So I have accepted the fact that I am basically failing as a blogger. I can't think of the last time that I posted something original or my own.
But that's okay, because I'm using the blog to record things that I don't want to lose.
Today, I came across a blog that is new to me: Elfmaids & Octopi. I'm really digging reading through it. The author has a sensibility that is "different" enough to make reading a lot of fun. Even better for OSR-types is the large number of random tables that inhabit the blog. Massive tables. Numerous d100 tables. Many smaller ones. It is fantastic.
Here is a post that I REALLY like: Psychonian Citadels. The top illustration is evocative. Within seconds of looking at the picture and then scanning down through the many tables beneath it, I realized that a huge citadel (skyscraper, arcology, whatever you want to call it...) would make an incredible megadungeon.
There's really not enough time in the world...
Showing posts with label Megadungeons. Show all posts
Showing posts with label Megadungeons. Show all posts
Saturday, February 8, 2014
Sunday, February 10, 2013
Another Megadungeon Roundup
I think that I am going to start collecting links to the various blog posts that I come across that have to do with megadungeons, similar to how I used to do mapping roundups. I'm really enjoying reading what the various bloggers have to say on the topic, and I don't want to lose this stuff. Consider this possibly the first in a long line of megadungeon-related roundups.
First, from Beedo over in the Lich House, a little post about extracting value from the megadungeon. I dig it.
Second, I offer some thoughts from Hack & Slash, that was actually linked to in the first post. This is about the three primary activities in megadungeon play. And since you're going to read a lot about megadungeons over at Hack & Slash, here's a link to all his posts labelled megadungeon.
I'm now going to link to two blog posts from False Machine, a blog that I've only come across recently, but I have to assume by the writing that the guy (Patrick Stuart) is British. Neither post is particularly megadungeon-y in and of itself, but I have to say that the ideas presented in each would fit perfectly in a megadungeon--or at least any megadungeon that I want to be a part of. First is a post about Arachnopolis Rex. Don't ask, you just have to read about it. The second is a post about myconid slaves. I mean, really, can you ever have a bad post about myconids?
Finally, a comment about the title of a blog that, as far as I can tell, has nothing to do with megadungeons: Drums in the Deep. That title absolutely ROCKS! Evocative. Eerie. I love it! Seriously, saying it to myself gives me goosebumps.
Lest you think that I am blind to the resources out there, I have to point you to a few obvious ones:
Megadungeons.com.
The Megadungeon.
That's all for now. On to other things...
First, from Beedo over in the Lich House, a little post about extracting value from the megadungeon. I dig it.
Second, I offer some thoughts from Hack & Slash, that was actually linked to in the first post. This is about the three primary activities in megadungeon play. And since you're going to read a lot about megadungeons over at Hack & Slash, here's a link to all his posts labelled megadungeon.
I'm now going to link to two blog posts from False Machine, a blog that I've only come across recently, but I have to assume by the writing that the guy (Patrick Stuart) is British. Neither post is particularly megadungeon-y in and of itself, but I have to say that the ideas presented in each would fit perfectly in a megadungeon--or at least any megadungeon that I want to be a part of. First is a post about Arachnopolis Rex. Don't ask, you just have to read about it. The second is a post about myconid slaves. I mean, really, can you ever have a bad post about myconids?
Finally, a comment about the title of a blog that, as far as I can tell, has nothing to do with megadungeons: Drums in the Deep. That title absolutely ROCKS! Evocative. Eerie. I love it! Seriously, saying it to myself gives me goosebumps.
Lest you think that I am blind to the resources out there, I have to point you to a few obvious ones:
Megadungeons.com.
The Megadungeon.
That's all for now. On to other things...
Thursday, February 7, 2013
Megadungeon Roundup
This post is merely me trying to keep track of some posts that concern megadungeons that I found useful or interesting.
This one from Blood of Prokopius covers a wide range of topics and also includes FrDave's thoughts on Dwimmermount.
This one from the Dungeon of Signs is the latest of a series of posts about megadungeons. Lotta good stuff here about dungeon design.
One of these days, I need to write a post detailing how I would produce a megadungeon. Probably not too much different than some others have suggested, but it would be an interesting exercise for me to put it down.
