Over the course of my three decades of dungeon design the only recurring theme has been one of change. From the crude earliest efforts to the modular string-of-adventures format to the so-called classic dungeon to that first megadungeon effort to the archival style to the one-page idea and on to the present day, my history of dungeon making is marked by sweeping changes based on a wide range of ideas, examples and inspirations. Each step along the way adds to the overall collected know-how. It has been an evolution of design and a labor of love.
The dungeon trend, this path I have followed and at times forged, shows that changes will continue, of this there is no doubt. One of the stumbling blocks for crafting that true megadungeon is this very trend of change. Knowing that by the time level 12 is finished it won't look, feel or play like level 1 is bothersome. Something about my sensibilities finds fault with this fact. The preference being of course a continuity of the vibe established with the very first levels of such a place.
Much of it can also be attributed to gamer ADD, of course. By the time the heavy lifting begins a new approach, thought or philosophy gnaws away at the dungeon's foundations and sends the project into limbo.
Finally emerging from the planning stage after nearly two years of contemplation is the latest example of these megadungeon heart breakers, the Bleak Beyond. Before the first map was even drawn numerous theories and notions had been conceived and scrapped. Ideas such as “Lairs & Stairs”, the “Sub/Hub” style, “Room Clusters”, “Inside-Out” design and so forth; far too much thought was invested in these methods which may never see the light of day. Besides, excessive time was wasted on my part in trying to reinvent the wheel.
Now that a design approach has been settled on there is actual progress being made. Albeit at a snail's pace. The building blocks are still being placed and the project continues to garner all of my gamer interest. What design approach is that you might ask? The Bleak Beyond borrows heavily from my archival style and one-page philosophy. The archival style saw maps becoming more convoluted with less wasted space per page and it also embraced the notion of recycling. No longer was this a dungeon in the modular format of fire and forget. The one-page philosophy is embraced now as well, minus the sometimes cramping templates. “Without the template it's no longer one-page, though!” Yes, but the philosophy established with the one-page is the key for me. It's a heady mix of word economy, random tables and the Empty Room Principle.
So the Bleak Beyond is moving slowly forward with my latest design style, one driven by random tables, a unique bestiary and treasury, unusual conventions and an archival spirit. The plans for the cornerstones are drawn up, and right now it is potentially a signature worthy endeavor. I say potentially because I have already pegged this as my new megadungeon heart breaker. In the end at the very least I can share some of my efforts here as I have been doing lately. Readers can borrow, steal and alter as was done with the one-page design notes or some of my other meanderings. Nevertheless, wish me luck.
In parting I'll share a list of the planned levels for the Bleak Beyond.
Standard Levels (36):
Katskradle
Beneath the Fetid Fens
Down the Mol-Min Hole
Altar of the Gloom-Pit
The Tangled Tunnels
Hap's Woebegone
Pits of Unspecified Doom
Hornswoggle Hall
So and So's Fate
Awfulville
The Grand Brood Nidus
Webwarrens
A City Swallowed
Sewers of a City Swallowed
Chuckhole Hollow
The Writhing Sepulchre
Chapel of the Jilted Bride
Dens of Undesired Dream
Incomparable Brainy-Dome
Frankenlabs Cooperative
The Vexations of Vrimnas
Church of the Excommunicated
Crumblebums
Illojical Werks
Supreme Citadel of the Morkevagten
The Irradiated Level w/ No Name
Shrine of the Sleeping She-Paladin
Vadghiragh
Evil Dude's Domain
Palace of Ceaseless Extravagance
Temple of Glob, God of Green Slime
Feefestung
Sham's Furnace
Balmorphiact
Akt-Elemdor, the Vault of Night
Echoes of Darkness
Secret Bonus Levels (16):
The Abyss of Nada
Big Rock Candy Mountain
The Bloody Vintner
Central Teleport Terminal
Cubbyholes of Regret
The Donjon Illustrious
Ill Angels ONLY
Inn of the Bawdy Monkey
Ixmorin's Ill-fated (Mini-Levels 1-5)
Snow Globe
Super-Chute Control Chambers
Thimbledowns
So, yeah. This could take forever. Baby steps.
~Sham
Wednesday, April 20, 2011
Wednesday, April 13, 2011
Monster Business
Here's something that might stoke the creative fires. I designed it to spice up random fills. There's a PDF of it over on the right under SHAM'S OD&D STUFF.
Monster Business
A table for determining the activities and pursuits of your dungeon's monstrous population when the party opens the door to their room.
For Non-Intelligent types roll 1d20.
Roll 1d00 for the Smarter Fellas.
1.Bonkers! Wooo-Weee!
