On Large Dungeons and the Merits Thereof
James M's Dwimmermount |
See, now that you've been hooked by the trite fearmongering, I can give you the real article.
Asking questions about if something is dead or alive is navelgazing that appeals to base human instincts to watch the successful fail or the underdog win.
Feel free to engage in that if you wish for entertainment or esteem purposes if you wish. It is not a productive use of time.
The truth is that what determines the goodness of something is it's quality. I mean, you can push a shitty product and do well. Once. Your total market success can be influenced by luck or what is in vogue (talk to White Wolf). But it is the quality of your work along with luck that determine its value in human endeavors.
So, is what you are doing of the highest quality? Then continue assured of your success.
As far as Megadungeons? I've finished Alchemy and am already thinking on Numenhalla.
It is a dungeon in the classic style done in a way that I have never seen, so it should be of some interest to the general population. Being assured that it is the quality of implementation that determines the success and not the idea; I share the following about the ways it is different:
- Deliberate Design: As talked about in the Demon series, rooms are keyed in such a way to highlight objects relevant to the players.
- Player engagement: Each section is specifically engaging to the players -- treasure maps, rumors, bounties and inhabitant quests all engage the player in the megadungeon. This focuses the play on what mega-dungeons do well (provide a living dynamic underworld environment) versus what they don't (exploring every last room)
- Modular: Being that mega-dungeons are rarely useful (you will only play maybe 10 or 12 full campaigns in your life, how many megadungeons do you need?) the sections will specifically be designed as modular. They can fit in the Numenhalla framework or you can drop them in a hex or use them where you see fit.
- Focused: Megadungeon play is designed for low levels. This is not something designed to take your characters from 1st to 20th level (tm) -- it's focused on something closer to B/X, where players can continue to be challenged deep into the dungeon.
- Agency Directed Advice: So, you know, your players can actually do what they are interested when they play.
- Evocative: Classic does not mean generic. Modules are designed to be interesting, subtle, creative, and interesting. Not random. It's trivial to randomly fill a big place. It's less trivial to do so in a way that engages players.
- Visual: I am an artist, so not only will it be illustrated, but each illustration will be given with assistance to help make it useful in play.
- Cool: It will not be boring. I use empty rooms in the way they are designed, to increase tension or provide room for the DM to add their own additions to the dungeon.
So if that sounds like something you're interested in, stay tuned loyal readers. I'll be talking more about these things soon!
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