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Post by jeffb on Sept 3, 2017 10:21:08 GMT -6
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Post by grodog on Sept 3, 2017 15:35:44 GMT -6
Interesting find, Jeff! Here's the relevant quotation: I wonder if they're the same maps that rjkuntz played through in DCSIII's EPT campaign? I wonder if Victor badger2305 has any further context that he can add? Allan.
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Post by foxroe on Sept 3, 2017 19:42:35 GMT -6
Now the real question is, what are they maps of? Where did DCS's campaign take place?
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Post by Morandir on Sept 4, 2017 9:36:05 GMT -6
It's so weird to see this, I was just looking at the map for Undermountain level 2 last night and thought it would make a great EPT style underworld! All the large columned rooms seemed like perfect underground temple complexes. Now I know why!
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Post by geoffrey on Sept 4, 2017 13:20:14 GMT -6
Fascinating.
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Post by Melan on Sept 5, 2017 1:52:09 GMT -6
Downright bizarre. Ruins of Undermountain has a bad reputation in old school circles, but it was the only credible large dungeon we had access to in the 2e era. Many good memories, especially that one time when a party transported a charmed bullette up the Yawning Portal and let it loose in Durnan's inn.
Now this info tells us that TSR not only published the maps for an EPT home game, but that Greenwood's original dungeon notes are different, and might still be extant. That's doubly interesting because the core rooms (that area around the start) was the best part of Undermountain - not just in terms of development, but also in terms of structure.
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Post by grodog on Sept 5, 2017 18:49:24 GMT -6
Downright bizarre. Ruins of Undermountain has a bad reputation in old school circles, but it was the only credible large dungeon we had access to in the 2e era. Many good memories, especially that one time when a party transported a charmed bullette up the Yawning Portal and let it loose in Durnan's inn. I only ran Undermountain once, over an extended series of sessions, and it didn't stick---either for the group as a place of adventure, or in my memory with any meaningful gaming occurring there. Now this info tells us that TSR not only published the maps for an EPT home game, but that Greenwood's original dungeon notes are different, and might still be extant. That's doubly interesting because the core rooms (that area around the start) was the best part of Undermountain - not just in terms of development, but also in terms of structure. I would be interested in seeing Greenwood's original Undermountain content, since I enjoyed reading Greenwood's many articles in TD and Dragon before the FR Greybox was published. I'll have to see what I can find about Rob describing his old campaign with DCSIII, but IIRC it was not only an EPT game, but I think he mentioned it as including a big dungeon. This is from RJK's old ERKME newsletter #10 (the last one from 2006): Will need to dig further. Allan.
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Post by jeffb on Sept 5, 2017 19:29:03 GMT -6
DCS is one of the "secondary" folks I really miss in this day and age of the "OSR" movement. I so wish people like him and Tom Moldvay were still around to be participating in the conversations and even better, producing materials. Dave got some flak, but I have always enjoyed his art. His combat scenes always had me thinking about what had come just before and what would come next (usually the PCs demise)
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Post by badger2305 on Dec 27, 2017 18:04:24 GMT -6
Interesting find, Jeff! Here's the relevant quotation: I wonder if they're the same maps that rjkuntz played through in DCSIII's EPT campaign? I wonder if Victor badger2305 has any further context that he can add? Allan. I'll have to take a look at this to see. Allan, if you have a PDF to share with me, I might be able to shed some light on this.
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Post by grodog on Jun 16, 2018 17:39:59 GMT -6
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Post by increment on Jun 29, 2018 17:22:58 GMT -6
The maps photocopied here are excerpts from one of Sutherland's 17" x 22" EPT dungeon levels, the one that corresponds to the Level 3 North map of the Undermountain boxed set. The fidelity of the Undermountain version to Sutherland's original is quite good, only very minor differences in dungeon architecture are noticeable. This would pretty decisively corroborate that story about the origins of the Undermountain maps (apart from Level 1), which I've heard for some time from folks who should know, like Jeff Grubb. In the accompanying seven-page hand-written letter, written late in 1978, Sutherland provides a key for a small cluster of rooms on the map which he numbered by hand; you fight your way through Serudlas and Saguns and various other Tekumel beasties, and then a Level 7 Priest with 11 fighter minions, before confronting a Level 10 Magic-user. This is given as a tutorial to someone who purchased EPT and wrote in to TSR to complain that it was totally incomprehensible. Sutherland takes an extraordinary amount of time and effort to explain what role-playing games are and how to play them, but urges attending a convention to learn in person. A very interesting document for the period.
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Post by grodog on Jun 29, 2018 22:27:06 GMT -6
Thanks Jon! Allan.
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Post by grodog on Aug 11, 2018 20:06:24 GMT -6
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Post by foxroe on Aug 12, 2018 0:17:33 GMT -6
Wow, Allan, thanks!
