Friday, June 23, 2017

And yet another attempt at streamlining dungeon exploration...

And yet another attempt at streamlining dungeon exploration...

Originally shared by Eric Nieudan

Productive insomnia FTW!
The map I shared earlier gave me an idea for dungeon design: using room descriptions as a risk die encounter table. Instead of further spoiling my players, I grabbed a map by Dyson Logos and wrote this little gonzo adventure.

https://drive.google.com/file/d/0BxHKe4JbIMLQdHNNQlhyXzVPb3M/view?usp=sharing

9 comments:

  1. Make sure you click through to the shared post, I've made an updated version with more empty locations.

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  2. Took me a second to get how it worked, but that is a clever idea that gets around the "so wait, these wandering monsters are a population on top of the static dungeon population" issue.

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  3. Rob Barrett​ Good dungeon design should include wandering monsters in the place's ecology, even if some encounters are surprising. This experiment doesn't include outsiders, oozes, etc. (it has vermin though).
    That said it'd be easy to have an adventuring party or a scavenger ogre in an out of the way room, numbered somewhere between 6 and 10. They'd be likely to be encountered at the start of the adventure, or not at all.

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  4. Dungeon design and scenario design are always my bete noire, alas.

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  5. Rob Barrett Practice makes perfect! :)

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  6. Two kids under the age of 13, two elderly parents living in the house, a marriage, and a job = little time for practice. :)

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  7. I feel for you man! If you can find time for a little practice, it won't make you perfect, but it'll make you good :)

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  8. I think I need to play first to get a handle on the game and then design a simple dungeon.

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