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Dwarf Forged

System Reference Document


Version 1.0
Written by Anna Blackwell
Logo by Ed-Lynden Bell
Blackwellwriter.com
Twitter.com/BlackwellWriter

Introduction You are free to make use of the Dwarf Forged logo in
your games and promotional materials etc. The
Dwarf Forged is a System Reference Document for Dwarf Forged logo can be downloaded from XXX
DELVE: A Solo Map Drawing Game (and its sister
games RISE: A Solo Game of Spreading Evil and If you use the Dwarf Forged logo in your game, also
UMBRA: A Solo Game of Final Frontiers). add the following text:

This SRD explains the mechanics and underlying DELVE: A solo Map Drawing Game™ is a
design philosophy of DELVE in a way that should, trademark of Anna Blackwell. The Dwarf Forged
hopefully, explain how to maintain the feel and logo is © Anna Blackwell, and is used with
balance. permission.

This SRD is aimed at designers, writers, and You are free to colour and resize the logo to suit your
publishers who’d like to create their own expansions project, but the logo should not be materially altered
for DELVE, RISE, or UMBRA. in any other way.

Any games created under this license are officially All the text should be the same size as the rest of
referred to as Dwarf Forged games. your copyright section, and not redacted or obscured
in any way.
And, as DELVE is an ongoing project with many
official expansions planned, there may be times If you’re publishing electronically you can make
where an official expansion covers the same “Creative Commons Attribution 3.0 Unported
mechanics/ concept as your work. To minimise license” a link to http://creativecommons.org/
conflict, a list of planned expansions will be hosted licenses/by/3.0/ and “DELVE: A Solo Map Drawing
on Blackwellwriter.com and the Blackwell Games Game” a link to https://blackwellwriter.com instead
Discord. of printing the URLs separately.

Licensing Requirements

You are free to create DELVE, RISE, and UMBRA If you’re going to make and publish (even self-
expansions. All I ask for is credit using the publish for free on itch.io) content that uses the
Attribution Text from the next section. DELVE system and want to show that it is
compatible. Include the attribution text and follow
The contents of the SRD are available for use under these basic rules:
the Creative Commons Attribution (CC-BY) license.
• You can’t imply or state that Anna Blackwell is
Attribution Text endorsing or sponsoring you or that your content is
official unless we’ve made a special arrangement.
Wherever you put your copyright notice, add the
following text: • You can’t use the Blackwell Games logo (you
may instead use the Dwarf Forged logo)
This work is based on DELVE: A Solo Map Drawing
Game (found at https://blackwellwriter.com) and • You may not use the SRD to create content that
licensed for our use under the Creative Commons would prejudicial to Anna Blackwell’s honour or
Attribution 3.0 Unported license (http:// reputation. No idea what that means but its in every
creativecommons.org/licenses/by/3.0/). other SRD so it must be important.
• You may not provide any content that is not The goal of a DELVE game is to reach a certain
included in the SRD. So no giving away the rooms, depth and find the Red Joker then draw two Face
units, event tables, or any other content from Cards (Jack, Queen, King) in order to find that
DELVE, RISE, UMBRA, or its expansions. You game’s treasure.
must create your own new content and may provide
page references to the game or expansion in this Each DELVE game usually then has a further goal
format: beyond this which requires digging deeper or
accomplishing another task.
(DELVE, page XX) or (U: Stations, page XX)
However, these are not the only goals a DELVE
• Finally, you may not use the SRD to create game might have. An expansion might task the
anything that could be considered sexist, player with creating a hold of a certain size or
homophobic, transphobic, racist, or bigoted in any amassing a certain amount of treasure or other
way. resource.

Overview In order to achieve these goals, players fill out their


hold by exploring, building, hiring units, and taking
DELVE is a game about managing a dwarven hold part in combat so lets look at each of those in turn in
but more importantly, its about creating a story. From order to understand the mechanics and balance of
the first room to the hold’s demise or completion, the DELVE.
player is experiencing an emergent narrative by
interacting with the various systems that create the Exploration
simulated world around them.
To represent the player’s search the Hold expands
The main design goal with DELVE was to create a into an adjacent unexplored grid space (a blank
manageable but deep simulation. A Dwarf Fortress square on the map). To explore they draw a card and
without the intense book-keeping and resource get one of 5 results:
management. However, with each expansion, players
are give the option of introducing more complexity ♥ – gain resources
as they feel comfortable with. ♦ – gain trade goods
♣ – find a Natural Formation i.e. cave, creature, etc
Theme ♠ – find a Remnant i.e. golem forge, lich tomb, etc
Joker - find an Ancient Monstrosity or Artefact
Inspired by Bay12 Games’ Dwarf Fortress, DELVE
is a game where losing is fun. The odds are not great An expansion could place its Exploration content as
for a new hold as they must face ever increasing an alternative ♣ or ♠ table or as a sub-table to one of
dangers in the dark below the world. the results.

