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Inactive Forums => CRN Games => Topic started by: Zak Arntson on March 02, 2002, 01:58:31 AM

Title: Donjon: Apocalypse
Post by: Zak Arntson on March 02, 2002, 01:58:31 AM
I know Donjon isn't finished yet, but I'm already working on a Post-Apocalypse Donjon game. Play mutants! Deal with radiation! Drive cars! Blow cars up with rocket launchers!

Anyhow, just wanted to throw that out, and see what people really wanted to see in the thing. So far I'm planning on:

Vehicles (planes, cars)
Guns & Rocket Launchers and what-not
Mutants & Mutagens (biochem, radiation, genetic tampering, etc)
Settings (the standards + a ton of goofy new possibilities)
Class packages
Sample Characters
Psychic Powers (may go in Mutants section)
What Makes Apocalypse Different Than Donjon
Title: Donjon: Apocalypse
Post by: Jared A. Sorensen on March 02, 2002, 02:08:13 AM
My understanding of Donjon is that it can be used for any kinda genre as long as the game is left intact. That is, encounter-based problem solving. So aside from locale and color (because everything else is handled by the Donjon system...the whole choose your own ability thing), there's not much to it.

I mean, I could write "Refrigerator Donjon" where everyone is an item of food...
Title: Donjon: Apocalypse
Post by: Zak Arntson on March 02, 2002, 02:17:12 AM
Yup. It's not going to be a huge supplement. Mostly Color. A few extra/replacement rules. An easy way to recapture that TMNT/Gamma World nostalgia with Donjon mechanics. For the same reason I'd rather play Post-Apocalypse TMNT with those crazy After the Bomb books instead of start cold with TMNT.

I also think that the adventure structure will be different, too. Instead of Dungeons and focusing on Levels of the Dungeon, things will have to be toyed or at least re-colored a little.

Mutants should be handled just like the Class/Race thing. But there's the addition of mutations occuring in-play. Things like that.
Title: Donjon: Apocalypse
Post by: Mike Holmes on March 02, 2002, 11:02:39 PM
Y'know, Dunjon does neatly solve one particular problem that you find in Post-apocalyptic games. Treasure. Since the players decide what they find, the GM doesn't have to have a Sears Roebuck catalog (well, it's what I used to use) on hand to come up with booty. Perhaps players should have to spend facts on "treasure" they find to describe how well maintained the item is? Or get a refund for damaged goods?

Mike