a kaleidoscopic rogue-like dungeon crawl analogue rpg zine
– THE TREASURE AT THE END OF THIS DUNGEON
goal: $500 / ends: saturday, march 14, 2020 8:26a pst. / created by riverhouse games
i didn’t anticipate backing more zinequest projects into march, but i finally looked into THE TREASURE AT THE END OF THIS DUNGEON and couldn’t resist. from a specifically queer/lgbt+ studio, riverhouse games, we have a kaleidoscopic, rogue-like, gm-less, dungeon-crawl rpg.
the base game features a variety of room types, each with their own ruleset, and 4 asymmetrical character archetypes: the mage, the the muscle, the thief, and the healer (there are stretch goals for additional classes that sound awesome, like the goblin and the saint). characters, called selves, will die, constantly, and evolve, while the dungeon morphs as well. each death of the self results in profound changes to the ruleset. for example, when the mage dies, they lose the ability to cast one of their spells, permanently, but return from death with the arcane ability to combine any two of their remaining spells into a more powerful one. with another death, another spell is lost forever, but now you’ll have the power to combine three spells into one; and so on.
the rooms, similarly, fractal as they are entered and changed. elements in each room are highlighted (such as sharp rocks, blunt sword, claws, a glimmer of hope, or subterfuge) and must be engaged in order to escape; each entry into the room highlights yet another element, and requires engaging more and more components in the narrative.
the game is finished, but the stretch goals grow the game in exciting ways. at each milestone, a new artist is brought on to design a room and a character archetype, kaleidoscoping the dungeon more and more.
i love how endlessly hackable this game will be, not only for the designer but for us, as players. writing a new character or room is an experiment in themes, narration, and flavor. this is what roleplaying games are designed to illicit. this is on my shortlist of games around which i will build a play rotation at my local game shop: easy to pick up, easy to drop in and out, but with the power to spark conversation and critical ideas.
it’s already funded, and hit several artist stretch goals, but here’s to hitting them all!