[1:01 PM]Vladar: Greetings! My name is Vladimir, I’m a freelance illustrator, and today I’m here to talk about “Into the Dungeon: Revived” — my lightweight and streamlined fantasy TTRPG.
[1:04 PM]Vladar: If you know “Into the Odd” system or any of its descendants, you already know most of the rules, since, as a starting point, I’ve used one of the early experiments of Chris McDowall called “Into the Dungeon: Playtest Edition”. From there, through years of design and play-testing I’ve managed to build a simple and solid framework to play, create, and convert fantasy adventure modules. While not directly OSR or D&D-compatible, ItDR allows for fast and easy conversion from D&D or any other system.2
[1:06 PM]Vladar: The main focus for me — is friendliness and simplicity both for the referees and players, while providing a variety of options and customization possibilities. From my personal experience, a person that never player TTRPGs before can comfortably pick up ItDR and play while learning the rules on the go, while experienced TTRPG players can start playing without barely even looking into the book. The gameplay itself is intuitive (by design), and combat encounters run swiftly, thanks for the absence of “to-hit” rolls.1
[1:08 PM]Vladar: The ruleset is pretty much finalized for a couple of years already, so currently I release yearly minor version updates with small adjustments and typo fixes. There are a couple of supplements in the works, as well as a starter adventure module. In the meantime, I release conversions of modules that were used for play-testing on my blog: https://vladar.bearblog.dev/ along with other useful stuff.
[1:08 PM]Vladar: (done)
[1:08 PM]Dan the GMshoe: Thanks, @Vladar! The floor is open to questions!
[1:09 PM]Dan the GMshoe: Does the game have its own setting, definied or implied?
[1:09 PM]aiodjed: no to-hit, really? (do take your time)
@Dan the GMshoeDoes the game have its own setting, definied or implied?[1:13 PM]Vladar: Good question! There is an implied setting, but mostly in the intro chapter. One of the future supplements will be a gazetteer with the setting that arose during the play-testing — a rough draft of post-apocalyptic human-centric world. And, of course, any fantasy setting can fit the system as well.
@aiodjedno to-hit, really? (do take your time)[1:16 PM]Vladar: Yes, like all other “Into the Odd”-related games, there are no misses here. To attack, you roll your weapon’s Damage die, along with any bonus dice you have. The highest single roll is identified, and the attack causes this much Damage. Armour (0–3 range for creatures) is subtracted from the Damage dealt. Once the HP is over, the Damage targets Strength and the Character risks taking Critical Damage (on a failed STR Save). (edited)1
[1:16 PM]Vegviseren 🥔🧙: What was your inspiration for choosing this system specifically?
@VladarYes, like all other “Into the Odd”-related games, there are no misses here. To attack, you roll your weapon’s Damage die, along with any bonus dice you have. The highest single roll is identified, and the attack causes this much Damage. Armour (0–3 range for creatures) is subtracted from the Damage dealt. Once the HP is over, the Damage targets Strength and the Character risks taking Critical Damage (on a failed STR Save). (edited)[1:17 PM]aiodjed: ok thx
@Vegviseren 🥔🧙What was your inspiration for choosing this system specifically?[1:21 PM]Vladar: At that time, AFAIR, I was pretty tired with 5e and wanted something more simple and dynamic. I found a review of ItO by QuestingBeast, and it was pretty interesting. And since I wanted a more traditional fantasy game (instead of a “Steampunk-ish” ItO), and more compatibility with D&D modules as well, I started writing my own take on it.1
[1:22 PM]Dan the GMshoe: You mention your first setting being post-apocalyptic. That seems an odd choice for a game designed for fantasy as an alternative to D&D. What was your thinking there?1
@Dan the GMshoeYou mention your first setting being post-apocalyptic. That seems an odd choice for a game designed for fantasy as an alternative to D&D. What was your thinking there?[1:26 PM]Vladar: Well, there are some thoughts there about an implied post-apocalyptic nature of the original D&D, plus among my favorite fantasy authors are Robert Howard, Clark Ashton Smith, and Jack Vance, among others. And their worlds are post-apocalyptic as well, though this is not always obvious.3
[1:26 PM]Dan the GMshoe: Cool.
[1:26 PM]aiodjed: true, they can rebuild
[1:27 PM]Dan the GMshoe: Also, you mention that setting being human-only. Does the core rulebook assume only human PCs, or does it include rules for nonhumans?
