
Dungeon Dweller's Mock-Up Cover
Dungeon Dwellers Player's Handbook
Dungeon Dwellers RPG is an RPG that is being developed by Reaper, primarily known for their gaming miniatures. I started collecting Reaper Minis ~2001 while everyone was still playing D&D 3.0. I had just relocated to Iowa City and most of the people I met was through gaming. Since we played in person and we needed a battle map to accurately determine positions and movement. The Reaper Minis, in my opinion, were the best on the market. Over the years they had multiple lines of metal miniatures, including some for an in-house miniatures combat game.
Ages ago, back when Ral Partha was a major purveyor of miniatures, there was a line of minis called Dungeon Dwellers. I never saw them, but in addition to individual models and such, they had some sets including 'Cavern of Doom' and 'Crypt of the Sorcerer'. The sets included miniatures for characters and monsters, a painting guide, as well as maps and a scenario for play - basically a complete adventure in a box. The business closed in 1982, but it made an impression on the Reaper team. Eventually they bought the rights to Dungeon Dwellers - the name, the old models, everything.
I think they thought they might release some of these types of sets for 5th edition, but somewhere along the way they decided that it made sense to release their own RPG. One year ago they had a Kickstarter and raised a couple hundred thousand dollars from a couple thousand people to get the game off the ground.
Joseph Wolf has been working in game design for some time and looks like he has some minor credits for a variety of systems including Legend of the Five Rings and Deadlands. I don't remember him from these other works. He seems like a decent guy who likes to keep creepy-crawlies as pets and he's active on the Reaper Discord answering questions. In the event that I call out things that I don't like - even if I say they're OBJECTIVELY GARBAGE - it's really just a matter of preference - I already know that our tastes don't really align. That said, while I'm sure I'll call out things that I think could have been handled better, I'll also try to focus on areas where I think the stated design goals and the implementation don't really align well (if any).
So, what are the design goals?
Now there are things from a design perspective that I'm not a fan of right off the bat. Having four classes and four races seems pretty limiting in 2024 - there have been a lot of developments in the last 40+ years that they're ignoring. A conga-line of death style of gaming where PCs are expected to regularly replace their fallen comrades also isn't really my cup of tea. But I like Reaper and I like RPGs and the value proposition was good enough that I was willing to get in on the ground floor and at least take a look.Dungeon Dwellers Roleplaying Game (DDRPG) is built on the foundation of the fantasy roleplaying games we all know and love. The familiar concepts of classic roleplaying are still intact, but many things have been retooled and updated.
DDRPG emphasizes intuitive, consistent gameplay while remaining true to the old-school themes of perilous adventure, risk, and delving into the unknown. If you love the feel of Old School Renaissance (OSR) games, or the modern mechanics of 5e, you'll feel right at home with Dungeon Dwellers.
DDRPG's goal is to take the best parts of our favorite fantasy RPG editions and blend them together to offer something unique in today's tabletop landscape. DDRPG keeps things fast and fun.
Four Core Classes: Fighter, Cleric, Rogue, Wizard
Four Core Folk: Human, Proudfoot Halfling, Wood Elf, Hill Dwarf
Six Ability Scores: Strength, Constitution, Dexterity, Intelligence, Wisdom, Charisma
d20-based Resolution System: The core of DDRPG uses a twenty-sided die. Whenever a character attempts something with interesting success or failure, the d20 is rolled and modifiers added.
Open Skill System is based on Ability Checks - a character's Background, Folk, and Class define what sorts of Skills a PC is proficient in.
Renovated Spell System - some spells have been revamped, improving utility and effectiveness; Spell Points allow casters to alter spell effects, increasing damage, number of targets, and degree of effect.
Dangerous - When Hit Points are exhausted, a creature is likely to die. When Hit Points are reduced below 0, the combatant has till the end of the round to be stabilized or they die. There are no Death Saves in DDRPG.
Easy to Use - DDRPG is compatible with almost any other RPG product. If you want to add something from a different system, it's easy to fold it into DDRPG's ruleset.
And since I'm taking a look, I welcome you to come along.
Please note that the Player's Guide that I'm reviewing is a pre-release PDF from October 2024 and is admittedly incomplete. The PDF is 176 pages total including cover, etc, but none of the internal pages are numbered, yet. The Table of Content lays out 6 sections, some of which are mostly complete and some that I think are completely missing, so I'll be aiming to cover the book in 6-7 additional posts over the course of the coming week if everything goes to plan.
As I go, I encourage anyone that wants to ask questions. I'll try to go into as much detail as possible while respecting copyright and recognizing that this is still a work in progress. If everything goes well, I'll continue to the 229-page Game Master's Vault.











