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(1 edit) (+1)

Okay. I dig that. Yeah, I was thinking that the branching narrative would be something like, say 1-22, you're climbing a mountain. But then at 23 you have a lock icon and if you' can beat, let's say a d8 or d10 hidden rock trait with your Elf Eyes or something, you can instead advance to A1. A1 is 4 sections long and has strong monster traits. It spits back out at 32. Otherwise you continue down the main line, taking longer but facing less dangerous adversaries.

These alternate tracks could be in text boxes on the right-side margin.

Oh, and do you have a random treasure generator or anything? Man, I'm loving this system.
EDIT: Oh, I see what you mean about size. Yeah, the pocketmod thing. I was reading them on the regular PDF thinking you could just add more pages.

(+1)

Well, if you're looking for a more fulsome Dungeon Hero experience, you might check out my Fable on Your Table game. It's got some mechanics that are very similar to Dungeon Hero, but it has printable miniatures, a deeper combat system, and a companion web app that procedurally generates dungeons.  Dungeon Hero was created as a distillation of that game, so if you're looking to go the other way and get something more detailed and expansive, that's a good pick!

Also, I suppose there's nothing preventing a PDF that has more pages.  I just felt that the 'zine size made it nice and portable and kept the play time to nice, enjoyable sessions that never go on too long. But there are people who have expressed interest in making their own Dungeon Hero adventures, so maybe we'll see some new adventures with these kinds of mechanics.  (Or maybe you will write some?)

(+2)

Hmm, maybe I will write some. I wasn't looking to see Dungeon Hero become something that it's not. I really like it for what it is. Just wanted to riff about storytelling. But I will go and check out Fable on Your Table, too. THanks