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Post by Deleted on Jul 11, 2007 21:12:33 GMT -6
How do you go about designing your MegaDungeon?
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Post by Finarvyn on Jul 11, 2007 22:52:19 GMT -6
When I design a mega-dungeon I try to plan things in layers.
Step one is to imagine roughly the size and scale I'm looking for. How many sheets of paper in width and length? How deep do I want to go?
Step two is to create a few general sections to my dungeon. Perhaps I want some "theme" floors; maybe level 7 is going to be the "infernal" floor or level 3 is going to be the "orc tribe wars" floor. Sometimes I decide to put in underground rivers or lakes. Perhaps a special bad guy like an evil high priest or a dark wizard on a low level. Maybe a dragon or balrog on another. I try to decide where the big stuff will go before I sprinkle less important things thorugh my space.
Step three is to populate my dungeon with critters based on my themes, if possible. I like to refer to Monsters & Treasure for a general guideline as to which monsters might be found on which dungeon levels. Sometimes I put together special wandering monster charts for specific levels.
Step four is to play and evolve. A true mega-dungeon has some life to it, so when PCs beat up on what is there I want to be able to replenish at least some of the damage. I rely a lot on my wandering monster charts or M&T at this point.
That's what I do....
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Post by philotomy on Dec 1, 2007 23:37:25 GMT -6
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Post by philotomy on Dec 1, 2007 23:41:07 GMT -6
I haven't (yet) used them in filling a megadungeon, but I think Monster & Treasure Assortments would be a valuable resource.
Actually, I'm planning on expanding a site-based scenario I had worked up, previously, into the location of a full-blown megadungeon underworld, so I've been reading through this stuff for inspiration and ideas.
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Post by coffee on Dec 1, 2007 23:59:34 GMT -6
I'm working on my first megadungeon right now, so this is kind of cool to see this question come up.
I went back and re-read the article from the Dragon, "Let There Be A Method To Your Madness". Sorry, I have it in the Best of the Dragon v. 1, so I don't know which issue it was in; perhaps one of our members who has the Dragon CD ROM archive could enlighten us.
I found this article to be most helpful. Briefly, it suggests figuring out who designed the dungeon in the first place and work from there. And that's what I'm doing, and I already have plans for about a dozen levels down and several offshoot levels.
Then, when I have it all done, I'm going to go through it again and figure out what happened in the mean time (i.e. between when it was build and now). That's when the populating and such will occur.
It may take me a while, but when I'm done, I hope to have a dungeon that will stand the test of time.
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Post by evreaux on Dec 2, 2007 9:00:33 GMT -6
"Methods" does have a few helpful suggestions sprinkled through it, but I have to say that I am completely at odds with its underlying assumptions and overall approach to dungeon design. In fact, I've frequently argued against the "top down" strategy, it being unnessary, counter-productive, highly conducive to DM Masterpiece Overdesign Syndrome, and the most likely approach to maximize efforts that will never be seen in a game. I think it also, intentionally or unintentionally, tends to privilege realism and dungeon ecology over alien weirdness and underworld mystery (two things I put in the essential category). "Bottom up" design of a basic framework and sufficient fleshing out to stay ahead of your players (without worrying over who built the dungeon, how many corps of slaves were used in its construction, what each room was used for, what the timeline is for the place, etc.) is much more effective at getting a dungeon running and actually starting play, which IME significantly helps fuel organic and motivated design of the living, expanding dungeon. This is no knock on Coffee or anyone else drawing inspiration from the piece--anything that gets you working on, and more importantly playing in, a dungeon is great. It's just diametrically opposed to my own MO. EDIT--I should note, for the sake of clarification, that when I say "bottom up" and "top down," I'm not referring to levels of the dungeon. The former means concentrating on encounters that the party is likely to run into in the next couple of sessions, and letting the big picture of the dungeon grow out of adventuring; the latter means starting with a detailed backstory for the whole dungeon, with a creator and chronology, and moving eventually to the encounters that the players will find on level 1. Because of the subject matter, this terminology is a bit more confusing than normal (where these ideas are generaly applied to campaign building approaches).
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Post by jdrakeh on Dec 2, 2007 14:37:25 GMT -6
I cheat. I buy my maps from 0One Games (Dungeon Under the Mountain product line) and then use either the tables in AEG Toolbox (a D&D 3.5 supplement) or the AD&D 1e DMG to dress them up. Lately, the Toolbox tables have been winning out because they're just as random but allow for far more detail (there are more tables).