This one from Blood of Prokopius covers a wide range of topics and also includes FrDave's thoughts on Dwimmermount.
This one from the Dungeon of Signs is the latest of a series of posts about megadungeons. Lotta good stuff here about dungeon design.
One of these days, I need to write a post detailing how I would produce a megadungeon. Probably not too much different than some others have suggested, but it would be an interesting exercise for me to put it down.
Friday, February 1, 2013
Another's Thoughts on Dwimmermount
This is not a post where I write paragraphs about the current state of Dwimmermount, whether or not it will ever see the "published" light of day, or anything else along those lines. I backed it. I have all the "draft" materials available to backers. As someone who likes the concept of megadungeons, I find it interesting. But I've not spent enough time with the material to determine if I really like it or not.
I will say this:
Word on the street is that James M's father's health is failing and that is why James M has been absent for 6+ weeks. If that is the case, then everyone who has anything bad to say about James or the status of Dwimmermount should just shut their pie-holes. If a person is hurting and dealing with one of life's great traumas, the least the rest of us can do is leave that person alone. Frankly, I would be disappointed if James disappeared forever and years from now it came out that he felt burnt by the gaming community at a time when his life was shit and he decided to leave it behind. Because that would suck. Notice that I did NOT say I'd be disappointed if I have to wait another four months for the product that I paid for. In light of the circumstances, that's a small price.
(Perhaps that was a long paragraph. Oh well.)
This post is really about what Bryce over at tenfootpole had to say about Dwimmermount. More importantly, it's about how he described what he would like to see in a published megadungeon (or any adventure module for that matter). Cut away the specific criticisms of Dwimmermount itself and just read it from the "I like this in an adventure... and Dwimmermount does/does not do that." MUCH less interesting to me is the "and Dwimmermount does/does not do that" portion. I find myself agreeing with just about everything that he says.
I will say this:
Word on the street is that James M's father's health is failing and that is why James M has been absent for 6+ weeks. If that is the case, then everyone who has anything bad to say about James or the status of Dwimmermount should just shut their pie-holes. If a person is hurting and dealing with one of life's great traumas, the least the rest of us can do is leave that person alone. Frankly, I would be disappointed if James disappeared forever and years from now it came out that he felt burnt by the gaming community at a time when his life was shit and he decided to leave it behind. Because that would suck. Notice that I did NOT say I'd be disappointed if I have to wait another four months for the product that I paid for. In light of the circumstances, that's a small price.
(Perhaps that was a long paragraph. Oh well.)
This post is really about what Bryce over at tenfootpole had to say about Dwimmermount. More importantly, it's about how he described what he would like to see in a published megadungeon (or any adventure module for that matter). Cut away the specific criticisms of Dwimmermount itself and just read it from the "I like this in an adventure... and Dwimmermount does/does not do that." MUCH less interesting to me is the "and Dwimmermount does/does not do that" portion. I find myself agreeing with just about everything that he says.
Sunday, January 22, 2012
Question about Dungeons in Fiction
Or more specifically, megadungeons. Are there any megadungeons who have played a significant role in fantasy (and/or any of its "offshoots") literature in the last twenty-five years?
The Mines of Moria are perhaps the most well-known example of a megadungeon in fiction. And while they are important to the Lord of the Rings as an obstacle to be overcome by or as a road to be traversed by the Fellowship or, if I remember correctly, as a means to separate Gandalf from the others, they don't play much of a role in the story. The time spent in their halls by that adventuring group (in words) isn't all that great compared to the entirety of the trilogy.
But are there any other examples of megadungeons in modern fiction? I'm interested and would really appreciate any other examples. Thanks!
The Mines of Moria are perhaps the most well-known example of a megadungeon in fiction. And while they are important to the Lord of the Rings as an obstacle to be overcome by or as a road to be traversed by the Fellowship or, if I remember correctly, as a means to separate Gandalf from the others, they don't play much of a role in the story. The time spent in their halls by that adventuring group (in words) isn't all that great compared to the entirety of the trilogy.
But are there any other examples of megadungeons in modern fiction? I'm interested and would really appreciate any other examples. Thanks!