[1:30 PM]Vegviseren 🥔🧙: nonhumans, like rebel scum…1
@Dan the GMshoeAlso, you mention that setting being human-only. Does the core rulebook assume only human PCs, or does it include rules for nonhumans?[1:31 PM]Vladar: When you create a Character, you choose a Background (who you were before starting adventuring) and a Feature (what are you excel at). So, there are no implication of race/species/etc. As an optional rule, the book has “Ancestry Features” with three examples (Dwarf, Elf, Halfling), for settings with nonhuman characters. (edited)
[1:32 PM]Vegviseren 🥔🧙: flexible
@Vegviseren 🥔🧙flexible [1:33 PM]Vladar: Yes, the players are encouraged to make up their own Backgrounds and Features as well.
[1:33 PM]Dan the GMshoe: Do you have a character sheet that we can see?
[1:34 PM]Vladar: And here’s a filled example, for reference:
[1:34 PM]Vladar: If your Character doesn’t use spells, you’ll only need the first page. (edited)2
[1:35 PM]aiodjed: nice
[1:36 PM]Checco: Hi Vladimir! There are Experience Levels and Mystic Levels. Does the Mystic Levels match to the Experience Levels or should it be tracked separately?
[1:37 PM]Dan the GMshoe: (Thank you for providing sparkles in @Beyla 🎉’s absence, @Vegviseren 🥔🧙. )1111
@CheccoHi Vladimir! There are Experience Levels and Mystic Levels. Does the Mystic Levels match to the Experience Levels or should it be tracked separately?[1:38 PM]Vladar: When you gain a new Experience Level, you are choosing an additional Feature (along with some other improvements). So, for each Experience Level you have a Feature. One of the Features — is Mystic. You can dabble in magic by taking one-two Mystic Features, or go full blown caster and max it.111
[1:39 PM]Vegviseren 🥔🧙: A feature at every level?! SOLD!1
[1:40 PM]Dan the GMshoe: So the system has levels, but does it have classes?
[1:41 PM]Vegviseren 🥔🧙: Perhaps most importantly, a) are there stat blocks? and b) what dice are needed to play?
@Vegviseren 🥔🧙A feature at every level?! SOLD![1:41 PM]aiodjed: if it doesnt become a featfest like ‘streamlined’ 5e i agree
@Dan the GMshoeSo the system has levels, but does it have classes?[1:46 PM]Vladar: Features act as classes, in some way, while giving more flexibility to the character build. While some Features could be taken one time, others provide an additional benefit when you take them again. For example, let’s take a look at Warrior Feature: = WARRIOR =Can be taken multiple times.Roll twice for HP and take the better result. Gain bonus d4 weapon Damage die. Advancement: The bonus die is Raised by one. So, every time you take this, not only you can reroll your HP for this Experience Level, but your Warrior bonus weapon Damage die is Raised (from d4 on Warrior 1
, up to whopping d12 on Warrior 5
). In other words, you can think of Features like a simple multi-classing enabled by default. (edited)21
[1:48 PM]Dan the GMshoe: If attacks automatically hit and only armor can prevent damage, doesn’t this cripple characters who don’t rely on brute force?1
@Vegviseren 🥔🧙Perhaps most importantly, a) are there stat blocks? and b) what dice are needed to play?[1:51 PM]Vladar: a) yes, here’s an example of a character stat block (from the character sheet above): STR 11, DEX 9, WIL 17, 6hp, axe (d6/d8), throwing daggers (d4), Noble, Mystic 1.
(plus inventory and spell list of course) and for a monster: GHOUL STR 13, DEX 15, WIL 6, 5hp, 2d6 Claws, d8 Bite, immunity to mind-altering Spells. Monstrous denizens of forlorn cemeteries feed on human flesh, be it dead or alive. Ghoul Touch: if the claws reduce STR score, a target is Stunned until passing a STR Save at the end of their turn, exuding stench that makes those nearby sickened.
b) Standard polyhedrons
[1:52 PM]Vegviseren 🥔🧙: I like it!
@Dan the GMshoeIf attacks automatically hit and only armor can prevent damage, doesn’t this cripple characters who don’t rely on brute force?[1:54 PM]Vladar: Not really, from my observations. Usually, players try to find a clever way either to not to engage in open combat, or gain a sure advantage by sneaking, ambushing, clever tactics, or diplomacy (when possible).1
[1:54 PM]Rated Aargh: Has anyone asked about the domain rules, or the mass combat? I don’t want to repeat anyone’s question.
[1:55 PM]Vladar: No, please, go ahead.
[1:56 PM]Rated Aargh: It’s been part of the D&D tradition for decades, though less so these days, but I couldn’t help but notice the inclusion of domains and mass combat. Most games now don’t even touch on those subjects. Did you feel it was important to the game’s “old-school” philosophy?