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Post by Deleted on Dec 2, 2007 15:54:00 GMT -6
I work from the bottom up (literally). I usually brainstorm over the course of a couple weeks (we generally only play about once a month [maybe twice], which is nice in it's own way) & figure out who or what created it, & who or what is on the final level. After that is done, I work up to the surface, which I find is much easier for me. I'm certainly no artist (unlike my better half), but I think I 've always been dang good at maps & the like. After it's drawn, I'll usually fill it with what ever set piece encounters I deem reasonable, but, I always utilize wandering tables, a lot. After all the prep work is done, I just find an adventure hook to get the PC's there, & voila! All done. I agree with both Finarvyn & Evreaux on this point, as well: to me, a dungeon is an ever evolving entity unto itself; constantly in a state of flux--which should lead the party into a constant state of terrror!! ;D
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Post by coffee on Dec 2, 2007 19:13:42 GMT -6
While I respect and appreciate the points of view put forth herein, I'm going to stick with the plan and methodology I've indicated above.
I've tried the 'bottom up' dungeon creation thing, and it doesn't work for me. I tend to wander aimlessly putting rooms and corridors in with no rhyme or reason, and find myself losing faith in the dungeon as a whole.
The way I'm doing it this time is what works for me (so far), so I'm using it. Everybody has to decide for themselves what method they use. The most important thing, as evereaux said, is to get started on it and DO it, so you can get playing.
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Post by dwayanu on Dec 3, 2007 11:09:16 GMT -6
Although I tend to work "bottom up," I find the "Method" approach a good source of ideas for sections of the dungeon.
The first two or three levels are especially hard for me. My own standard may not be that of the players, but I'm pretty hung up on it. Pace of play may force me to rely on a more casual approach, but I like to start with a "tour de force."
The first thing I do is brainstorm encounters. One thing about the upper levels is that PCs don't have many hit points to "spend" in exploring them; one hard fight or similarly depleting trap may be their limit. Part of the challenge for me is to come up with encounters that test the players rather than game stats.
Looking through my brainstorm notes, I pick a number of promising ideas to flesh out and fine tune. Those key encounters form the "skeleton" for the dungeon.
Mapping starts with placing those. As I like long corridors, I start with a "big picture" at 240'/inch (8-line quadrille @ 30' per). I sketch those major arteries, then get down to details.
Filling in the detailed maps (4 or 5 lines/in. @ 10' per), my first concern is for how the layout functions as a "flow chart." For the most part, I want players to have at least two options besides retracing their steps. There should usually be a way around a trap or monster that is not guarding a major trove. Secret passages are good for that, and given the Vol. 3 chances for finding them ought to be fairly common (so a good number are not found off the bat). Ways up and down should also be plentiful.
Mapping done, I use random stocking as a starting point to determine what's in between the key encounters. I tend to do all the rolling first, creating a custom "monster and treasure assortment" that also lists empty and trapped rooms. Assigning those to map locations combines dice-rolls and discretion.
A reason besides convenience for using the tables is my assumption that they reflect some care in design. The frequency of magic items is a case in point. One liberty I take is to break up some (especially the most valuable) gem/jewelry results and spread the wealth more. If a single hoard is rich enough for a party to level up on it, then the challenge had better (IMO) be commensurate! I may also enrich other treasures, so that at least a fairly tough encounter yields about twice the XP in treasure as in monster slaying.
I like to speed competent players on their way to 4th level!
Another thing in which I invest some thought is coming up with loot other than piles of coin. Recognizing and transporting treasure is to my mind an important aspect of the game's challenge.
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Post by makofan on Dec 3, 2007 11:16:38 GMT -6
I once made a dungeon called "The 30 Fears", using Moldvay/Cook. It had 150 rooms per level, and each room was 30' x 30'. I used every entry in the Monsters & Treasure Assortment (which my players had not seen) exactly once. I also added in a few 'keynote' monster and treasure encounters per level. And it had a gazillion specials. I don't think we worried about ecology, the players levelled up in safe rooms, and food was never even brougt up. But hey we were 13 years old!
