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:
  1. GM sets the scene.
  2. Players declare their actions and approaches.
  3. No Initiative, no turns. GM calls for checks if needed.
  4. GM rolls Event Countdown once… BIG DIE if the party hangs around, makes noise, etc.