs, 10 antivenom, 3 key



Using items:
Torches- Short torches that burn out quickly. Every torch begins with 10/10 Light, deteriorating the further into a dungeon you go. Lighting a new torch will bring the meter back to full.

Rations-Heals one hit point per bite.

Firewood: Requires 1 ration for each character to eat, or they will incur 1 Stress. Will allow for one danger-free scene while on an expedition. However, if no one is left to keep watch, there is a chance for ambush on a 10 or lower on a 1d20 roll. The person keeping watch must endure 1 Stress. Firewood also will bring Light back to 10 when the scene is over.

Bandages- Can prevent or heal bleeding.

Medicinal Herbs- Can prevent sickness from bacteria.

Antivenoms- Can prevent or heal blight.

Skeleton Keys- Unlocks locked chests/doors.

Light:
Every time a new room/hall is entered, a d6-1 is rolled. Subtract that number from 10. Keep subtracting until it’s 0. At 0, the torch will be out, and a new torch must be lit for there to be light. If not, there is a risk of walking into traps, or bumping into enemies unprepared.

Combat:
When enemies are spotted, players go in the order of their posts. A player can take a number of different moves:
-Custom move/attack: This will be the most common. It involves a single roll of a given attribute against the roll of the target. If it’s an attack that hits, it will hit for 1 damage. If it’s a more convoluted move, it may have extra benefits, but this is usually not the case. These are based on an honor system, so it is assumed that players will only do moves that coincide with their characters’ personality and abilities.
-Special move: Each class has one with different effects. Can only use one per post.
-Using an item, whether it be for its intended purpose or for a custom move, can only be done once per post.

Stress:
Everyone’s Stress meter starts at 0/20. Stress Points are given out at DM’s discretion. At 10 points, the character rolls a 1d12, gaining one of the following:

Abusive   Starts to make hostile comments to companions, which increase their Stress   
Paranoid   May reject healing
Fearful   May move away from enemies or be frozen in fear during combat   
Selfish   May steal treasure whenever it is found
Hopeless   Does not believe companions will succeed, increases companions' Stress, and may attack self   
Stalwart           May decrease party stress by 1
Courageous      May decrease party stress by 1
Irrational   Speaks nonsense, which increases companions' Stress   
Focused     May turn one miss into a hit once per combat
Powerful     May turn one hit into a 2-point hit once per combat
Masochistic   Enjoys pain, may move toward closest enemy, reject healing, or attack self   
Vigorous   May heal self for 1 HP once per combat

If they gain a Positive Afflcition, Stress goes down to 5/10. Negative Affliction, Stress stays at 10/20. Upon reaching 20/20, they will be at Death’s Door, and Stress will reset to be 15/20. If they reach 20/20 while on Death’s Door, they automatically die.

-----Example!-----

A Hellion, Abomination, and Jester pool their money to get a Short Package.

They venture into the Warrens, waiting until it’s too dark to see before they use their first Torch (10/10). They see bits of rotting flesh hanging from the ceiling, and sewage coating the bottoms of their shoes.

The Jester is so disgusted by the sight he goes off to the side to take off his mask and puke. (1 Stress)

They eventually make their way further in where they see a room that appears to be some sort of crude form of worship, with altars made of bone and rotting flesh. (New room, rolls a 4, Light is now at 6/10).

The dimming light makes the Hellion uneasy, as she fears being ambushed. (1 Stress)

Abomination sniffs around in the hopes of sniffing out any enemies nearby. (rolls 17 on WIS check) He tells the others that they are not alone, as humanoid pig with a drum and a deformed swine approach, not looking too pleased to see humans intruding in their place of worship.

The Jester decides to psyche himself up by playing a little ditty, singing about how the Warrens may be disgusting, but they will still fell the Swine. (Uses Inspiring Tune on himself. Self-moves automatically hit, so he is back to 0 Stress.)

The Hellion doesn’t waste time, rushing at the Swine Wretch and bringing down her glaive to slice them in half. (STR check. Hellion wins. And since Wretch only has 1 HP, it’s down.) The Wretch’s halves gurgle and spurt out a mixture of blood and bile before they plop still to the ground.

The Abomination swings his chains around, hoping to keep the remaining pig at bay. (Rolls for DEX, succeeds, Swine Drummer takes 1 damage.)

Finally, the Jester comes in with a spin and a flourish, looking to behead the remaining pig. (3 damage is more than enough, and the Swine Drummer goes down). As the pig’s head lands on the ground and its body soon after, the Jester takes a dramatic bow. “Thank you, you’ve been a lovely audience!”

TheHangedOne

Looks like a pretty solid system. I'd be interested in playing as a male Hellion or Abomination. Base concept behind each is:
The Hellion is basically just looking for fun. Kill enemies, find loot, indulge in simple pleasures, get some cool scars with awesome stories attached to 'em.
The Abomination would either be looking for a cure to his condition, some place he could fit in, or someone that could accept him and his affliction.
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okintsukoro

To those who are still keeping track of this thread, I've made a recruiting thread! Officially recruiting! https://elliquiy.com/forums/index.php?topic=305072.msg14873009#msg14873009