The League of Dungeoneers (Part I)
A crate arrived this week wrapped in oilcloth and bound with iron strapping, weighing — by the porters’ weary estimate — close to thirty pounds. The shipping label was unfamiliar, the sender a Michael Dunsted of distant repute, and when the lid finally yielded the archive’s lectern was forced to make room for what spilled out: tile-maps in two terrains, a folded hex map of an unfamiliar kingdom, three hundred and eighty hand-drawn standees, and four hardbound volumes whose spines were still stiff from the press.
The dossier reads: League of Dungeoneers. The Keeper has set aside an entire shelf.
Six volumes catalogue the arrival — from the 2022 prototype glimpse, through the crate’s improbable on-time delivery, to the first hesitant attempts at character creation and play. The dungeon proper is opened in Part II.
The Exhibit Catalogue:
- A Look at League of Dungeoneers — the 2022 prototype, before the game had its name
- The all-in Kickstarter unboxing — thirty pounds, 380 standees, on schedule from the factory
- Companions, hero standees, and bestiary — hireable mercenaries, seven monster factions, a house rule for persistent worlds
- Questing and creating your own persistent world — fifty quests, sword-and-sorcery short stories rather than fantasy novels
- Character and Party creation — rolling a dwarf warrior whose strongest stat is the wrong one
- The lowdown on the game flow — the full session in broad strokes, threat dice and wandering monsters included
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– The Keeper
Observes that any system which makes a dwarf warrior bad at hitting things has invited a long correspondence with its players.