Thursday, December 29, 2011
Small Map Roundup - 29 December
Back when I had more time to devote to this blog, one of my regular features was Map Roundups, wherein I would include links to all of the map related blog posts in our little corner of the blogosphere.
I truly miss doing the Roundups, because I know that I have missed out on a LOT of mapping goodness over the past several months. In any event, I wanted to do a mini-Roundup today, because I came across two posts that really spoke to me.
The first comes to us from Telecanter, he of the Receding Rules. He discusses the concept of a Pre-Mapped Dungeon, which are exactly what they sound like: Dungeons to be explored by a party of adventurers who are already in possession of a map of the dungeon. I love this concept and think that a creative DM could come up with (not one but) several really interesting adventures with this is mind. I wonder if a module has ever been published that employs this conceit. (Anyone know?) Maybe I need to write one...
The second comes to us from JDJarvis over at Aeons & Augauries. He is discussing one method of mapping for megadungeons. Basically (or at least the aspect that most speaks to me), he is saying that you could map a small collection of rooms--actually several small sections of rooms--and then link them in whatever manner you desire, i.e. as long as you track how each group of rooms links together, you don't need to produce a detailed 10'x10' gridded map connecting everything. I immediately think back to a question that James over at Grognardia posted several weeks ago regarding the "ideal" way to include maps in his upcoming Dwimmermount product. Several people described basically what JD is talking about. (I think that he might have spoken up in the comments to that post.) IF I were ever to publish a megadungeon, I think that this is how I would do it. Map the small, interesting areas and let the connections between them be done randomly, via geomorphs, or on-the-fly by the DM.
And, yes, I would LOVE to publish a megadungeon someday. If only...
I truly miss doing the Roundups, because I know that I have missed out on a LOT of mapping goodness over the past several months. In any event, I wanted to do a mini-Roundup today, because I came across two posts that really spoke to me.
The first comes to us from Telecanter, he of the Receding Rules. He discusses the concept of a Pre-Mapped Dungeon, which are exactly what they sound like: Dungeons to be explored by a party of adventurers who are already in possession of a map of the dungeon. I love this concept and think that a creative DM could come up with (not one but) several really interesting adventures with this is mind. I wonder if a module has ever been published that employs this conceit. (Anyone know?) Maybe I need to write one...
The second comes to us from JDJarvis over at Aeons & Augauries. He is discussing one method of mapping for megadungeons. Basically (or at least the aspect that most speaks to me), he is saying that you could map a small collection of rooms--actually several small sections of rooms--and then link them in whatever manner you desire, i.e. as long as you track how each group of rooms links together, you don't need to produce a detailed 10'x10' gridded map connecting everything. I immediately think back to a question that James over at Grognardia posted several weeks ago regarding the "ideal" way to include maps in his upcoming Dwimmermount product. Several people described basically what JD is talking about. (I think that he might have spoken up in the comments to that post.) IF I were ever to publish a megadungeon, I think that this is how I would do it. Map the small, interesting areas and let the connections between them be done randomly, via geomorphs, or on-the-fly by the DM.
And, yes, I would LOVE to publish a megadungeon someday. If only...
Tuesday, November 30, 2010
Map Roundup - 01 December
The latest installment of my map roundups. I continue to be amazed at the brilliant mapping that is going on out there--from all over the blogosphere. And I continue to find new blogs that excite and inspire me. Enjoy.
In a Dark Cell, 10 Nov: A post about world (planetary) mapping with a hex map.
In a Dark Cell, 20 Nov: A continuation from the post above.
Some King's Kent, 25 Nov: Another look at his gigantic cavern system with MANY images.
Henchman Abuse, 16 Nov: A new blog (or at least new to me) with a conversion from a paper drawn map to a CC2 map.
Henchman Abuse, 20 Nov: The same map started in the previous post but with more work done to it.
Henchman Abuse, 25 Nov: Level 1 of a megadungeon map in the same style as the previous posts. Can I say that I REALLY like the look of this map? The layout is inspiring and, in my opinion, much better than a lot of maps that I've seen out there. Really nice.