PS It was a lot of fun
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Post by coffee on Dec 3, 2007 11:21:07 GMT -6
And that, after all, is the whole point. I'm reminded of a dungeon the guys in my first group went through (they told me about it). It was four levels deep; they were instructed to bypass every door and go to the very bottom, to the room there. Inside the room was a lever, which they dutifully pulled. And all the doors opened up, the monsters came out, and they all lined up. Then the party fought their way out.Ecology? No. Realism? No. Fun? Heck yeah!
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Post by dwayanu on Dec 3, 2007 11:33:20 GMT -6
I keep trying to edit my previous post, oddly to no avail. "I disagreeumption" should read "I disagreeumption."
Aaargh! Why can't I enter M Y A S S U M P T I O N ??
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Post by foster1941 on Dec 3, 2007 11:57:46 GMT -6
It would seem the ezboard language filter has replaced "my ass" with "I disagree." Lame.
EDIT: err, make that proboards, not ezboard... (also, quote my message to see the ultra-secret trick for fooling the language filters...)
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korgoth
Level 5 Thaumaturgist
Posts: 323
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Post by korgoth on Dec 3, 2007 11:59:22 GMT -6
I'm a first-timer to the Megadungeon thing, so I may be making a ton of mistakes. Fortunately, I have read the great stuff that Philotomy linked to above, so I'm at least approaching the task with a respectable level of education.
Since I'm using an original world, I first figured out what that world was like, and more specifically what the starting region was like (not even mapped yet, but I have developed it conceptually and know broad strokes of the timeline). Then I needed to decide on the specific location. I was originally going to put it under a ruined wizard's tower, but I changed my mind and decided to put it underneath the main city of the campaign (since humanity is going extinct in this world, and it is very arid, and the city itself is a ruined pile of different styles and cultures, my primary visual inspiration is pre-liberation Kabul).
That being decided, I felt the need to establish the "why" of the place (I'm a philosopher, sue me!). I can't work without the "why", without some inkling of the causes. I decided that the megadungeon incorporates a number of different delvings which had a number of different purposes, including catacombs, a necropolis, a dwarven colony, an underground human community, an outpost of the Ancients, and several much weirder projects. As legends of these places are uncovered, each distinct area of the Megadungeon can become a destination in itself: if the players find out that the Ancients had a presence down there, they may deliberately seek it out in order to plunder it (that may or may not be a wise decision... depends on how much you know about the Ancients!). This way the Megadungeon contains some meta-puzzles: where is the Crypt of Resplendent Decay? Is the Upper Oubliette really an oubliette? How do we find the Place of the Ancient Ones? I'm calling these "meta-puzzles" because they're not puzzles in the dungeon, but puzzles about it. It also lets me develop legends of the place that the players can learn.
In view of this, I made up a master plan of the levels and sub-levels. I basically just represented each level as a square, determined how many there would be, and divided the squares in such a way as to locate my distinct areas and sub-levels. The way I worked it out, there really aren't any "main levels" - each level of physical depth is a collection of sub-levels. Many of them are interconnected, and many are not. There are places where you will have to go down for a long time before you can go very far West, for example.
Now I am in the middle of drawing these levels. This might be a mistake, because as I draw places I have some good ideas about what can go in a given place. I might forget some of these ideas... fortunately, I am more focused on just making the maps that it isn't too important. Of the good ideas that I have had, the ones that are most memorable will still be in my mind when I revist the upper levels in the next phase. Or so goes my plan. I am currently planning on completing all the maps through level 6 (a little over half way, and a pivotal depth in my master plan) before moving to the next phase.
The next phase will be detailing and stocking. I want to come up with good physical descriptions of the various areas, because there will be distinct architectural styles as well as the general variations in sights, sounds and smells that I want to pay attention to. I try to make my DMing very 'sense-evocative' (I avoid the term "sensual" so that there aren't any misunderstandings!) so I need to have good notes about how things look, smell, etc. And I need to stock those rooms! This will be a fun phase because of all the weird stuff I hope to accomplish.
The last phase will be filling in things like wandering monster tables for the levels (some will have such things, some may not) and maybe some general tables like an "empty room dressing table" where incidental, weird or even unique (and desirable or terrible!) things can populate those rooms I will designate as "empty". I can then amend the entries for those rooms on the fly, rather than having to note "there are small piles of mustard seeds and scraps of leather on the floor here"... that is something that could be random in placement. Of course, there are some levels that are so strange or out of the way that they will need their own tables for such things.
