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League of Dungeoneers

Game ID: GID0188222
Collection Status
Description

League of Dungeoneers (LoD) is a detailed Dungeon Crawl and party management game. The game is designed to be a solo/coop game but could be played with a game master as well. The main task of the game is to develop your characters both by gaining experience but also by finding gold, equipment, magic and legendary items that can help you in your quest. The game is set in its own fantasy universe, containing many of the races and monsters that you would expect from a classical fantasy setting. You could either run the campaign supplied with the game or run any of the 22 single quests.

All dungeons are procedurally generated, and all monsters and treasures are randomized making the quests different every time you play them. There is however a theme for each quest you embark upon so don’t expect to find a goblin among the undead in a crypt. There are more than 50 different room and corridor tiles, each with details about furniture and 5 different large seized objective rooms. All rooms have different furniture and a chest is likely to contain gold or magic items, where for instance a bookshelf is more likely to contain magical scrolls.

Party morale and sanity are two important factors to monitor in the game. Meeting fearsome monsters and springing deadly traps will take its toll on the mental state of your heroes and too much strain will give your heroes unwanted disorders such as claustrophobia, arachnophobia or stress syndromes. This will make them less effective and maybe even a liability for the rest of the party. To remedy this, you will need to rest in between quests. If you can’t afford to rest due to lack of funds, maybe that stressed out Dwarf will have to stay behind during the next quest, forcing you to solve the task with a skeleton crew.

Characters are designed around several stats such as strength and dexterity but also around skills such as Pick lock or Heal. Depending on their profession the heroes will excel in some of these, while being quite useless in other. Through levelling, you will also unlock talents which will boost certain areas of your character and perks which are powerful boosts that can be used a limited number of times. There are more than 100 talents and perks in the game. As your heroes levels up, the monsters they meet will be tougher as well.

Combat is an essential part of the game and is designed to promote movement and prevent those bogged down battles of attrition. With several types of attacks available, both for monsters and heroes, combat becomes more flexible and less of a chore. Add to this the decision if you should evoke that special perk that could change the outcome of the battle or save it to the next.

Finally, each dungeon has a threat level. This will increase as the Dungeoneers make their way through he dungeon. Making noises such as bashing down a door, or maybe screaming because of your stress syndrome, is a bad idea. This will increase the threat level, which in turn increases the chances of something bad happening. Maybe you will trigger a wandering group of monsters or set of a trap? It can also give the monsters unexpected boosts during combat.

I've have received some question and I thought I would make some clarifications:

Complexity: Medium+ I would say. There is quite a lot of information defining each character which of course makes things more complex. However, the actual gameplay is pretty straight forward once you get the hang of it. A gaming session can easily be paused by just taking a picture of the setup.

What miniatures can I use?: You can use tokens, standees or any other miniatures you have. The tiles are supplied with miniatures about 28mm with a 25mm base in mind but can of course be scaled to any scale you want to.

How many different kinds of monsters are there?: A little more than 80. Some of these are variants, such as Orc, Orc brute and Orc berserker for instance. There are also several special characters that you will face during the quests not included in this list.

Can I use other tiles or a 3D-printed dungeon with this game?: Yes! This is a simple matter of making your own rooms and corridors table. There is even a template for this in the files section.

This game does not focus on stream lining, but rather on creating a detailed dungeon crawler experience. It will require more on the behalf of the player than some of the more modern designs, but for me it's the perfect level of detail.

-description from designer

Year Published
2022
Transcript Analysis
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 1
This page: 1
Sentiment: pos 1 · mix 0 · neu 0 · neg 0
Mentions per page
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Showing 1–1 of 1
Video hP0geh1-u2A Meet at the Table playthrough at 0:00 sentiment: positive
video_pk 10352 · mention_pk 30529
Video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Rich character customization with race-class interactions and unique talents
  • Patreon-driven player involvement in character selection and naming
  • Mechanical depth for potions, alchemy, and spellcasting adds tactical variety
  • Flexible equipment and encumbrance system with shared party ownership in a cooperative setup
Cons
  • Rule complexity and potential confusion during learning and application
  • Heavy note-taking and handwriting in the transcript could lead to readability challenges
  • Durability and encumbrance systems may feel grindy or balance-heavy without careful management
  • Potion recipes and alchemy rules can be intricate and require clarifications or FAQs
Thematic elements
  • Adventure, exploration, and party-based dungeon delving
  • Fantasy dungeon crawl with open-world exploration, multiple towns and quest lines
  • Story-driven, player-driven character progression with personal quests
Comparison games
none
Mechanics (from transcript analysis)
  • Backgrounds and personal quests — Backgrounds provide starting traits and special quests; estates and wealth influence experience and story progression
  • Character creation and stat allocation — Roll base stats with dice, assign values to stats, manage 15-point pool, race-specific stat maximums and class-based adjustments
  • Encumbrance and item durability — Encumbrance caps and durability tracking; armor and gear can break; shields and armor durability affect survivability
  • Energy points and prayers — Starting energy points tied to class; prayers grant effects such as HP or Arcane Arts bonuses
  • Initiative and combat mechanics — Combat uses initiative tracking with potential extra initiative chips; touch vs ranged vs magic effects; weapon classes determine one-handed vs two-handed use
  • Potions and alchemy — Alchemist belt expands quick slots; potions have weak/normal/superior variants; crafting involves ingredients, parts, recipes, and alchemy rolls
  • Relics and equipment — Relics grant combat bonuses; starting gear includes weapons, armor, and a backpack; equipment has durability and encumbrance
  • Spells and arcane casting — Spells have casting values, mana costs, upkeep and incantations; mana equals wisdom; quick spells cost fewer actions; magic items and scrolls introduce complexity
  • Talents and perks — Talents are class-based passive bonuses (e.g., Rogue talents like Backstabber and StreetWise); can influence inventory and skills
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • we're going to be finishing story lines and then other ones we're gonna be able to run into along the way
  • we are going to create four characters
  • my patreons voted on them and so it's super cool to have them be able to help me decide who is going to be playing in this game
  • absolute blast to play this game
  • meet me at the table
References (from this video)
No references stored for this video.
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