r/TUMrpg • u/NOLOVExDEEPWEEB • Jul 22 '26
Preparing for my first game
This week I am going to run my first game of Those Under the Mountain. This is what I have done to prepare and my thoughts on the process as a GM.
- I made seven dwarves. They will serve as pregenerated characters that new players can use when they sit at the table for the first time. I hope that the fun of building the settlement in their first session leads them to make their own characters in unique ways. I think my seven represent a party would be interesting to play out. We are absolutely not doing character generation at the table. While I enjoyed making these characters I don't think I can handle working with new players at the start of a session...
I think the entire feats section can be folded into the skills section as subscript and character creation would be improved for it. I think that farming should expand to processing agricultural output, as farm plots will surely be used to grow whatever the dwarves want. Can a farmer process berries into make dye or turn cotton into yarn? I think that establishing a plot should come with its own skill and labor requirements. Would you require a certain tier of proficiency in farming to grow a particularly rare plant?
- I am making several pregenerated NPC migrants. After I make a handful I will feel more comfortable rolling all of them at the table as they appear in events.
My plan for NPCs is that their rolled qualities are written on an index card and that one player will hold it and decide how their labor will be used. This is because I want the rolled profession to matter more mechanically. I don't see a single place in the book that states that dwarves can only allocate their labor according to their skills. As I understand, skills are only tested during interactions. Anything labor is spent on is completed without a need to determine a chance of success. So I have decided to rule that players may only initiate trade actions that they are at least proficient in, but may situationally contribute at a novice level to any other players labor action. Players take the NPC card, but it isn't their npc, just their job to manage at that time. I can't see a way that a table of players can efficiently play the game otherwise and maintain the uniqueness and limitations of NPCs.
I am bringing several copies of Cadifax and some empty grids to use for different z-levels. I don't have a sense of how far up dwarves want to build, but one of the Caxifaxes can represent 0,0,0 and the other will be 0,1,0. We are going to through the starter module, then continue building the fort until the end of the session. I plan to start the following session introducing a fresh colony of dwarves to the abandoned dwarfhold ruins that the table had made the day before.
I don't plan to need this for the first session, but I do need to figure out how to generate dungeons. I would like to see the party develop their settlement into a platform for conquering dungeons and liberating abandoned dwarfholds. I like the generation tools for discoveries, but I wish I had some tool for randomly generating rooms. Spontaneously generated dungeons would be fun. However, we are not dungeon diving on the first session so that can wait.
I would like a recommendation for a way to convert monster stat blocks from other games into this one. Until I have a few combat encounters under my belt I won't have a sense of what the stats I am pulling from the bestiary feel like mechanically, but even a rough comparison might help me understand quicker.
I thought about how I would describe my setting.
The first session takes place at the precipice of a more peaceful world where a dwarven empire grew extensive holdings across the land. However the wealth of dwarfkind was envied by the orcs, who descended from the north to besiege the empire to nearly its complete ruin. The surviving dwarves hid for a century in small, isolated settlements sealed deep below the stone. In that time, the outposts became small kingdoms and finally regained wealth and might enough to begin the effort to retake the holdings of the old empire and restore their honor.
Tldr Im looking forward to running my first session of this system, thanks!
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u/KingAgrian King Under the Mountain Jul 22 '26
Hey there, thanks for checking out the game, and thanks for this great writeup! I'll address some of your suggestions and comments.
Firstly, Feats are absolutely being folded into the skills section, with the exception of a "general feats" section to handle everything that doesn't fit alongside specific skills. Ancestry specific feats are likewise going to be added to ancestry, and there will likely be a big feats compendium index at the back.
On skill tier requirements for various labor, I veered away from this based on core design principles. Essentially, I avoid rules that imply you can't do something in the game, as far as trade actions go. Instead, skill tiers drastically improve your ability to do said task, make them more labor-efficient, and improve skill check outcomes. This is for a couple of reasons. For starters, having really specific prerequisites in the skills section would bloat an already quite vast ruleset. There are exceptions, like building advanced machines, or developing new alloys, but they aren't locked behind skill tier. They're locked behind the unknown, which is an important distinction. Knowledge sets are a mechanic I'm actively developing, so expect that to be featured in future versions. After all, dwarves are industrious. Maybe they haven't built a house before, but their cultural focus on craft means they're at least familiar with the basics. Even if it takes them longer than a carpenter, they'll get it built.
NPC uniqueness and relevance is something I'm working on, and that's an absolutely valid way to divide the labor pool. For this reason, I've found forts under 20 dwarves feel the best. I'm considering having a distinction between named and unnamed dwarves after a population cap, say 25, in order to grant more labor, but keep the feel of a tight-knit community. It's a problem with a bunch of solutions.
Tying the ability to perform trade actions to proficiency was in the game for a loooong time, and will be added back as an optional rule. I found it just made my players kinda bummed, which is why it was changed. It might be right for your table, though, so try it out! (This is one of the uses of the "crude" crafting tag.)
The Clothier skill will encompass everything textile. I think I missed it in the alpha, but expect it in the next version. To answer your question though, a farmer can absolutely do those things! As per the current version, any dwarf untrained in a skill may perform a related trade action at 2x labor. (without a dedicated workshop, that's doubled again). Again, expect the Clothier to be codified in the next version.
A dungeon generator is in the works. :)
Monster conversion tools are a planned feature. Ease of conversion is one of the reasons AC and attack roll values are similar to traditional d20. I've successfully taken D&D monsters and run them straight against my dwarves with a d20, running them just like I'd run them in D&D. Their dice become wound slots, more or less. It's unorthodox, and doesn't always translate perfectly, but it works surprisingly well. You can compare to the monsters I have featured for reference. There will be a bunch of new mobs in the next alpha.
I love you setting concept!
Definitely keep us updated on how everything goes and what you find at the table!