Dungeon Degenerates: The Hand of Doom
There are games one shelves with care, spine out, in the respectable section of the archive. And then there are games one shelves face-forward, daring visitors to flinch. Dungeon Degenerates belongs emphatically to the latter category.
Eleven entries have been filed — the complete degenerate dossier, if you will. It begins with Daniel’s introduction and setup, then plunges into a five-part campaign let’s play as he attempts to establish a base in a world that actively resents his presence (part 2, part 3, part 4, part 5). The game’s distinctive aesthetic gets its due in a discussion of the pulp art tradition — equal parts underground comix, heavy metal album art, and the sort of thing found stapled to telephone poles outside punk venues. The traditional review renders its verdict.
The archive also holds a flip-through of Die Wurst, the official zine (yes, the game has a zine — of course it does), Daniel’s guide to customising the game for sandbox play, and fresh off the table, a look at the new Dirty Deeds expansion and Moon Madness.
The Dossier:
- Introduction, the story so far, and some set up
- Let’s Play - Establishing a Base - Part 1
- Let’s Play - Establishing a Base - Part 2
- Let’s Play - Establishing a Base - Part 3
- Let’s Play - Establishing a Base - Part 4
- Let’s Play - Establishing a Base - Part 5
- Discussion and Look at the Pulp Art Tradition
- The Traditional Review
- Die Wurst - The Official Zine - Quick Flip Through
- Customizing the Game for Sandbox Play
- Dirty Deeds Review and a Look at Moon Madness
Eleven documents catalogued. Not a clean game in the lot. The archive smells faintly of ink, sweat, and poor decisions.
*181 transcripts • 186 posts archived
– The Keeper
Advise handling these with gloves.
