Idea: A Foddian Megadungeon


You may have heard of "Foddian Games" like Getting Over It or Jump King (named after Bennet Foddy, the creator of Getting Over It). What makes these games unique is that they push you into situations where you have to risk losing all your progress and starting again from scratch. They are deliberately frustrating, but also very satisfying to master.

In Jump King, you leap upwards, propelled by rumours of a smokin' hot babe at the top. Each time you jump, you risk losing your progress and tumbling all the way back to the start of the game. As you leap higher, you meet ruined and broken men, their legs shattered. Seek not the babe, they tell you. She must be only an illusion. A hopeless fantasy. No man can make those jumps and live. 


One of the things that makes this interesting is the way it plays with risk and reward. You have safe areas that act like checkpoints. This area with the fireplace is one example. The floor is solid, so you won't lose your progress if you fall. Reaching this area is really satisfying, and this space feels safe and warm.


Then you get higher up and the game tempts you with this treasure.



If you want the coin this crow is carrying, you have to leap out of your safe zone, into the rain. You run the risk of falling way down, past your safe area, into the drain, losing a whole heap of progress. Can you take the risk? This creates a huge feeling of tension and danger.

So I wonder - could we make a fun Foddian dungeon?


The Tower Of Babel


The wretched fools tried to make a tower to reach God. Some even say they succeeded. Either way, they were struck down and scattered, turned into all manner of hideous beasts, their language split into many tongues so that they could never dare their hubris again. Now desperate men and heathens return to the ruins of that tower, seeking treasure - and perhaps even the fabled Door to Heaven. 


It's a vertical dungeon with a complete and total focus on traversing the environment. Your goal is to get as high as you can. The dungeon is all about climping the walls, swinging on the chandeliers, dangling from grappling hooks, balancing on the rafters, tiptoeing around rotten floors, finding ladders and ropes and secret passages that lead higher. Ultimate verticality. 

Goblin Knave: Fighter

 


Here is another class for Goblin KnaveClick here for the class.

THE FIGHTER


Complexity: Low.
Suggested Ability Scores: Strength, Constitution.
Playstyle: Combat.

If you're interested in the Director's Commentary on what I've done here and why, read on. I have a bunch more of these classes to release so I'll see you next time. 

Goblin Knave: Assassin

 



THE ASSASSIN


Complexity: Medium.
Suggested Ability Scores: Dexterity, Intelligence.
Playstyle: Stealthy specialist.

This is a tweak of the GLOG Assassin to fit with the rules for Knave, a fantastic rules-light RPG you can pick up for $3. It refines the class to fit with the Knave ruleset and also adds a reputation system. You can slot the class right into the Knave rules, or use it with any GLOG-compatible system. Click here for more classes and info on the system.

If you're interested in the Director's Commentary on what I've done with the Assassin and why, read on. I have a bunch more of these classes to release so I'll see you next time. 

Goblin Knave: Thief

 


Let's cut to the chase, click here for the class.

THE THIEF


Complexity: Medium.
Suggested Ability Scores: Dexterity, Intelligence.
Playstyle: Stealthy specialist.

This is a tweak of the GLOG thief to fit with the rules for Knave, a fantastic rules-light RPG you can pick up for $3. It refines the class to fit with the Knave ruleset and also adds a reputation system. You can slot the class right into the Knave rules, or use it with any GLOG-compatible system. 

If you're interested in the Director's Commentary on what I've done with the Thief and why, read on. I have 5 more of these classes to release so I'll see you next time.