Henchman Abuse, 03 Oct: Somewhat out of chronological order, but this post contains the handdrawn map that became the megadungeon map in the previous post. I really enjoy watching the progression of maps from initial design to completion so this was a fun one.
Henchman Abuse, 14 Sep: The first handdrawn map of the beginnings of a megadungeon project.
Fantastic Maps, 29 Nov: I am terribly frustrated that I only came across this blog recently. It is the personal blog of Jon Roberts, whose work I first became acquainted with back when I had the time to spend hours at the Cartographer's Guild. Jon is a class act and his cartography is amazing.
Sword & Shield, 27 Nov: Geomorphs seem to be all the rage these days. This post is a little geomorphing action combined with a nice little format to create a small dungeon experience.
Forgotten Runes, 27 Nov: Rough, hand drawn, but evocative. Lots of map posts on this blog. I'll need to spend more time here...
Old School Heretic, 30 Nov: A nice collection of links to mapping related things.
BigDungeon, 7 July: Another blog that I just came across--this one sounds like it will be right up my alley. It's initial post says this, "BigDungeon is going to be an ongoing development of a Big Dungeon (what the kids are calling a "MegaDungeon" lately) with maps and keys and all the assorted goodies..." Anyway, the post that I've linked to has the startings of a dungeon map made with a hex map instead of the normal grid map.
BigDungeon, 1 Sept: Another post from BigDungeon--the style that he intends to use for all of his mapping. Unfortunately, this is the most recent post, so I hope that this project is still going. (Quick aside: Wouldn't 'BigDungeon' be a great name for a professional wrestler?)
Aeons & Augauries, 28 Nov: A nice how-to regarding his geomorphs, if you need that sort of thing. This post is also handy because it includes links to all of the other blogs who are creating similar (and compatible) geomorphs.
Aeons & Aurgauries, 30 Nov: Link to a google doc that contains all of the (literally hundreds) of geomorphs that he has created over the last few weeks. Can I say that JDJarvis is a dungeon geomorphing maniac? I do want to add that I was going to include links to all of his posts, but when I saw this document that includes all of that good stuff, I decided not to.
I have to admit that I am starting to find keeping up with this stuff difficult. I know that there are posts out there that I missed in this roundup. I know that because I read them, and now can't find them. Shame on me for not keeping better notes.
In a Dark Cell, 10 Nov: A post about world (planetary) mapping with a hex map.
In a Dark Cell, 20 Nov: A continuation from the post above.
Some King's Kent, 25 Nov: Another look at his gigantic cavern system with MANY images.
Henchman Abuse, 16 Nov: A new blog (or at least new to me) with a conversion from a paper drawn map to a CC2 map.
Henchman Abuse, 20 Nov: The same map started in the previous post but with more work done to it.
Henchman Abuse, 25 Nov: Level 1 of a megadungeon map in the same style as the previous posts. Can I say that I REALLY like the look of this map? The layout is inspiring and, in my opinion, much better than a lot of maps that I've seen out there. Really nice.
Henchman Abuse, 03 Oct: Somewhat out of chronological order, but this post contains the handdrawn map that became the megadungeon map in the previous post. I really enjoy watching the progression of maps from initial design to completion so this was a fun one.
Henchman Abuse, 14 Sep: The first handdrawn map of the beginnings of a megadungeon project.
Fantastic Maps, 29 Nov: I am terribly frustrated that I only came across this blog recently. It is the personal blog of Jon Roberts, whose work I first became acquainted with back when I had the time to spend hours at the Cartographer's Guild. Jon is a class act and his cartography is amazing.
Sword & Shield, 27 Nov: Geomorphs seem to be all the rage these days. This post is a little geomorphing action combined with a nice little format to create a small dungeon experience.
Forgotten Runes, 27 Nov: Rough, hand drawn, but evocative. Lots of map posts on this blog. I'll need to spend more time here...
Old School Heretic, 30 Nov: A nice collection of links to mapping related things.
BigDungeon, 7 July: Another blog that I just came across--this one sounds like it will be right up my alley. It's initial post says this, "BigDungeon is going to be an ongoing development of a Big Dungeon (what the kids are calling a "MegaDungeon" lately) with maps and keys and all the assorted goodies..." Anyway, the post that I've linked to has the startings of a dungeon map made with a hex map instead of the normal grid map.