After I do all of that, I'll repeat the last phases (mapping, stocking and detailing) for levels 7+.
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Post by dwayanu on Dec 3, 2007 12:41:43 GMT -6
It would seem the ezboard language filter has replaced "my a ss" with "I disagree." Lame. EDIT: err, make that proboards, not ezboard... (also, quote my message to see the ultra-secret trick for fooling the language filters...) Here's an "exalt" to someone who seems to earn another with each post! I have some mundane matters to attend, then I'm off to play in Makofan's online game. Nothing like that for gleaning another DM's tricks of the trade ...
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Post by philotomy on Dec 11, 2007 0:08:26 GMT -6
What do you think of this for a "megadungeon background:"
1. An above-ground structure (tower, keep, whatever) mysteriously appears overnight (not dissimilar to Moorcock's Vanishing Tower). Obviously, this would attract investigation. Perhaps it even draws adventurers, somehow (not dissimilar to Leiber's Howling Tower).
2. Within the structure is a magical portal of some sort (could be mist-covered stairs, a glowing arched doorway, the back of a wardrobe, or whatever...) This leads directly to the underworld. (Perhaps other portals appear as well, "growing" and extending out from the structure as time passes.)
3. The underworld is a chaotic, unpredictable place of unknown purpose. It's a classic megadungeon.
4. Of the monsters within, some are familiar, some are bizarre and otherworldly. Treasure consists of everything from familiar coins, to pieces of eight, to coins made of jade, and both familiar and disturbingly alien jewelry and works of art.
5. The portal(s) the PCs used to enter the underworld also allows them to leave. However, they might also find additional, similar portals that deny them passage. If they "stake out" one of these portals long enough, they may encounter beings from another time/place/plane entering the underworld. The idea is that there are other-world connections in the underworld, but apparently you can only leave into the "world" you came from. Again, apparently...
6. Other than the above, no purpose is defined. Perhaps the players will (unknowingly) suggest one, as they search for it. Or perhaps they won't search for it, choosing simply to seek their fortunes in this dangerous environment, and the purpose simply won't matter, and will remain mysterious.
Kinda cliche, but it sound pretty cool to me, at the moment...
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korgoth
Level 5 Thaumaturgist
Posts: 323
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Post by korgoth on Dec 11, 2007 0:50:56 GMT -6
As I stated on DF... I like philotomy's idea.
Perhaps the portal levels, those levels on which outsiders enter from their various worlds, could be grouped together as the "1st level" of the dungeon. The dungeon "deepens" as you progress farther away from these levels, either up or down. The dungeon extends infinitely in both directions. Or something like that.
As you say, one thing that's cool about this idea is that you can justify basically anything whatsoever in the dungeon: strange monsters, lovecraft stuff, ultra tech, etc. Some of it may be 'native', if that concept applies; much of it may have originally come through a portal.
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Post by philotomy on Dec 11, 2007 1:40:24 GMT -6
[I'm cross-posting a reply I also posted on DF]
Yeah, I agree completely on the importance of otherworldliness. I'll be using OD&D[1974] rules, so the other-worldly and inimical nature of the place will fit in perfectly with doors that are difficult to open and keep open, enemies having infravision while PCs and allies do not, et cetera.
Sad to say, even after decades of playing, I'm not either. All my dungeons, to date, have been "lair-type" affairs, rather than mythic underworlds.
Fortunately, I've recently had several experiences that have revitalized my gaming and filled me with enthusiasm. One of them was discovering how much I love the OD&D[1974] rules, which I missed (I started with Holmes and moved straight into AD&D). The other was discover how much I like the concept of the megadungeon as a mythic underworld. Somehow I missed that, all these years.
I hadn't really thought about it, but my gut reaction is no -- I don't think so.
The initial and most obvious entrances will go to the upper levels. Later, I may add other surface-entrances that go to straight to deeper levels. Another variation might be a new portal that is one-way out of the dungeon, allowing for a limited "monster invasion." PCs would need to discover a way to find and close/destroy/block the portal from within the dungeon. (I'll save that idea as a twist for later.)
With "new" portals, I envision the original structure as a sort of cancer, very slowly extending tendrils out into the world. But I don't want to put too much focus on the outside world (unless the players drive things that direction); especially in the beginning, I want to focus on the underworld.
