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<blockquote data-quote="Sammael99" data-source="post: 7227614" data-attributes="member: 1157"><p><strong>Dungeon, Inc.</strong> is a tabletop roleplaying game I'm working on. It is (for the most part) motorized by Eric Nieudan's excellent Machiatto Monsters (<a href="http://www.drivethrurpg.com/product/203614/Macchiato-Monsters-ZERO" target="_blank">http://www.drivethrurpg.com/product/203614/Macchiato-Monsters-ZERO</a>). I've done about 15 playtest one shots in the last few months and I think it works OK, but I haven't yet tested in campaign mode. So with my Hong Kong players I'm starting a proper campaign.</p><p></p><p><strong>Dungeon, Inc. Pitch</strong></p><p></p><p>Since time immemorial, wise ones have wondered about the coherence of these dangerous but lucrative places often called Dungeons. Adventurers explore them, and should they survive the monsters and traps they face, they exit richer than they entrered. </p><p></p><p>But why do these places exist at all? Why has such a diversity of monsters decided to settle them? Who resets the traps after the last adventurers triggered them? And for that matter, where are the bodies of the last adventurers who failed to survive the traps or monsters? Places that are so easy to hear about (just hit the local tavern or talk to any village chief and rumours will abound pointing to the nearest Dungeon) must after all be much frequented. </p><p></p><p>The truth known by very few is that Dungeons, or at least the largest of them are actually corporations. They are managed by leaders who recruit monsters, establish the maps of the places they settle in, build traps and handle the visiting adventurers. Why? The oldest reason in the world: money. Adventurers may think they will find riches in dungeons, but in fact they bring in their own wealth: full purses, magical devices or weapons, divine medallions, even golden teeth. </p><p></p><p>In a nutshell, Dungeon, Inc. kills adventurers and grows rich from their wealth. It’s their business model, at least when things go right. Because such an operation actually requires a lot of money up front and is complex to set up and maintain: one must attract adventurers through the spreading of rumours, the abduction of village children; once in a while, an adventurer must get out enriched, otherwise the lure would grow cold fast. Monsters need to be recruited, traps maintained, places mapped so the monsters know where to find the adventurers and how to best deal with them. </p><p></p><p>Higher up in the organisation’s hierarchy, investors must be found to expand the Dungeon, and provisions must be made to ensure they will make money too. Employee unrest must be kept at a minimum without salaries exploding. Most importantly perhaps, the organisation must ensure that all of this remains a secret: if adventurers start going around and telling other adventurers it’s all staged to ensure their deaths, it’s not going to be good for the business.</p><p></p><p>In Dungeon, Inc. you play receivers, part of the Client Services division. Your role is to welcome the adventurers, generally with broad swings of your nailed clubs. You are the Dungeon’s fieldworkers, equipped with maps of the levels where adventurers have been spotted. Your role is to take advantage of the fact you know the terrain to eliminate them as fast as possible. Your aspiration is to spend your stipend in the Dungeon’s company stores, inns and brothels; indeed, the Dungeon is a thoughtful employer and knows your well-being to be paramount. </p><p></p><p>And who knows, if you do your work really well, you might become Employee of the Month and for a few days have access to the salons and entertainment opportunities of your betters. This is how you get the chance to frequent the cream of the company’s most promising managers in this great family that is Dungeon, Inc.</p></blockquote><p></p>
[QUOTE="Sammael99, post: 7227614, member: 1157"] [B]Dungeon, Inc.[/B] is a tabletop roleplaying game I'm working on. It is (for the most part) motorized by Eric Nieudan's excellent Machiatto Monsters ([url]http://www.drivethrurpg.com/product/203614/Macchiato-Monsters-ZERO[/url]). I've done about 15 playtest one shots in the last few months and I think it works OK, but I haven't yet tested in campaign mode. So with my Hong Kong players I'm starting a proper campaign. [B]Dungeon, Inc. Pitch[/B] Since time immemorial, wise ones have wondered about the coherence of these dangerous but lucrative places often called Dungeons. Adventurers explore them, and should they survive the monsters and traps they face, they exit richer than they entrered. But why do these places exist at all? Why has such a diversity of monsters decided to settle them? Who resets the traps after the last adventurers triggered them? And for that matter, where are the bodies of the last adventurers who failed to survive the traps or monsters? Places that are so easy to hear about (just hit the local tavern or talk to any village chief and rumours will abound pointing to the nearest Dungeon) must after all be much frequented. The truth known by very few is that Dungeons, or at least the largest of them are actually corporations. They are managed by leaders who recruit monsters, establish the maps of the places they settle in, build traps and handle the visiting adventurers. Why? The oldest reason in the world: money. Adventurers may think they will find riches in dungeons, but in fact they bring in their own wealth: full purses, magical devices or weapons, divine medallions, even golden teeth. In a nutshell, Dungeon, Inc. kills adventurers and grows rich from their wealth. It’s their business model, at least when things go right. Because such an operation actually requires a lot of money up front and is complex to set up and maintain: one must attract adventurers through the spreading of rumours, the abduction of village children; once in a while, an adventurer must get out enriched, otherwise the lure would grow cold fast. Monsters need to be recruited, traps maintained, places mapped so the monsters know where to find the adventurers and how to best deal with them. Higher up in the organisation’s hierarchy, investors must be found to expand the Dungeon, and provisions must be made to ensure they will make money too. Employee unrest must be kept at a minimum without salaries exploding. Most importantly perhaps, the organisation must ensure that all of this remains a secret: if adventurers start going around and telling other adventurers it’s all staged to ensure their deaths, it’s not going to be good for the business. In Dungeon, Inc. you play receivers, part of the Client Services division. Your role is to welcome the adventurers, generally with broad swings of your nailed clubs. You are the Dungeon’s fieldworkers, equipped with maps of the levels where adventurers have been spotted. Your role is to take advantage of the fact you know the terrain to eliminate them as fast as possible. Your aspiration is to spend your stipend in the Dungeon’s company stores, inns and brothels; indeed, the Dungeon is a thoughtful employer and knows your well-being to be paramount. And who knows, if you do your work really well, you might become Employee of the Month and for a few days have access to the salons and entertainment opportunities of your betters. This is how you get the chance to frequent the cream of the company’s most promising managers in this great family that is Dungeon, Inc. [/QUOTE]
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