Manual Amended: December 7th


Thank you, everyone, for your interest in this game! It was a delight to write and one of those projects that really arrived almost fully formed from the moment of conception.

The "almost" is what I'm here to address: playtesting has revealed some mistaken assumptions about how play might affect the math that underlies the entire project. Basically, faults are a key element of leaning into the chaos at hand, but it means that each turn needs to be played almost perfectly to complete the game: Each player needs to investigate four cards and then remedy three of them, on average. Since you'll miss an investigation check a third of the time, that means each code violation only gets one attempt each and that's your whole day. Nobody's Taking Sixty or risking a fault under those conditions.

Actual play results have revealed that players either don't use their faults (boo!) or feel like they can't do their best and still engage with the rest of the game. As a result, I've streamlined the investigation process to either draw out some fun uses of faults OR get folks to use strengths to double up their actions. I've also tweaked the Final Report table so that revealing one un-inspected violation can't result in a TPK after the game is essentially over.

I'm working on some fun Appendices to come out in the coming few months to expand your options for initial types, fun locations, and piles of code violations. Depending on interest, I've also got some notes for Advanced Department of Dungeon Prevention (ADDP) which would expand character creation and violation resolution to lean a little bit more into the old-school dungeon vibe without going full OSR.

I'd love to hear about the issues you've addressed and the dungeons you've prevented in your playthroughs, with credit going to any player or group whose elements get included in future Appendices.

Files

Department of Dungeon Prevention Employee & Operations Manual
Dec 07, 2022

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