(Another small benefit of the magical portal concept: PCs that run into magical barriers won't automatically say "Hah, we've reached the end of the area te DM has prepared." Since magic portals and barriers aren't rare features, they won't be able to make that kind of meta-game assumption.)
Cool ideas. I like the idea of "portal levels." And you're absolutely correct that an extra-dimensional underworld like this could extend in either direction. In fact, that might be a neat twist. The fact that the dungeon goes up, as well as down, could be made into a "secret" for the players to discover; just make the connections going up harder to discover than the connections going down. (Similar to the way sub-levels are often "hidden secrets.")
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Post by philotomy on Dec 11, 2007 1:44:44 GMT -6
As you say, one thing that's cool about this idea is that you can justify basically anything whatsoever in the dungeon: strange monsters, lovecraft stuff, ultra tech, etc. Some of it may be 'native', if that concept applies; much of it may have originally come through a portal. Exactly. I could use creatures from Empire of the Petal Throne. Gamma World mutants and tech. Psionic degenerates worshiping Great Cthulhu. High-tech (robotic) golems or androids. Et cetera. Another thing I like is the idea that the dungeon is "new" to the area. It's sprung ex nihilo, overnight. That means that initially, nothing is known about it. The dungeon, itself, is a mystery and an enigma. As time goes on, more local activity can be present in the accessible levels. For example, if the PCs clear sections, local bandits or humanoids are likely to move in (especially if they find a "new" portal off in the forest, or something).
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Post by badger2305 on Dec 11, 2007 9:09:23 GMT -6
Having a dungeon "appear" also avoids the problem of "hey, let's go mine for gold and kill things!" when a dungeon is too mundane. What's to stop the local lord from setting up camp and then systematically looting the dungeon? (This is the sort of mechanistic thinking that I recall sometimes springing up back in the past - a real story-killer unless the referee knew what they were about)
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Post by coffee on Dec 11, 2007 13:37:13 GMT -6
I like it; it's a pretty good background and better than many I've seen.
I especially like the part about it being 'new' to the area. I'm working on a mega-dungeon right now that it also 'new' to the area, but that's because it's just been rediscovered. (So the locals have only ancient rumors and the PC's know nothing.)
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Post by dwayanu on Dec 11, 2007 13:56:49 GMT -6
The sudden appearance is also reminiscent of Dunsany's "The Fortress Unvanquishable, Save For Sacnoth." I agree that it neatly avoids some potential problems -- and you could even have it vanish and reappear as it suited you.
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Post by philotomy on Dec 12, 2007 2:38:49 GMT -6
Your mention of Dunsany got me thinking about "underworld entrances" in literature (esp. fantasy or pulp literature).
For example, Lovecraft's "Dreamlands" is entered by sleeping and finding a stairway (the Seventy Steps of Light Slumber) and coming before the judgment of Nasht and Kaman-Tha, the gatekeepers to the dreamlands. If the gatekeepers judge the dreamer capable, he may descend the Seven Hundred Steps of Deeper Slumber and emerge in the Enchanted Wood of the Dreamlands.
Another example is the bizarre underworld entrance used by Jirel of Joiry in Black God's Kiss. The entrance is deep in the bowels of a castle's dungeons, where light has never shone. There, behind an unmortared wall, a heavy stone plug with a ring of cold and unearthly metal caps a narrow, polished shaft that "corkscrews" round and round. Passage through this chute is almost snake-like, and seems to defy physics: there is something "wrong" with the curves, and travelers experience dizziness, loss of directional sense (are we going up or down?), and loss of time sense (has it been minutes or hours or days?). Eventually, the shaft emerges in a dark cave, and this opens up on a strange and dangerous underworld land.
This type of entrance to the underworld might be another way to address questions like "why isn't the Baron exploiting the place." If entrance into the dungeon is more trying than merely riding to the ruins and walking down the stairs with a torch, it would discourage this kind of thing.
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Post by badger2305 on Dec 12, 2007 9:46:01 GMT -6
For my next campaign, I've been thinking about the following background: - Adventuring starts in a land that used to be inhabited by an empire of mages. Said empire obliterated itself some time ago in a cataclysmic magical war. What's left are the remnants, some decades later. The adventurers are starting from a small nation on the coastline, that was not included in the war.