2.Chasing Fireflies for fun
3.Cornering Lunch and will be mad if it gets away
4.Dozing peacefully but half-awake
5.Eating Dinner and hates interruptions
6.Ensnared. Caught fast in a Trap
7.Fighting! One another or some other Monster(s)
8.Ill and in no mood to fight or chase
9.Laying in Wait for intruders
10.Near Death. Pretty low on Hits and knows it
11.Paralyzed by Fae Dust
12.Prowling as stealthily as possible
13.Ready to Pounce on overworlders
14.Recovering from severe mystery meat indigestion
15.Relieving oneself/themselves
16.Resting and not particularly vigilant
17.Snoring loudly
18.Starving and desperate for vittles
19.Unconscious. Out cold and helpless
20.Wounded and pissed off
21.Arguing loudly. Possibly with oneself
22.Boozing it up and somewhat buzzed
23.Bored to tears
24.Bound and gagged
25.Bug-Bitten. Swollen welts, itching, maddened
26.Building a teetering House of Bones
27.Bullying something much smaller for fun
28.Carving a warning into the door
29.Chiseling initials into the wall
30.Cleaning the place. It's a mess!
31.Cleaning Toes and filing nails
32.Competing in a Belching/Farting Contest
33.Concealing some valuables in a hiding place
34.Cooking Meal and creating a stench
35.Counting Coins of silver and gold
36.Crafting a make-shift thingamabob
37.Dancing with glee or in ritual
38.Day Dreaming about the glory days
39.Debating dungeon dweller concerns. Possibly alone
40.Deep in Thought and about to reach a conclusion
41.Delusional. Might think the PC's are pals
42.Digging for already looted booty
43.Drinking socially and looking stylish. Or just alone
44.Drunk as a skunk and barely able to stand
45.Escorting prisoners to the Boss
46.Fetching a geegaw for the Boss
47.Gambling with knuckle-bones for silver and gold
48.Gnawing Bones and quite peckish
49.Guarding something of great import for the Boss
50.Hammering on something stuck shut
51.Humming a cheerful tune
52.Impersonating the Boss
53.In Hiding and fearful of pursuers
54.Infested with Dungeon Rot
55.Interrogating some hapless captives
56.Laughing and carrying-on
57.Licking the wall and floor. It's kinda salty
58.Listening for trespassing delvers
59.Looking for Trouble and happy to find some
60.Lost and more than a little embarrassed about it
61.Making something special for the Boss
62.Making Cave Drawings that are somewhat saucy
63.Meditating and contemplating the why of it all
64.Merry Making in potentially lewd and crude fashion
65.Mocking a comrade caught in a trap. Might be dead
66.Picking Nose and that's all
67.Play Acting out the parts of silly overworlders
68.Playing a Game of Eye Gouge Ewe Gouge
69.Plotting the overthrow of the Boss's regime
70.Plucking Eye Brows for one another. Or alone
71.Practicing throwing weapons at almost dead target
72.Praying for a darker, damper future for all dwellers
73.Preparing for Battle and surprised it found them
74.Preparing Meal and making a bloody mess
75.Ransacking the place looking for keys
76.Reading Dwellers Digest. Or looking at the pictures
77.Removing Ear Wax with great care
78.Repairing a malfunctioning trap
79.Replacing a splintered door
80.Rescuing a pal from a pit
81.Rough Housing and making a ruckus
82.Scraping metal on stone and piercing ears
83.Searching for that certain something
84.Setting Trap and just asking to be pushed into it
85.Shaking Down some innocent dwellers for gold
86.Sharpening weapons and/or claws
87.Singing a doleful tune in unison or solo
88.Slimed and very upset. Trying to rinse it off
89.Straightening the old homestead up for visitors
90.Talking about dweller woes, quite possibly alone
91.Telling Tall Tales of delver decimation and defeat
92.Throwing rocks. It's beats Nose-Picking
93.Torturing for the heck of it. Maybe for the Boss
94.Tossing severed heads to one another or in the air
95.Trimming Nose Hairs is routine for the discerning
96.Waiting for some moron to open that door
97.Watching fungus grow
98.Weeping for no apparent reason
99.Whistling and making weird bug noises
100.Writing Graffiti slamming the Boss's reputation
~Sham
Monster Business
A table for determining the activities and pursuits of your dungeon's monstrous population when the party opens the door to their room.
For Non-Intelligent types roll 1d20.
Roll 1d00 for the Smarter Fellas.
1.Bonkers! Wooo-Weee!
2.Chasing Fireflies for fun
3.Cornering Lunch and will be mad if it gets away
4.Dozing peacefully but half-awake
5.Eating Dinner and hates interruptions
6.Ensnared. Caught fast in a Trap
7.Fighting! One another or some other Monster(s)
8.Ill and in no mood to fight or chase
9.Laying in Wait for intruders
10.Near Death. Pretty low on Hits and knows it
11.Paralyzed by Fae Dust
12.Prowling as stealthily as possible
13.Ready to Pounce on overworlders
14.Recovering from severe mystery meat indigestion
15.Relieving oneself/themselves
16.Resting and not particularly vigilant
17.Snoring loudly
18.Starving and desperate for vittles
19.Unconscious. Out cold and helpless
20.Wounded and pissed off
21.Arguing loudly. Possibly with oneself
22.Boozing it up and somewhat buzzed
23.Bored to tears
24.Bound and gagged
25.Bug-Bitten. Swollen welts, itching, maddened
26.Building a teetering House of Bones
27.Bullying something much smaller for fun
28.Carving a warning into the door
29.Chiseling initials into the wall
30.Cleaning the place. It's a mess!
