Table of Contents

Player Roles

Dungeon Master

Players who take on the Dungeon Master (DM) role in a game are responsible for dungeon generation, deciding if dice rolls are needed, and helping move play forward. The DM will bring the dungeon to life around the player (or players), and as such those players should cooperate and respect their DM.

Dungeon Generation

Dungeons will always be randomly generated, and the layout will change when the day ends. Because time flows differently inside the dungeon and outside, matching time between the dungeon and the outside world is not necessary—this is done to add interest and reduce DM labor and stress.

Traditional Generation

Traditional dungeon generation requires use of a twenty-sided die (d20). It utilizes a system created by Paul Hughes of Blog of Holding in 2012 for Dungeons and Dragons and which is used in his browser-based game, Dungeon Robber.

It is up to the DM's discretion to determine which monsters and treasures to include, since the monsters listed in the Random Dungeon Generator differ from those used in Rummy Cobbles.

Simplified Generation

Generate Room Number Roll a six-sided die (1d6) to determine the amount of rooms on the current floor.

Generate Encounters Each room contains one encounter. These encounters are determined by rolling a six-sided die. 1-3 Are Encounters, 4 is a Treasure/Trap, 5 is a Resting/Recovery, 6 is a Shop/Boon. For each Instance, roll a 6-sided dice. This number will determine how many options are available to choose. Roll that many 6-sided dice, and the results reflect the choices.

Example: You are on Dungeon Floor one. You rolled one dice. The result was 3; There are three Instances in this floor. You roll 3 dice; Results are a 6, 1, & 1. The choices are an Encounter, Encounter, and a Shop/Boon.

Encounters are either Passive, Hostile or Non-Hostile. If the number was 3, it is hostile. If it is 2, it is non-hostile. If it is 1, it is Passive. Non-Hostile encounters just start out non-hostile, they can still turn hostile. Passive encounters are distinctly averse from hostility.

Example: Your Instance Dice rolled a 6, 1, 1. Both instances are Passive encounters not hostile to the player.

Treasure/Trap is a potentially dangerous or rewarding encounter for the player. Traps can be disarmed, or trigger immediately (Can be a hazard in the room itself, such as poison gas or raising water).

Resting/Recovery is always an opportunity for the player to recover resources such as HP, MP, or SP.

Shop/Boon are non-hostile encounters. A Shop can sell all manner of things, including boons. Boons are collectable effects that are not kept outside of the Dungeon and change the way the Dungeon Floor is played.

Example of a boons: After each Instance, Recover half of missing HP.

Passive Encounters become Hostile, but reward Rare Treasure.

Charm-like effects are guaranteed.

Rolls and Challenges

Rummy Cobbles uses a d20 system for challenges. Using a character's stats and abilities, a DM can assign modifiers. A natural 20 results in a critical success unless the character has a negative modifier—which defaults to a regular success.

In upper levels of the dungeon, challenge ratings follow this chart:

05 very easy
10 good chances
15 pretty tough
20 very difficult
25 welp

DMs should allow multiple ways to overcome a challenge. They should be fun and exciting and allow for creativity.

Monsters and Items: DM's will use their judgement/generators for loot, keeping in mind it may or may not be useful as found objects may have been lost, left behind, created by dungeon monsters, etc.

Monsters will require care in spawning. They should not violate any of a player's hard limits, and must be able to be overcome by the present character(s).

Player