RPG Design Patterns

game:donjon

Donjon was written by Clinton R. Nixon and is published by Anvilwerks. The name is a play on the word “dungeon” and the game is geared toward capturing the wonder and excitement of many-a-gamers’ first experiences playing Dungeons & Dragons. Like that ground-breaking game, the primary purpose of a Donjon character is to beat the holy living heck out of any encountered monsters and loot them for booty. (Well, okay, maybe they don’t have to kill every living thing they encounter, but the game definitely encourages bloodshed and mayhem.) The game has a brilliant twist that sets it distinctly apart from its predecessors. Players have as much input into the game world as the game master. If a player searches for a secret door and succeeds in his roll, he finds a secret door whether the game master originally put one there or not! If he listens carefully for noises and succeeds in his roll, he hears a noise and can describe what it is that he hears!

The player can introduce a number of facts into the world depending on how well he succeeds on his contest rolls. So, the better the “hear noise” roll, the more detail he is allowed to give to the noise he hears. In this way, he could potentially “hear” a troop of sleeping goblins. The game master “fills in” the surrounding environment with facts of his own as constrained by those stated by the players. So, while the character would indeed hear the sounds of multiple goblin snores, there is still a lot left unspecified in the encounter. If the player stated that there were many goblins and that they were sleeping, it’s unlikely that he would be able to state what kind of treasure or weapons they possessed. That leaves plenty of room for GM input to challenge the characters. “Oh, too bad you didn’t check for traps. A bell jingles when you open the door. Let’s see if any of the goblins wake up…”

RPG Design Patterns Identified

Character Makeup

Characters have six attributes of “Virility,” “Cerebrality,” “Discernment,” “Wherewithal,” and “Sociality” which range in value from one to six. There are a number of ways to set these values, but the “Standard” technique is to roll them randomly taking the median roll of three d6. Characters also have either a “Class” or “Race” (never both). Donjon “Classes” and “Races” are actually templates, because they provide no niche protection, aside from that enforced by the game master. Rather, the rules specify how the players create their own templates by assigning traits (“Abilities”). There really is little difference between a “Class” and a “Race,” but any character choosing a “Class” is assumed to be human and all members of a “Race” have the same traits. Characters are also given a “Flesh Wounds” attribute, which acts as hit points. Finally, character prowess is gauged in the forms of levels and trait ranks.

Conflict System

Donjon uses dice pools of d20s to resolve conflicts (other die sizes may be substituted if desired). The player rolls a number of d20s equal to his character’s pertinent attribute plus his rank in any single appropriate trait. The game master does likewise and the individual numbers are compared. The side with the highest number on any die wins. The number of dice on the winning side having a value greater than the opponent’s highest die indicates the number of successes (with ties counting as successes). Successes can be transferred to subsequent rolls (such as damage for an attack roll) in the form of additional dice. Once a damaging attack lands, a second conflict roll determines how much damage it delivers. The aggressor rolls a number of dice equal to the attack successes + Virility + Weapon Damage Rating + any pertinent trait rank. The defender rolls a number of dice equal to his Wherewithal + Armor Damage Rating + any pertinent trait rank. The successes from this second conflict roll are subtracted from the target’s hit points (“Flesh Wounds”).

However, the most interesting use of successes resulting from a conflict roll is the ability to translate them into facts as described above. So, a success translates to either an additional die on a follow-on roll or a fact, whichever the player wants.

Turn Order

Donjon combat is divided into “Flurries.” A flurry is a sequence of rapid attacks and counterattacks taken by both sides. To determine who goes when during a flurry, each player rolls a number of d20s equal to his character’s “Discernment” attribute plus his Level. Each of these represents the timing of an action. The game master counts down from 20. Every time someone has an initiative die with the stated number, his character is allowed to perform an action.

Reward System

Donjon rewards players with experience points when they kill things. The game is quite clear that no experience is awarded unless the creature is left in a bloody mound. If it somehow limps, crawls, or staggers away, as the Soup Nazi would say, “No XP for you!” The total number of experience points earned by a character determines his level. Every level he gains, a character gains 5 “Leveling Dice.” These can be applied to trait ranks, hit points, or “Saving Throws,” but the character’s level determines the maximum number that can be spent in any area. In addition, characters gain bonuses to their attribute scores as they gain levels.

game/donjon.txt · Last modified: 2011/05/05 04:41 (external edit) -

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