[D&D 5e] [IC] "The Lattice"
This concept is inspired by rogue-like and sandbox adventures involving procedural random maps and adventures, along with epic storytelling. Avernum, Dungeon of the Endless, and Rogue Legacy vibes.
"You did nothing wrong. You were just a normal human, living a normal life, but the rulers of your lands didn't want you around anymore, for one reason or another. So they snatched you up from your home, gave you a few meager provisions, and threw you through some portal.
Now deep underground, you arrive in a massive dungeon complex called The Lattice, a seemingly infinite array of aging hallways, winding caverns, and crumbling chambers. Light is scarce, and food and water are constantly in demand.
It's been this way for generations now, and the people of the Lattice have started to settle the corridors and chambers around the portal. They cultivate the strange subterranean flora and fauna. They craft tools and weapons from broken bits and pieces, and mine out the dungeon to uncover new passageways and ores buried in the rocks.
Everybody has their jobs. Having a purpose makes you a valued and trusted member of the Lattice, and the more you provide for others, the more others provide for you. New arrivals are always given the benefit of the doubt, for there's different portals for criminals, other races, as well as the truly dangerous and powerful beings from the world above."
This is a D&D 5th edition game concept that involves a massive dungeon crawl with a survival vibe. Everybody would start at 1st level, and be human. However, as you explore the complex, you can "unlock" other races to play as, as well as additional "character slots" based on the success and ease of running the game, allowing people to play multiple characters as the game progresses.
I would be interested in the possibility of expanding the number of Game Masters as well on this project if it picks up a lot of interest, and working with players and GMs together to expand on the setting and world design.
Initially, however, I'd have it start with a group of 4-5 players, who would join the group and make characters together to compliment one another, and expand upon that number as the game progresses and player attrition occurs. I'd also be using a number of variants and house-rules to account for the unusual setting and story concept.
Some variants that come to mind off-hand are the rules for renown, sanity, slower healing and resting, injuries, and morale. A house-rule I'm considering for this game would involve "favor" being a regional currency you use to buy and sell with, an intentionally foggy mix of barter and charity that reflects the world's lack of an established economy. Once the settlements are stronger or better established, they would switch over to formal barter and currency.