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Dungeon Scum
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Dungeon Scum

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"Who said Dungeoneering had to be dreary?"

Based on the Starport Scum scifi rules, Dungeon Scum is a narrative wargame intended to be played by role players and war gamers alike.

Gather your group of adventurers, set out on a dungeon delve and hope you make it back!

Get loot, see the sights, maybe go on an epic quest.

Dungeon Scum sets itself apart in a few ways:

*The combat rules are fast, simple and easy to remember, allowing you to fight multiple encounters in one gaming session.

*Unlike many RPG's, it includes a morale system for more realistic combats.

*It can be played solo, with encounter tables and monster lists for a fully random delve.

*It can be turned into a full-fledged role playing game.

*Characters can generated randomly in a few rolls or simply described with a couple of common-sense sentences.

Your hero is a SWORDFIGHTER with QUICK REFLEXES and a VOW OF SILENCE? Good, that's all we needed to know.

*Loot is well supplied with tons of magical items to find.

*6 types of magic with 10 spells in each system, plus "quest" spells used in campaign play.

*Campaign rules for letting your heroes become stronger..if they don't die.

*While the game is intended to use miniature figures, advice is provided to players who prefer playing without them.

And a lot more.

Clocking in at 88 print-friendly pages, Dungeon Scum can be played with any miniatures you already own.

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Reviews (1)
Discussions (6)
Customer avatar
joshua O April 06, 2020 2:57 pm UTC
The movement rules seem awfully complex compared to normal NW rules. So many modifiers and exceptions to keep track of. After we just rolled dice for initiative and had to track edge cases like new heavy armor there. Is there an amazing reason not to just have a set movement stat by race, etc?
Customer avatar
Ivan S April 06, 2020 3:04 pm UTC
An amazing reason? Not really :)
I think I just felt a lot of factors should be accounted for, which honestly could be ignored.

The game will work fine if you just use a fixed movement rate. I'd convert units that currently roll 2D6 to 5" and units with 3D6 movement to 6" probably.
Add any fixed modifiers on top of that.
Customer avatar
joshua O April 06, 2020 4:36 pm UTC
Thanks! Movement is normally one of those things that no one spends time on so it’s interesting to see some variability. I’ll start using a fixed rate and then maybe add the more crunchy rules later. Thanks again.
Customer avatar
Ivan S April 06, 2020 4:37 pm UTC
Yeah, another option is the use the basic roll but ignore the various sub-cases and conditions to it.
Random movement is one of those things where sometimes I want to have to gamble if my guy can reach cover, and sometimes as you say, we just don't wanna fiddle with it :)
Customer avatar
marc H January 15, 2020 1:15 pm UTC
is this still being developed / supported?
Customer avatar
Ivan S January 15, 2020 3:37 pm UTC
I haven't done anything new, since there has been talk with a third party about possibly doing an updated version.
Customer avatar
David B March 08, 2020 5:14 pm UTC
...any update on this?
Customer avatar
Ivan S March 08, 2020 5:16 pm UTC
Nothing concrete sorry. Though next month, ill see about putting out some new content since I have the Patreon support now to help justify things
Customer avatar
marc H April 08, 2020 4:01 pm UTC
great news!
Look forward to it.
Customer avatar
Joao C May 27, 2018 7:46 pm UTC
I have got bought this game two weeks ago and so far I am loving it, it has everything I was looking for in a solo game.

Quick question, any chance we will see an adventure pack for Urban encounters (Delve tables for cities)? That would be awesome.
Customer avatar
Colin M July 30, 2017 1:02 am UTC
Very quick question - solo suitable?
Customer avatar
Ivan S July 30, 2017 5:52 pm UTC
Yes, solo gaming is one of the intended methods of play.

It's not a full "programmed" system like say 2hourwargames does, but it works very well.
Customer avatar
Colin M August 12, 2017 10:45 pm UTC
Thanks Ivan - I have ton of Two Hour Wargame stuff so I know what you mean. I've also promoted your products on other groups btw. :-)
Customer avatar
Joseph P June 30, 2017 12:12 am UTC
Very little new for this system in months. Hope it sees some new supporting publications. I've purchased everything you've released, Dungeon Scum related.
Customer avatar
Ivan S June 30, 2017 12:18 am UTC
Cheers and appreciate the support.
There are a few things in the pipe but not 100% sure of time frames though I'll try to shuffle a bit to get something new out there soon.
One moderate sized project fell through due to the cost exceeding what I had expected.
Customer avatar
thomas M October 05, 2016 6:49 pm UTC
Question for Ivan, I can't seem to figure out what characters actually have to do to cast spells. Are they supposed to roll the number in the table listed to the left of the spell? And if so, what kind of dice are they rolling? It can't be a D6 since the number goes up to ten, and it can't be multiple D6 since the first spell has "1" listed next to it. I've gone over the magic section several times and can't find something that talks about how you know whether a character has successfully cast a spell or not. Maybe I'm just not seeing it? Thanks.
Customer avatar
Ivan S October 05, 2016 6:54 pm UTC
Cheers mate.
The numbers on the left are just if you need to roll a spell at random.

The only requirements are those listed for the specific type of magic:
F.X. Sorcerers can't move that turn.

A die roll is only required if the description specifically calls for it, like Miracles.

Sorry that isn't as clear as it could be.
Hope that helps!
Customer avatar
thomas M October 05, 2016 7:09 pm UTC
Ok, so if I understand correctly, they just choose the spell, spend an action, and then cast it as long as they meet the other requirements?
Customer avatar
Ivan S October 05, 2016 7:10 pm UTC
Exactly :)
Originally, there were going to be more dice rolls, but in testing, it wasn't really popular.
Customer avatar
thomas M October 05, 2016 8:43 pm UTC
Sounds good to me. Thanks Ivan :) Also, the campaign section mentions a "world" section with rules for using a hex-crawl system, but doesn't seem to exist? Is that a future feature?
Customer avatar
Ivan S October 05, 2016 8:44 pm UTC
Yeah, that's a reference to something that was cut for length.

It'll make a future appearance along with some "build-a-world" tables.
Customer avatar
thomas M October 05, 2016 8:52 pm UTC
Good stuff :) Excited to see it. Thanks for your time!
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This title was added to our catalog on August 30, 2016.