Post by John Stark on Mar 24, 2008 19:22:27 GMT -6
I've spent a lot of time making maps for my megadungeon the past year or so, and have more levels than I'll probably ever run, heh.
Right now I'm trying to work on some stand alone module ideas though, and I'm finding my mapping ideas to be running low. Looking at my megadungeon maps, I see that in some ways they are starting to look alike, and it made me realize that I'm starting to get a bit too uniform in my design, and I don't want my stand alone module maps to look like this.
For a stand alone type of dungeon, I really want to create something like G2 Glacial Rift. I won't go so far as to say that G2 is the epitome of dungeon design or anything like that (and of course its not a megadungeon), but I really love this adventure. Its an icy ravine with lots of frozen caves, populated by frost giants and other assorted ice monsters.
G1 really fires the imagination for me as well. This isn't the usual cave full of hill giants, its a freaking steading! A wooden fort with all manner of neat ideas that mesh well (I particularly like the wolves and the wolf keeper, as well as the rebel orcs in the dungeon beneath).
D2 gives us the lovecraftian "deep ones" theme with the kuo-toa, their vile godess, and so on.
This list could go on.
I guess I'm trying to get at two points here. The first being that these maps all did something different than the standard, run of the mill dungeon map like we find in the AD&D DMG (and I'm not knocking that map, I've used it a lot and have drawn a lot of inspiration from it). The Glacial Rift is simply a cool map idea, as are the Hill Giant Steading and the Shrine of the Kuo-toa. So, how do folks go about drumming up themes for their maps, or parts of their maps, that break the mold of the "standard" dungeon map like we find in the DMG?
And more broadly speaking, how do folks work up themes for their adventures in general?
One way that used to really get things flowing for me was reading monster descriptions and picking out little details from them to expand upon. Looking at illustrations from various books and modules helps a lot too.
Lately though I'm starting to feel that a lot of the iconic monsters have been done to death, although I don't necessarily feel that all of them have been done well. Drow? Mind flayers? Beholders? Giants? Undead? Etc. They've all been done in one form or another.
I have a ton of my own monster written up, so I guess I should work from those to come up with some new dungeon ideas. All of the old modules almost always had new monsters in them. Of course, not all of the old modules had a dungeon or adventure with a theme particularly based upon those new monsters either.
Reading literature is often mentioned, particularly the stuff mentioned in Appendix N, and I've done a lot of that. However, I don't really want to get too derivative, and overall I'd like to come up with my own ideas rather than rehashing Conan or whatever (as much as I enjoy those).
I often think that all I really need are some good basic ideas, some kernals, to fire the imagination, but I seem to be running dry on simple, good dungeon or adventure ideas these days.
Even rolling up stuff using various random systems seems to be same-old same-old. Look, more orcs! Another red dragon! Bleh.
When I read how imaginative other people are when it comes to encounters and overall dungeon themes, it makes me feel that my ideas are so cliche and hackneyed. I can draw maps, create new monsters, spells, and magic items. I can even come up with some decent set pieces and encounters, but overall I don't feel that I'm being that original with my adventure ideas.
Any thoughts?
(I'm probably not getting across my thoughts very well, heh.)
Right now I'm trying to work on some stand alone module ideas though, and I'm finding my mapping ideas to be running low. Looking at my megadungeon maps, I see that in some ways they are starting to look alike, and it made me realize that I'm starting to get a bit too uniform in my design, and I don't want my stand alone module maps to look like this.
For a stand alone type of dungeon, I really want to create something like G2 Glacial Rift. I won't go so far as to say that G2 is the epitome of dungeon design or anything like that (and of course its not a megadungeon), but I really love this adventure. Its an icy ravine with lots of frozen caves, populated by frost giants and other assorted ice monsters.
G1 really fires the imagination for me as well. This isn't the usual cave full of hill giants, its a freaking steading! A wooden fort with all manner of neat ideas that mesh well (I particularly like the wolves and the wolf keeper, as well as the rebel orcs in the dungeon beneath).
D2 gives us the lovecraftian "deep ones" theme with the kuo-toa, their vile godess, and so on.
This list could go on.
I guess I'm trying to get at two points here. The first being that these maps all did something different than the standard, run of the mill dungeon map like we find in the AD&D DMG (and I'm not knocking that map, I've used it a lot and have drawn a lot of inspiration from it). The Glacial Rift is simply a cool map idea, as are the Hill Giant Steading and the Shrine of the Kuo-toa. So, how do folks go about drumming up themes for their maps, or parts of their maps, that break the mold of the "standard" dungeon map like we find in the DMG?
And more broadly speaking, how do folks work up themes for their adventures in general?
One way that used to really get things flowing for me was reading monster descriptions and picking out little details from them to expand upon. Looking at illustrations from various books and modules helps a lot too.
Lately though I'm starting to feel that a lot of the iconic monsters have been done to death, although I don't necessarily feel that all of them have been done well. Drow? Mind flayers? Beholders? Giants? Undead? Etc. They've all been done in one form or another.
I have a ton of my own monster written up, so I guess I should work from those to come up with some new dungeon ideas. All of the old modules almost always had new monsters in them. Of course, not all of the old modules had a dungeon or adventure with a theme particularly based upon those new monsters either.
Reading literature is often mentioned, particularly the stuff mentioned in Appendix N, and I've done a lot of that. However, I don't really want to get too derivative, and overall I'd like to come up with my own ideas rather than rehashing Conan or whatever (as much as I enjoy those).
I often think that all I really need are some good basic ideas, some kernals, to fire the imagination, but I seem to be running dry on simple, good dungeon or adventure ideas these days.
Even rolling up stuff using various random systems seems to be same-old same-old. Look, more orcs! Another red dragon! Bleh.
When I read how imaginative other people are when it comes to encounters and overall dungeon themes, it makes me feel that my ideas are so cliche and hackneyed. I can draw maps, create new monsters, spells, and magic items. I can even come up with some decent set pieces and encounters, but overall I don't feel that I'm being that original with my adventure ideas.
Any thoughts?
(I'm probably not getting across my thoughts very well, heh.)