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(+1)

Perhaps this is a bit of a dumb question, but I've been rather curious after reading the rules about whether this is meant for one-shots or longer campaigns? I ask because Connection is a finite resource that will be chipped through quickly every time a skill roll is failed, and once it hits zero, it's time for an epilogue. The thing is, though, that the system seems to support larger-scale commitments and worldbuilding, and Connection seems to get chipped down a little too slowly to have it all decay within a four-to-eight-hour one-shot window. This isn't supposed to be criticism, I'm just a little confused as to what the intended experience length is with .dungeon.

(+1)

The intended experience is to make it last as long as you can, knowing it's going to end anyways. Sorry if that's an "artsy fartsy" answer or something, but it's true. I have no way of knowing how long a group of players could keep it going. And I think that's the fun of it. 

(+3)

Yeah, that makes sense. The Mono no Aware effect of ephemeral things is in full force here, and it's kind of the point.

Very late to this, but the way my campaign group is playing it is that it ends when the sync goes kablooie