I find it interesting to note that the maps seem to follow the "original" method of twisting passages and dense room distribution (a la the original Greyhawk - fill the paper!), but the walls are 10' thick. Was Undermountain like this? I don't recall. The letter is great, too.
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Post by grodog on Aug 14, 2018 19:13:56 GMT -6
Wow, Allan, thanks! I find it interesting to note that the maps seem to follow the "original" method of twisting passages and dense room distribution (a la the original Greyhawk - fill the paper!), but the walls are 10' thick. Was Undermountain like this? I don't recall. The letter is great, too. You're quite welcome! I'd still like to pull out my UM maps to compare the DCSIII map to the UM maps, and then to see if I can determine if the maps from DCSIII were those from the EPT campaign that he ran for robkuntz (which seems likely to me), or not.... Allan.
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Post by grodog on Nov 18, 2018 23:15:12 GMT -6
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Post by asaki on Mar 5, 2021 1:52:54 GMT -6
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Post by greentongue on Mar 5, 2021 12:18:04 GMT -6
It's old "old news" if you have seen it before.
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Post by badger2305 on Mar 31, 2021 16:54:38 GMT -6
Well, three years late. *sigh* Dave Sutherland was a really kind and decent guy. He seemed to have gotten overwhelmed, I think, but the various pressures in his life - but that's a different story. As far as Empire of the Petal Throne was concerned, Dave got Tekumel, and Prof. Barker recognized that. I played in Dave's EPT game at GenCon one year (it was at UW-Parkside), and he had a fascinating approach to mapping: He laid the map out on the table, and then had a sheet of black cardstock with a circular hole cut in the middle, about 3-4 inches across. The circle had crosshairs, made from two lengths of wire, IIRC. The party traveled around the map, and we could see where we were based on the crosshairs. It gave up SOME idea of where we were, but not a lot more than that - and you still had to map, if you wanted to get the bigger picture. It was an elegant way to move things along in a convention setting, but I think Dave said he used it for his own campaign.
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Post by geoffrey on Mar 31, 2021 17:55:34 GMT -6
I played in Dave's EPT game at GenCon one year (it was at UW-Parkside), and he had a fascinating approach to mapping: He laid the map out on the table, and then had a sheet of black cardstock with a circular hole cut in the middle, about 3-4 inches across. The circle had crosshairs, made from two lengths of wire, IIRC. The party traveled around the map, and we could see where we were based on the crosshairs. It gave up SOME idea of where we were, but not a lot more than that - and you still had to map, if you wanted to get the bigger picture. It was an elegant way to move things along in a convention setting, but I think Dave said he used it for his own campaign.
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Post by simrion on Apr 10, 2021 7:01:31 GMT -6
I played in Dave's EPT game at GenCon one year (it was at UW-Parkside), and he had a fascinating approach to mapping: He laid the map out on the table, and then had a sheet of black cardstock with a circular hole cut in the middle, about 3-4 inches across. The circle had crosshairs, made from two lengths of wire, IIRC. The party traveled around the map, and we could see where we were based on the crosshairs. It gave up SOME idea of where we were, but not a lot more than that - and you still had to map, if you wanted to get the bigger picture. It was an elegant way to move things along in a convention setting, but I think Dave said he used it for his own campaign. THAT is a marvelous idea!
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Baron
Level 4 Theurgist
Invincible Overlord
Posts: 119
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Post by Baron on Apr 10, 2021 10:38:28 GMT -6
I use Roll20.net for my online gaming, and there is an optional feature called Dynamic Lighting that basically does the same thing. You designate which tokens are carrying a light source, set the radius of illumination, and then the players can only see the area of map they're standing in. The darkness returns when they move on. So if they don't keep a hand-made map somehow, they won't be able to re-trace their steps or know the way out.
My players, all of whom were veterans of actual tabletop gaming, nevertheless hated the feature in their online games. They'd become used to seeing where they'd been right there on the screen.
So now I use a blank screen on Roll20 and all they get to see is what they draw there. Not nearly as pretty. Quicker for me in set-up. But adds extra time to the game itself while they draw.
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Post by tombowings on Apr 10, 2021 23:27:21 GMT -6
I use Roll20.net for my online gaming, and there is an optional feature called Dynamic Lighting that basically does the same thing. You designate which tokens are carrying a light source, set the radius of illumination, and then the players can only see the area of map they're standing in. The darkness returns when they move on. So if they don't keep a hand-made map somehow, they won't be able to re-trace their steps or know the way out. My players, all of whom were veterans of actual tabletop gaming, nevertheless hated the feature in their online games. They'd become used to seeing where they'd been right there on the screen. So now I use a blank screen on Roll20 and all they get to see is what they draw there. Not nearly as pretty. Quicker for me in set-up. But adds extra time to the game itself while they draw. I find the extra time the players spent mapping very valuable as a DM. I need time to plan, scheme, and consider. Mapping is a natural break in the DM narration that allows me to breath.
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