31.Cleaning Toes and filing nails
32.Competing in a Belching/Farting Contest
33.Concealing some valuables in a hiding place
34.Cooking Meal and creating a stench
35.Counting Coins of silver and gold
36.Crafting a make-shift thingamabob
37.Dancing with glee or in ritual
38.Day Dreaming about the glory days
39.Debating dungeon dweller concerns. Possibly alone
40.Deep in Thought and about to reach a conclusion
41.Delusional. Might think the PC's are pals
42.Digging for already looted booty
43.Drinking socially and looking stylish. Or just alone
44.Drunk as a skunk and barely able to stand
45.Escorting prisoners to the Boss
46.Fetching a geegaw for the Boss
47.Gambling with knuckle-bones for silver and gold
48.Gnawing Bones and quite peckish
49.Guarding something of great import for the Boss
50.Hammering on something stuck shut
51.Humming a cheerful tune
52.Impersonating the Boss
53.In Hiding and fearful of pursuers
54.Infested with Dungeon Rot
55.Interrogating some hapless captives
56.Laughing and carrying-on
57.Licking the wall and floor. It's kinda salty
58.Listening for trespassing delvers
59.Looking for Trouble and happy to find some
60.Lost and more than a little embarrassed about it
61.Making something special for the Boss
62.Making Cave Drawings that are somewhat saucy
63.Meditating and contemplating the why of it all
64.Merry Making in potentially lewd and crude fashion
65.Mocking a comrade caught in a trap. Might be dead
66.Picking Nose and that's all
67.Play Acting out the parts of silly overworlders
68.Playing a Game of Eye Gouge Ewe Gouge
69.Plotting the overthrow of the Boss's regime
70.Plucking Eye Brows for one another. Or alone
71.Practicing throwing weapons at almost dead target
72.Praying for a darker, damper future for all dwellers
73.Preparing for Battle and surprised it found them
74.Preparing Meal and making a bloody mess
75.Ransacking the place looking for keys
76.Reading Dwellers Digest. Or looking at the pictures
77.Removing Ear Wax with great care
78.Repairing a malfunctioning trap
79.Replacing a splintered door
80.Rescuing a pal from a pit
81.Rough Housing and making a ruckus
82.Scraping metal on stone and piercing ears
83.Searching for that certain something
84.Setting Trap and just asking to be pushed into it
85.Shaking Down some innocent dwellers for gold
86.Sharpening weapons and/or claws
87.Singing a doleful tune in unison or solo
88.Slimed and very upset. Trying to rinse it off
89.Straightening the old homestead up for visitors
90.Talking about dweller woes, quite possibly alone
91.Telling Tall Tales of delver decimation and defeat
92.Throwing rocks. It's beats Nose-Picking
93.Torturing for the heck of it. Maybe for the Boss
94.Tossing severed heads to one another or in the air
95.Trimming Nose Hairs is routine for the discerning
96.Waiting for some moron to open that door
97.Watching fungus grow
98.Weeping for no apparent reason
99.Whistling and making weird bug noises
100.Writing Graffiti slamming the Boss's reputation
~Sham
Wednesday, April 6, 2011
Prime Swap
A house rule I am using now is the Prime Swap. Perhaps I can let Prodder and Scrunt explain this approach:
Prime Swap: After rolling (3d6 or 4d6-L) six times and recording the results In Order, the player can swap the character's Prime Ability with any other ability score. So FM can swap for STR, M-U can swap for INT, C can swap for WIS. Dwarves can choose STR or CON. Elves can choose STR or INT. Hobbits can choose STR or DEX. Option: Characters generated without the Prime Swap [start at 2nd level/start with maximum hits] insert your own bonus here.
This solution allows the player to generate the class he or she desires while maintaining most of the randomness realized with an In Order approach. I am not considering the optional point-buy system presented in OD&D because I adhere to the “for purposes of gaining experience only” caveat.
~Sham
Prime Swap: After rolling (3d6 or 4d6-L) six times and recording the results In Order, the player can swap the character's Prime Ability with any other ability score. So FM can swap for STR, M-U can swap for INT, C can swap for WIS. Dwarves can choose STR or CON. Elves can choose STR or INT. Hobbits can choose STR or DEX. Option: Characters generated without the Prime Swap [start at 2nd level/start with maximum hits] insert your own bonus here.
This solution allows the player to generate the class he or she desires while maintaining most of the randomness realized with an In Order approach. I am not considering the optional point-buy system presented in OD&D because I adhere to the “for purposes of gaining experience only” caveat.
~Sham
Labels:
3d6,
dice,
old school,
philosophy,
prodder and scrunt,
theory
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