BigDungeon, 1 Sept: Another post from BigDungeon--the style that he intends to use for all of his mapping. Unfortunately, this is the most recent post, so I hope that this project is still going. (Quick aside: Wouldn't 'BigDungeon' be a great name for a professional wrestler?)
Aeons & Augauries, 28 Nov: A nice how-to regarding his geomorphs, if you need that sort of thing. This post is also handy because it includes links to all of the other blogs who are creating similar (and compatible) geomorphs.
Aeons & Aurgauries, 30 Nov: Link to a google doc that contains all of the (literally hundreds) of geomorphs that he has created over the last few weeks. Can I say that JDJarvis is a dungeon geomorphing maniac? I do want to add that I was going to include links to all of his posts, but when I saw this document that includes all of that good stuff, I decided not to.
I have to admit that I am starting to find keeping up with this stuff difficult. I know that there are posts out there that I missed in this roundup. I know that because I read them, and now can't find them. Shame on me for not keeping better notes.
Wednesday, November 24, 2010
Map Roundup - 24 November
I'm not sure what is going on... Perhaps there are more fish in the sea; perhaps I am just casting my net further; perhaps the fish just want to be caught. Whatever it is, the last ten days have been amazing for mapping related posts throughout the blogosphere. This is the biggest map roundup to date, and these are all quality posts.
Enjoy!
Dungeons and Digressions, 11 Nov: Caves of Chaos, minidungeons, and index cards. A nice little post with a good downloadable resource.
Dungeons and Digressions, 12 Nov: The orc lairs from the Caves of Chaos, similar to the post above.
Dungeons and Digressions, 18 Nov: The kobold lair from the Caves of Chaos.
Dungeons and Digressions, 20 Nov: The bugbear lair from the Caves of Chaos.
Jeff's Gameblog, 09 Nov: Maps of Britain--gaming maps that is.
Some King's Kent, 20 Nov: The title of this post is "PDF Zoomable-Scrollable Megadungeon Maps". That pretty much fully explains it.
A Character For Every Game, 19 Nov: A Friday map posting...
Risus Monkey, 19 Nov: Number 99 in a long series of geomorphs.
In Like Flynn, 20 Nov: A campaign world map in hex. Also, includes a link to an image of a 'real' world map from ages past.
Stonewerks, 19 Nov: A new blog that I only (just now!) stumbled across. This is the most recent post, but just about everything at this blog is maptastic. I've only just begun perusing his older offerings. Much to do...
A Palidin in Citadel, 21 Nov: Maps of medieval castles and links to others.
Greyhawk Grognard, 21 Nov: The City of Greyhawk, in map form.
Telecanter's Receding Rules, 24 Nov: Musings on the map of an island. Contains both an old nautical chart of a real island and then the Google Earth image.
Beyond the Black Gate, 24 Nov: A very useful collection of links for mapping. Might as well save this to your favorites--great post.
Aeons & Augauries, 24 Nov: 55 dungeon geomorphs plus links to other places.
Aeons & Augauries, 24 Nov: Another 55 dungeon geomorphs.
Aeons & Augauries, 24 Nov: If the first 110 geomorphs were not enough, here are an additional 44.
Typically, these map roundups contain maps from the blogosphere, although I'm thinking of expanding that to include any good fantasy maps that I come across. Here you will find some little maps of a fictional town called Adelfarn. Also from that page, you will find lots of interesting material detailing that little town. If you like little towns, it might be worth a read.
That's all for now. Until next time, good mapping!
Enjoy!
Dungeons and Digressions, 11 Nov: Caves of Chaos, minidungeons, and index cards. A nice little post with a good downloadable resource.
Dungeons and Digressions, 12 Nov: The orc lairs from the Caves of Chaos, similar to the post above.
Dungeons and Digressions, 18 Nov: The kobold lair from the Caves of Chaos.
Dungeons and Digressions, 20 Nov: The bugbear lair from the Caves of Chaos.
Jeff's Gameblog, 09 Nov: Maps of Britain--gaming maps that is.
Some King's Kent, 20 Nov: The title of this post is "PDF Zoomable-Scrollable Megadungeon Maps". That pretty much fully explains it.