[1:57 PM]Rated Aargh: And please bear in mind that I use the term “old-school” advisedly, because it’s current school to me. 11
[2:01 PM]Vladar: Yes, specifically for high-level play, since the requirement for getting the last 5th Experience level is: 5. Master You have established or seized control of a Domain of at least one hundred people. You are granted a noble title or create your own. Other characters may assist you in achieving this goal, though you are the only one becoming a Master while doing so. There was a rudimentary chapter for domains and mass combat in the progenitor, and I improved it from there. This included not only play-testing, but also writing primitive statistical software (monte carlo method) to make mass combat a statistically accurate abstraction layer.211
[2:02 PM]Dan the GMshoe: What is basic task resolution in the game?
@Dan the GMshoeWhat is basic task resolution in the game?[2:07 PM]Vladar: Quoting from the book: When players describe what they want their characters to do, you generally have three options: 1. It’s something the character can do safely. 2. It’s not possible. Ask for another approach, perhaps giving suggestions. 3. It might be possible, but there’s a risk. Roll dice. And when someone is at risk, they make a Save to avoid negative consequences, rolling d20 equal or under the appropriate Ability Score. 1 is always a success and 20 is always a failure. Roll twice taking the better/worse result, if you have an Advantage/Disadvantage. Aside from Saves and combat rules, there are also Knowledge Rolls, and Luck Rolls for anything not covered by the rules.1
[2:08 PM]Dan the GMshoe: How do those latter two work?
@Dan the GMshoeHow do those latter two work?[2:09 PM]Vladar: Knowledge Rolls: Characters have a 2-in-6 chance to know something outside their area of knowledge and past experiences; Specialists have a 4-in-6 chance for their wide area of study and know everything about their narrow specialization (e.g. History (Archaeology)). Luck Rolls: Roll a d6. A low roll favours the players, and a high roll means bad luck for them. The Referee decides what a specific result means for the situation at hand.11
[2:11 PM]Dan the GMshoe: Simple enough!
[2:11 PM]Vegviseren 🥔🧙: level 5 seems intense! Were there any issues competetively between players during playtesting?
[2:11 PM]Vegviseren 🥔🧙: since only one may be master1
@Vegviseren 🥔🧙since only one may be master[2:16 PM]Vladar: The idea is that other player characters can help to “ascend” a companion, and then do the same for the next one eligible for Master Level. More importantly, this requirement “grounds” the character in the game world, allowing a whole new level of interaction with NPCs. While testing domain and mass combat rules we ran a couple of 1v1 military campaigns though =)11
[2:16 PM]Dan the GMshoe: Does the rulebook include a bestiary?112
@Dan the GMshoeDoes the rulebook include a bestiary?[2:19 PM]Vladar: Yes, there is a short appendix with a collection of examples of monsters and mundane beasts. Though, the book recommends that “a dungeon should contain mostly unique monsters”. And since the creation (or conversion) is pretty simple, it doesn’t take much time to create new creatures, while referencing “Chapter 8: Monsters” and “Appendix B: Bestiary”.1
[2:24 PM]Vegviseren 🥔🧙: Knew I was going to like it when you first said “framework”1
[2:25 PM]Vegviseren 🥔🧙: Will you be doing the illustrations?
@Vegviseren 🥔🧙Will you be doing the illustrations?[2:26 PM]Vladar: Yes, all of the illustrations in the book are mine. You could see the full album (including illustrations not included in the current release) here: https://vladar.artstation.com/projects/zAmRZQ or here: https://www.deviantart.com/vladar4/gallery/68893105/into-the-dungeon-revived221
[2:27 PM]Checco: Can you tell something about Signature Spells?1
@CheccoCan you tell something about Signature Spells?[2:33 PM]Vladar: Sure! So, Mystic Spells could be cast in combat only if they are Prepared or Signature. During the Rest, Mystics can prepare an amount of Spells equal to their Experience Level. When cast, Prepared Spell drains Mystic HP for 2 per Spell Circle, so it is pretty risky to do so. But each time when the character takes a Mystic Feature, you can choose an additional Signature Spell: it does not require preparation and drains only 1hp per Spell Circle. So, the Mystic Feature design balances the powerful and game-changing (especially at high Circles) magic with its danger to casters themselves.111
[2:35 PM]Dan the GMshoe: So other spells are like ritual magic?
@Dan the GMshoeSo other spells are like ritual magic?[2:37 PM]Vladar: All spells kinda are like rituals, and those that you want to cast in combat, you either Prepare when resting, or take as Signature ones.
[2:37 PM]Checco: Do you ascend to Signature Spell status a Spell you know or is it actually an extra Spell in your spellbook?
[2:39 PM]Vegviseren 🥔🧙: I’m enjoying not needing to ask how the game maintains balance 1
[2:39 PM]Dan the GMshoe: So can you cast a spell at all if it hasn’t been Prepared?
[2:39 PM]Dan the GMshoe: Or just not in combat?
