Fight, Loot, Die, Repeat: Bringing Roguelikes to the Tabletop

Inspired by a discussion in the RTFM Discord, I have decided to write up some thoughts on how the properties of a modern "roguelike" video game could be adapted to a tabletop RPG. Of course, there is a whole nomenclature discussion to be had about modern "roguelikes" greatly differ from the original Rogue and its likes Angband , Zangband , etc. and is now essentially just a marketing term. However, I will nevertheless root this in modern "roguelike" conventions, as the originals could essentially be emulated by just playing an OSR dungeon crawl . Let us first define the specific genre conventions that we wish to emulate: Gameplay structured around short-ish "runs". You always start at the beginning of the "generalised dungeon" and make your way deeper until you either die or succeed in vanquishing the final boss. Dying rather than succeeding is the expected outcome for the first many runs. There is no going back to town to resupply...