Melv!
I just discovered this game and have been really inspired by its simple complexity and how it distills the elements of RPG gameplay loops to their core while leaving enough for your mind to imagine the journey along the way. Absolutely genius system.
I posted it to Tabletop Simulator as I saw you have given permission to do so.
And I also proposed the following house rules! I saw you were mulling over a Carriage system, so I imagined ways to implement that. I also added an "Arrow" system.
- You may choose your starting Spell and Potion.
- You only lose Rations if you fail a Wilderness check or arrive at a Dungeon.
- You may choose to enter a Dungeon or not; simply reroll your Journeys to Dungeon modifier when you arrive at a Dungeon and continue your journey through the wilderness.
- You may choose your Quests; or
- When you check for a Quest in town, you may roll 2 dice and choose your quest from the 2 options presented.
- You may have multiple Quests active; you may acquire one new Quest every time you enter a Settlement. You may not have multiple of the same Quest.
- You can pay for a Carriage at any time while in the Wilderness to return to a Settlement. The price of the Carriage is your total ACCUMULATED XP divided by 6, rounded down. If you can’t pay, you can still hitchhike for free. But if you can pay, you MUST pay. This does not work in Dungeons. You must use a potion or spell to leave.
- If you are in a Settlement, and you have less than 3 HP, Rations, or Torches, refill each of those stats to 3.
- Start with 6 XP to choose a starting “class”
- Add your character's Strength stat to their ATK roll.
- Add the Resource “Arrows” to the game. You may spend an “Arrow” to replace your Strength stat with your Dexterity stat for one attack. or for Hunting. Arrows may be purchased for 2 gold in town.
- If you die and can’t pay the resurrection fee, deduct 10 XP instead. You may regain this XP by completing the next Dungeon.
Thanks for sharing your wonderful ideas!
EDIT: Here are some additional end-game Quests I've been playing with as well!
Main Quest
- The Final Dungeon:
- Must acquire 120g to be notable enough to get a blessing from the King.
- Go to the Final Dungeon; it is 3X “Journey to Dungeon” away in the Wilderness. Once you arrive, The Final Dungeon is 3X Dungeon Rooms in Size and all 1,2, and 3 enemies roll as 4, 5, and 6 respectively.
Class Quests:
- The Mages Guild
- You must acquire 3 INT and all 6 Spells to gain entrance into the Guild. Spells are now 6g.
- Go to the Mage’s Temple; every Journey to this Dungeon is through the Swamp.
- Reward: After completing the final room, turn one Potion you are carrying into a Spell; teleport to a Settlement. May be completed multiple times.
- The Thieves Guild
- You must acquire 3 DEX to gain entrance into the Guild. Arrows are now 1g.
- Sneak into the Empirical Library; use an Invisibility Potion while in a Settlement, then pass two DEX 6 tests to enter this Dungeon; Every Room in this Dungeon is a Passage with 1 Hazard and 1 Enemy.
- Reward: Hero’s Cloak (+1 Def. You now attack twice before you have to defend)
- The Warriors Guild
- You must acquire 3 STR to pass the entrance exam into the Guild. You may now Purchase a Dagger in Settlements for 5g.
- Go the Warrior’s Tomb; every Journey to this Dungeon is through the Hills. Every Room in this Dungeon is a Passage with 2 Enemies.
- Reward: Hero’s Shield (+1 Def. You now do 1 damage to the enemy when you successfully defend)