Wednesday, July 9, 2025

ACKS II as a Dungeon Game

ACKS II works as a dungeon game.

While a lot is said about the endgame options, and this is a strong and well-detailed part of the game, you don't really need to use it. ACKS II makes a fine dungeon-based game, and even more so when the Treasures book ships and is released soon.

The end-game content provides a wealth of campaign inspiration for the world around the characters. You could be searching for a lost tomb and wander into a regional war, or even a small-scale skirmish between two kingdoms that hate each other and are fighting over farmland. How do beast-men raiding parties work? Entering the Temple of Evil and Darkness nearby may be a lot more risky, considering a raiding camp is situated a few miles away and poses a constant threat to getting in and out with the treasure.

D&D has "wilderness encounters," but they are presented in a way that makes them appear as "random table results," and they function similarly to the random map encounters in a Final Fantasy video game. That double-rush sound effect plays, and the battle music kicks off.

Why are the beast-men here? Are they part of a bigger group? Do we usually see wyverns around here? Are there more giant ants in a nest somewhere? No, I rolled a 40. Please make some skill rolls or fight.

But as a dungeon game? ACKS II would do fine. This can be played at the low to mid levels without worrying about dominion building as a "hero game," and it would be a lot of fun.