In Crawl! exploring dungeons isn’t about tracking 10-minute turns or mapping squares. It’s about the pressure of exploring hostile spaces with dwindling resources.
- When players enter a new area:
- GM sets the scene.
- Players declare their actions and approaches.
- No Initiative, no turns. GM calls for checks if needed.
- GM rolls Event Countdown once… BIG DIE if the party hangs around, makes noise, etc.