Setting
The World
The setting is one of generic pseudo-medieval fantasy, in which Benevolent Nobles rule over Muddy Peasants, while on the horizon the Evil Overlord assembles his Legions of Terror and schemes to veil the realm in darkness. Bands of Doughty Adventurers rove the land, venturing into Perilous Dungeons in search of Riches and Glory before retiring to Rustic Taverns to spend their loot on Ale and Whores.
This sort of Standard Fantasy Setting should be moderately familiar to anyone who's played Dungeons & Dragons or read pulp fantasy novels. Dungeon Grind looks at this setting from the other side, that of the minions who toil in service to the Evil Overlords.
The Stronghold
Throughout the land are scattered Fortresses of Arrogance that house Evil Overlords intent on casting their shadow across the world, for whatever reason. Usually situated on menacing crags, these bastions of iniquity are sturdy redoubts against pitchfork-wielding villagers, brave heroes, and besieging armies. On the surface, at least.
For an Evil Overlord the primary purpose of a Stronghold is to concentrate loot in one place. Put a few copper pieces in a hole in the ground and sooner or later would-be adventurers will start beating a path to your door; at first they'll barely be worthy of the name, more like commoners with delusions of competence. So they die, and you add their equipment to your hoard. Over time, as more adventurers assail your fortress and perish, it is possible to amass quite a stockpile of nearly-new adventuring gear and miscellaneous baubles.
Not only that, but your stronghold begins to gain a reputation - and to your typical machismo-fixated adventurers this is like jam to wasps.
An Overlord might pay bards to spread word of his Dungeon, the rousing exploits and glittering riches that await those bold enough to venture in, taking care to pitch things for adventurers experienced enough to be profitable, but not so competent as to be dangerous.
The more enterprising Overlords forge links with storekeepers in nearby towns and pass the more mundane articles back to them to be sold on to the next band of erstwhile heroes. Others with a flair for alchemy set up potion shop franchises in town, or invest in the local tavern to reclaim loot from the few adventurers who return victorious.
Dungeons are a service industry.
The Dungeon
PCs play the role of minions in service to an Evil Overlord running such an operation. Starting at the bottom of the dungeon hierarchy, their job is a gruelling and thankless one: to give the impression of resistance, to make the adventurers feel that each room they loot and corridor they navigate is an achievement.
They set the fiendish deathtraps and clean bits of adventurer out of them afterwards; they stand around in empty rooms waiting for heroes to happen by, or pretend not to see the thief sneaking past; they are there to cause just enough damage to require a Potion of Healing, all the while hoping that someone remembered to pay the blacksmith in town to dull the heroes' weapons; the lucky ones feign death long enough for the heroes pick through their pockets for loot, the unlucky ones don't have to pretend. The Overlord doesn't care, minions are by their nature entirely expendable and readily replaceable.
They are unsung, unmourned, unappreciated and underpaid.
Flavour
How might the setting be reflected in the mechanics?
- Adventurers are meant to win.
Generally speaking, fantasy RPGs are balanced in favour of the adventurers in order to better allow the construction of narratives that fit the heroic fantasy mould, in which the protagonists grow from humble beginnings to become mighty champions. Facing monsters of an equivalent level will usually be challenging, but the heroes are generally expected to prevail. Which means that in a fair fight the odds are not in favour of the Evil Overlord's minions - which means they should never be fighting fair if it can possibly be avoided.Game mechanics should encourage the use of dirty tactics, traps, tricks, deceit, playing dead or just running away.
- Evil is selfish.
Dungeons employ a lot of monsters who are usually of an evil alignment. Not cackling, hand-rubbing babies-on-spikes evil, however - that's the preserve of Management. Minions are more likely to engage in petty evil which commonly manifests itself as a self-serving disregard for the wellbeing of others. After all, it's hard enough keeping yourself alive in such a hostile environment without having to look out for other people as well. Social interactions will most often involve bribing, deceiving or intimidating a target into doing what you say - altruism is vanishingly rare, everyone's looking out for number one, and if someone does you a favour you can be certain they'll want something in return later on.Game mechanics should allow for threatening, lying or enticing other characters, and facilitate tracking favours paid and owed.
- Kiss up, kick down.
Not only is Dungeon society evil, selfish and unkind, it's also deeply hierarchical - PCs start at the bottom of the heap as minions, but may - through treachery, perseverance and opportunism - manage to claw their way to a more elevated position on the organisational ladder. While minions should in theory obey their superiors without hesitation, unquestioning obedience is not entirely guaranteed - mainly because minions are considered disposable and they know it, so loyalty rarely endures long once Management are out of earshot. Of course there is always that particular breed of fawning lickspittle who believes the fastest route to personal advancement is to ingratiate yourself with Management, even if that means debasing yourself or selling out your peers. Play your cards right, they reason, and they won't be your peers for very long.Game mechanics should reflect different attitudes towards authority, with appropriate rewards and/or penalties for acting on those attitudes.