Dungeon Underwriters

# Tycoon# Insurance

I find it interesting to blur the lines of reality with games. Sometimes the absurdity of the blend makes us reflect on the absurdity of the reality. What would it be like to underwrite Diablo-esque dungeons? What would the risk pool entail? Absent an adventurer, what sort of other things go wrong? Should goblins have unions? What about workers' rights? Could we explore the vetting process of Evil Masters -- that is, how does an underwriter decide whether the evil Wizard can be insured compared with the evil Warlord?

"insurance simulator".
You are the maker of chests that you sell to dungeon owners who want to protect their valuables from raiding, thieving adventurers. Based on the number of claims you get in a period, have to make disbursements etc. receive constant dues

 

Learn how chest security features are being defeated

Upgrade chests to be resistant against certain attack types

Visual changes

Different gameplay / procedural type considerations. Random configurations of what the adventurers are using

 

Expand empire, start creating and marketing traps.

 

barrel manufacture. how to deal with PCs who destroy every little destructible. Player could be designing a level, and in order to add a certain number of mobs, they need to support them with supplies (think Farms in warcraft). that means placing barrels. more barrel destruction requires more insurance.

 

what needs to be insured if you're building a lair? what about workman's comp claims. 

Chipix the Kobold filed for Workman's Comp following injury due to reckless customer. He reported undue stress in the work environment as justification for extended leave of absence. The Kobold Union could not be reached for comment

Humor game?