However, victory is possible through luck and clever Expanded Joker content, I would recommend
planning and a cautious dwarf may find themselves creating as alternative options or tables.
suitably rewarded… or unfairly punished.
There is a 48% chance that the player finds a ♥ or a ♦
Oh, and I use the term Defeated rather than Killed to
show that dwarves may just be injured or retreated. As the value of these rises as the player progresses,
we can make a rough assumption on how much ♥ or
Core Mechanics ♦ the player might have by a certain depth. However,
as the focus is on creating an emergent narrative
rather than a linear progression so don’t worry too
DELVE assumes and requires the following: much about getting values perfectly balanced.
• A writing implement With that said, the average ♥ and ♦ income is 12 +
the depth bonus which rises by 1 for each depth. In
• 1” grid paper (though blank can be used) this fashion the player can be assumed to earn, on
average:
• A standard deck of playing cards Depth Income
5 24
• A form of notepad Certain 10 32
events may
contribute 15 42
DELVE makes mention of and can use D2 and D4s.
These, however, can be recreated using card draws income 20 52
with D2 being Black or Red and D4 being the four bonuses and
suits. DELVE does not use any other type of dice but these are only rough numbers so better to err on the
card draw tables may be organised in any format as side of caution and price lower rather than higher.
necessary with the most common being 13 or 6
results.
Building Balancing each of these can seem like a daunting
task but it is important to remember that DELVE is
Rooms make up the majority of DELVE’s focus. not intended as a finely tuned videogame, rather, it is
Rooms can provide bonuses like STR buffs, research, more of a narrative simulation. Some things are just
magic, unlock new units, house units, etc. better than others but there may be narrative reasons
you avoid using them.
In D: Feast & Famine and UMBRA, Rooms have a
Food cost that represents the workers stationed there. Generally my advice would be: If it has a lot of STR
give it a relatively expensive ♦ or Food cost or give it
New Rooms are easy to add but it is important to a Power that the player must maintain. A creature
consider their cost compared to their effect. that will turn against the player if not fed 5♥ each
turn or a foul machine that means no other units can
be housed in the same row.
If the player is expected to have multiple of the
room, it should generally cost less than 30♥.
Discoveries & Narrative
Simulation
If the room is a one time purchase, its cost can be
much greater, often rising above 100♥.
For me, this concept is best summed up by the
phrase:
Rooms are normally built with ♥ to represent the raw
resources used but some rooms may also have a ♦
“Things happen”
cost to represent buying special equipment for the
room.
You have the ability to say exactly what shape those
things are and how it affects the hold but each turn,
Traps
something happens and it moves the story of the hold
in unexpected ways.
Traps are left as vague Damage or Stopping
descriptions so that players may create whatever they
Most of the time this creates little self contained
see fit rather than being forced to just repeat the same
nuggets of randomness that don’t really do much for
spike trap over and over again.
creating an overarching story. But humans are great
at noticing patterns and narrative opportunities pop
Likewise Barricades are left vague so players may up in the most unexpected places.
flavour them as they see fit.
A forgotten crypt then a lich’s lair?! Clearly they’re
Hiring Units part of the same dark plot!
Units in DELVE are the dwarves, elves, creatures, So when you’re creating Discovery tables (♣ or ♠),
and machines that you can use to combat enemies. It don’t get caught up trying to create a narrative. Just
is assumed that there is a whole hold full of dwarves give the player enough wiggle room and they’ll make
that work in the various rooms, mine out grid spaces, one that is much more personalised and meaningful
and generally serve as the economy behind your ♥ than we can ever provide.
and ♦.
The best advice I can give is just keep to a general
Background dwarves are generally not tracked unless understandable theme: Natural Formations,
they provide some specific benefit or penalty like the Remnants of an intelligent force, Necromantic Ruins,
Drunk Adventurer who occupies a Tavern but does Dwarf Inventions, Lost Objects, Cats, etc. and just
not take part in combat. have an idea of how you’d like the player to interact
with them.
A unit is presented as:
Name STR Cost ♦ Food Power For example, the Dark Sea Expansion takes place in
a deep underground cave sea that is meant to be so
dark and mysterious that most dwarves think it a
STR is how much damage it can do in combat and myth. So it is kept from the player until depth 30
how much health it has. Once this reaches 0 the unit which means I can make the discoveries pretty
is defeated. rough. Rising sea levels, siren songs that take whole
Troops out into the depths, and worse await in the
Cost ♦ is how many ♦ it costs to recruit this unit. wet.

Food is how much Food will be removed from your Recommendations


total while you have this unit.
Play games like Rimworld, Banished, Dwarf
Power normally shows if the unit is Ranged or has Fortress, Dungeon Keeper and ask questions/ share
the Shield ability but can have more creative and ideas in the DELVE Discord: discord.gg/
situational abilities. vDbjXRu6p9

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