@CheccoDo you ascend to Signature Spell status a Spell you know or is it actually an extra Spell in your spellbook?[2:40 PM]Vladar: The former. Each time you take a Mystic Feature, you learn one Cantrip and three new Spells, plus select one of these (or already known Spells) as your Signature one. (When you take Mystic feature for the first time, you learn two Cantrips and six 1st Circle Spells)1
@Dan the GMshoeSo can you cast a spell at all if it hasn’t been Prepared?[2:41 PM]Vladar: You can, but not in combat, since: Spells require a few minutes of uninterrupted calm and attention to cast, as well as requiring a set of detailed gestures and incantations. Consequently, Spells are generally impossible to cast in combat. Every Mystic carries a Focus, typically an orb, wand, or staff that allows to instantly cast a Prepared Spell or any Cantrip you know as an action, while performing the proper gestures and incantations. A Focus does not work when wearing armour, except for Cantrips.11
[2:43 PM]Dan the GMshoe: Cool.1
[2:43 PM]Vegviseren 🥔🧙: so you can only cast prepared or specialized spells in combat?
[2:44 PM]Dan the GMshoe: In the time remaining, is there anything that we haven’t covered that you’d like to bring up?
@Vegviseren 🥔🧙so you can only cast prepared or specialized spells in combat?[2:47 PM]Vladar: Yes, generally, while in combat you can cast one of: a) a Cantrip b) a Prepared Spell (taking 2hp/Circle damage) c) a Signature Spell (taking 1hp/Circle damage) As an optional rule, any character can also “activate” a Spell Scroll. Such Spell is cast as Signature, destroying the Scroll. Succeed on a WIL Save or suffer a Magic Mishap. And there are magic items, of course, like wands and such.111
@Dan the GMshoeIn the time remaining, is there anything that we haven’t covered that you’d like to bring up?[2:51 PM]Vladar: Maybe you have some questions about specific Features, Backgrounds, or Equipment that caught your eye. Other that that, there are chapters on Magic, Traps and Obstacles (all with examples included). And, of course, there is a vast “Appendix A: Additional and Alternative Rules”, if you want to run a “crunchier” game. (edited)11
[2:52 PM]Dan the GMshoe: Can you give us an example of an alternative rule?
[2:52 PM]Checco: Another question about Features. If I take that Warrior as my first Feature, can I reroll my starting points as well?
@Dan the GMshoeCan you give us an example of an alternative rule?[2:54 PM]Vladar: One of my favorite ones, is Hardcore Mode. It includes the following: – Mystics use the Random Spell Selection rule. – When Mystic fail their Critical Spellburn Save, they suffer a Magic Mishap. – Characters that take Critical Damage need an ally to spend their action to treat the wound or will lose d6 STR on each subsequent turn. – Use the Injuries rule. Broken limb roll results in a lost limb instead. Gravely injured roll results in instant death. (all referenced rules are in the same Appendix A)11
@CheccoAnother question about Features. If I take that Warrior as my first Feature, can I reroll my starting points as well?[2:54 PM]Vladar: Yes!
[2:58 PM]Vladar: By the way, on the ItDR home page, there are a couple of tools for random generation of PCs, NPCs, etc. to play with: https://vladar4.github.io/itdr/tools.htmlInto the Dungeon: RevivedInto the Dungeon: Revived | ToolsItDR is a lightweight fantasy-themed role-playing ruleset designed for a streamlined gameplay.
[2:59 PM]Dan the GMshoe: Any final thoughts before we wrap up?
[2:59 PM]Vegviseren 🥔🧙: I greatly appreciate your broad skill set for this!1
[3:02 PM]Dan the GMshoe: Thanks very much for joining us, @Vladar!1
[3:02 PM]NamaStacy: Thank you!1
[3:03 PM]Vladar: Thanks for a warm welcome! If you want to get fresh news about ItDR, there is an RSS feed on my blog https://vladar.bearblog.dev/ Look forward for more content, including adventures and supplements. Also, I’m open for commissions as an illustrator.Vladar’s BlogVladar’s BlogIllustration, tabletop role-playing, and game development.
[3:03 PM]Checco: Thank you very much!1
[3:04 PM]Vegviseren 🥔🧙: Yes Thank You!1
[3:04 PM]Vegviseren 🥔🧙: p:
[3:04 PM]Dan the GMshoe: Usual reminder: If you’ve enjoyed this Q&A and would like to treat me to a coffee or two, you can do so at https://www.ko-fi.com/gmshoe. Anything’s appreciated! Ko-fiBuy Dan Davenport a Coffee. ko-fi.com/gmshoeBecome a supporter of Dan Davenport today! ❤️ Ko-fi lets you support the creators you love with no fees on donations.
[3:05 PM]Dan the GMshoe: If you’ll give me a minute, I’ll get the log posted and link you!1
Message #q-and-a