- "Dungeons" per se are the underground fortresses of these wizards. They are sometimes small, and sometimes very large, and have all sorts of tricks, traps, monsters - some of which are the "garrison" and some of which are new. And there would be links to other places and other planes which would allow for new and wandering monsters.
- The dungeons themselves have warning and alarm enchantments, such that a large invasion force would trigger summonings that would then be disgorged onto the attackers, thus discouraging the "stripmine" approach I mentioned before. So a small band of adventurers might be able to gain entrance where a larger force would not.
- Ideally, the adventurers would be encouraged by the powers that be to investigate these places, bring back treasure and loot, and hopefully eventually carve out their own fortresses and resettle the land. Whether or not this actually works will be a campaign Maguffin. (Another maguffin would be figuring out how and why the mages destroyed themselves.)
I haven't decided much more than this, but I wanted a background that would allow for classic dungeons and have a reason for why they are that way. I also wanted some initial hooks to use for a larger plot that would be developed and unfold as the PCs progressed. One aspect of that would be to not decide everything all at once, but leave "mysteries" that could be explained as a result of what the players did and discovered. What do you all think?
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Post by coffee on Dec 12, 2007 10:43:43 GMT -6
I think it's a great idea.
It's somewhat similar to my idea (which I mentioned only briefly above), except that my empire was founded by the three greatest adventurers of all time. They commissioned this dungeon to be built in the first place, and then founded the empire based on it. It was their home base as well as their seat of power.
This was about a thousand years ago (or so; I haven't really decided yet). The Patriarch's religion became the dominant one in the empire, Magic-Users still use some of the spells the Archmage created, and the Lord is legendary.
These days, of course, no one believes a word of it.
But you see this way, there are specific areas/levels of the dungeon for specific purposes. There's an infantry barracks and a cavalry barracks (and I'm doing something for the cavalry parade ground that I think will be spiffy...). In another part there is a full sized temple. The Archmage's area has lots of places for magical or alchemical research, etc.
It's gonna be a big dungeon, and a lot of work, but that's part of the fun!
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Post by dwayanu on Dec 13, 2007 13:54:18 GMT -6
There's a heck of an entrance in Michael Shea's "The Fishing of the Demon-Sea" -- and the underworld itself is truly mind-blowing! It's among my favorite sword-and-sorcery stories of all time.
IIRC, Elak of Atlantis is another whose exploits take him into domains evocative of Dunsany, Lovecraft, Moore and other writers of the weird.
A clear sign that one is leaving behind the Fields We Know seems to me a Very Good Thing, especially when introducing old-style D&D to folks with more new-style preconceptions.
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Post by crimhthanthegreat on Dec 13, 2007 15:10:17 GMT -6
My players never make the assumption that they have reached the end of the area I have prepared, since I just keep adding on the fly if they get to that point; however, that said I think the magic portals and barriers are a great idea and I do use them.
The variations are quite cool and can make for a fun time watching the players try to figure out what is going on.
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Post by raithe on Dec 23, 2007 8:30:15 GMT -6
hehe I'm a fan of portals but just the way philotomy described the stair portal shrouded in mist screams "Dungeon Keeper" to me. Ah that's one of the only computer games I still play. www.youtube.com/watch?v=8N5ODEGR1KQAnyway I'm more of the random chart kind of guy. I love rolling a random result and then finding ways to thread it into the game at hand. First time I tried this I ran this game where I decided EVERYTHING would be random off the tables in the 1st ed DMG & a couple other sources; just to see how the probability worked out in real play. The players were all starting as 0 lvl 10-12 yr old kids that grew up together. As they trekked through the forest to the dungeon I rolled one wilderness encounter chance. Since those charts aren't leveled it came up as a Green Dragon. This turned into the whole mini-campaign focus. (Ask me and I'll post the tale somewhere along with all the bizarre dice results) At any rate the game went so well, and we all had so much fun that I became a firm believer in "trusting the dice". So now I don't "plan" anything. I just make maps. It makes everything a lot easier on me and we all have more fun.
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Post by philotomy on Dec 23, 2007 17:08:37 GMT -6
hehe I'm a fan of portals but just the way philotomy described the stair portal shrouded in mist screams "Dungeon Keeper" to me. I've never played that one. My mist-shrouded portals are stolen from other sources ( Tomb of Horrors springs to mind).
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