This is a community resource to aggregate content for dungeonpunk, a fantasy tabletop roleplaying game designed to be extended upon by the community. This wiki is one repository of content for dungeonpunk but the game is designed for players to pick, choose, and create supplements, hacks, and house rules for their own table and play group.
dungeonpunk is a fiction-telling game about exploring a fantasy world and going on adventures.
To play, tell a story between yourselves, with one player (the game master, or GM) describing the world and what happens within it while the other players each describe a character in that world and their actions within it. As you play, go back and forth in this pattern—the GM describing situations, the players describing their characters’ actions, and the GM describing reactions—and see how the story unfolds.
As you play, pay attention to any moves that are in play (e.g., all basic moves, and any special moves that players choose for their characters). Follow their instructions when relevant.
When a player wants their character to avoid an event or outcome the GM has described, go back to just before it happened and use the Struggle move.
If any content occurs in the story that players can't or don't want to engage with, rewind, erase it, and change direction, or fade to black and fast-forward past it. Respect the needs of everyone at the table and work together to tell a story you can all enjoy.
To get started, work out a basic setting and a first adventure to set out on, make some characters, and start telling a story!
Each character has six stats:
To begin with, distribute 5 points between them, with none higher than 3.
Some moves also use FATE (which is always 1) and NONE (which is always 0).
Each character also starts with:
Describe your character's Look in as much detail as you like.
When a move says to roll a stat, roll a number of six-sided dice equal to that stat's value and take the highest result. If you would roll less than one die, instead roll two dice and take the lowest result.
If an ally helps, they gain 1 Stress and add 1 die to the roll.
If you push yourself, gain 2 Stress and add 1 die to the roll.
If you have any kind of fictional advantage which would aid you, add 1 die or remove 1 die if you have a disadvantage.
When a player rolls a failure, they gain 1 XP and the GM makes a GM move.
Your role is to describe the world, its contents, and the outcomes of actions. Remember to:
When a player rolls a failure, or you need to know what happens next, use one of these GM moves:
Twist The Outcome
Enemies & monsters should follow what makes sense in the fiction. Most foes have between 4 & 16 HP; some kind of armor; and any appropriate special properties, abilities, or moves. Treat packs or swarms of enemies, as one enemy with more HP.