How to Host a Dungeon (2nd Ed.) has been a rather fun game thus far, however I cannot help but notice some issues with the editing and consistency of the product.
The game and how it is played: How to Host a Dungeon is played in several eras of the life of a dungeon, from the creation of the world, to whatever end becomes of it in the final era. First you design the stratum of your side-view dungeon, and the caves and resources that lie within them. The second era some great elder civilization inhabits the place, then dies out or ends in some manner. Then Monsters and small tribes of peoples move in and make a home in new caves and among the ruins of the old civilization. Then a villain rises up and becomes the master of the dungeon, ending the game differs based on what sort of villain takes over. You as the player create narratives, you draw the map using several pieces of paper, you decide what happens ultimately.
What I liked about this game:
I will admit I am not well-versed in Solo adventures, but this is one that I will happily go back to time and time again, because I feel like this is something that can be played over several days when I’m alone, and enjoyed. I loved the freedom and options I was given, and the suggestions given to me as well. The example art is very well done.
My issues with this game:
I wish that instead of just showing small snippets of rooms there would be a little more of a “here’s a demo dungeon we did!” with each era’s description. The few times this game uses examples they work really well to help explain the game and how I can play it better.
In the second part of the Primordial Age it says “Roll 1d8 each stratum in your world...” and the table for your results only has 6 results, and from my looking I did not see anywhere what would happen if I got a 7 or 8 on my roll. So I rolled 1d6 instead.
At the end of the Magician Civilization it says that the wizards end in either “Vengeance” or “Diaspora”. It says “Build Vengeance” and “Build Diaspora”, normally when the book uses an italicized word that means there is something special about that word. Previously in the Magician section is says “Build a Vault” wherein you make a little vault and put a jinn in it. But neither Diaspora nor Vengeance are rooms that can be built, and as far as I could understand it, Vengeance just changed the map slightly at the ending of the Magician Civilization, but Diaspora has no mechanics attached to it (Outside of “How you represent those eventualities on the map I leave up to you” written in the “Lore of Magicians”). So it just felt really flat. I should note that while looking at the other civilization endings, none of them felt to be left so much to the player, which is why I call the Magicians out.
Closing thoughts:
This is a really fun game, and I am extremely glad that I picked it up. I think that if they did a 3rd edition I would pick that up in an instant as well. I think it has some issues, but none that make me want to throw the game away and not play it. I genuinely think this could be a fun game to stream online, and play alongside friends as each of us makes our own dungeon.
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