A Character For Every Game, 19 Nov: A Friday map posting...
Risus Monkey, 19 Nov: Number 99 in a long series of geomorphs.
In Like Flynn, 20 Nov: A campaign world map in hex. Also, includes a link to an image of a 'real' world map from ages past.
Stonewerks, 19 Nov: A new blog that I only (just now!) stumbled across. This is the most recent post, but just about everything at this blog is maptastic. I've only just begun perusing his older offerings. Much to do...
A Palidin in Citadel, 21 Nov: Maps of medieval castles and links to others.
Greyhawk Grognard, 21 Nov: The City of Greyhawk, in map form.
Telecanter's Receding Rules, 24 Nov: Musings on the map of an island. Contains both an old nautical chart of a real island and then the Google Earth image.
Beyond the Black Gate, 24 Nov: A very useful collection of links for mapping. Might as well save this to your favorites--great post.
Aeons & Augauries, 24 Nov: 55 dungeon geomorphs plus links to other places.
Aeons & Augauries, 24 Nov: Another 55 dungeon geomorphs.
Aeons & Augauries, 24 Nov: If the first 110 geomorphs were not enough, here are an additional 44.
Typically, these map roundups contain maps from the blogosphere, although I'm thinking of expanding that to include any good fantasy maps that I come across. Here you will find some little maps of a fictional town called Adelfarn. Also from that page, you will find lots of interesting material detailing that little town. If you like little towns, it might be worth a read.
That's all for now. Until next time, good mapping!
Saturday, October 23, 2010
High Level Adventures
As seems often to be the case these days (and for very good reasons) Grognardia posted a question about the existence of high level modules (within a review of a low-level module) which led to posts and discussions all over this corner of the blogosphere.
Two posts which really interested me came from The Nine and Thirty Kingdoms. The first is his brief reply to the Grognardia post. The second, which is more interesting to me, discusses the idea of creating "modular modules for deeper level dungeons"--basically a dungeon level or sublevel that you could stick in your own dungeon. I only saw this post thing morning, but it struck me because that very idea occupied my final gaming thoughts of last evening.
I really think that there is a lot of merit to this idea, especially for people who play in megadungeons. If it truly is a megadungeon, then it stands to reason that there are areas that only get stumbed across recently--even if the players have traversed a certain area many times before.
I see a lot of advantages to this for the high level module designer:
1. There needn't be a plot hook of any kind other than, "And at the end of the passageway, you see a low archway surrounding by glowing runes in the ancient Glybdenarion script." Or something like that...
2. If that is too simplistic, there could be a plot hook that draws characters into a region of the dungeon where they have not ventured before or a region that they thought had already been cleared of "interesting" things. (In my personal opinion, a well-run megadungeon would never get cleared, as new monsters would move in to replace those vanquished, but it does make sense to me that the characters might believe that the 'cool stuff' had all been looted.)
3. Such a high level adventure benefits from all of the widely-acknowledged design benefits of dungeons--they limit choice (to some extent) and provide a self-contained playing environment where (most) of the variables can easily be controlled.
I think that this third advantage is the idea's biggest. As has been commented about many times, high level adventures are difficult to do well, because many campaigns reach a point where politics play a role or events leading to a possible 'endgame' are occuring. Inserting a random quest into a smoothly running plot can be jarring or perhaps just not interesting to the characters or the DM. But inserting a dungeon level into a dungeon that is actively being explored is seamless.
Last night, I found myself thinking about dungeon levels that would be unique or interesting to high level characters that could easily be inserted into an existing dungeon. Lots of ideas... Now if I could just carve out some time and write one or two of them.
Two posts which really interested me came from The Nine and Thirty Kingdoms. The first is his brief reply to the Grognardia post. The second, which is more interesting to me, discusses the idea of creating "modular modules for deeper level dungeons"--basically a dungeon level or sublevel that you could stick in your own dungeon. I only saw this post thing morning, but it struck me because that very idea occupied my final gaming thoughts of last evening.
I really think that there is a lot of merit to this idea, especially for people who play in megadungeons. If it truly is a megadungeon, then it stands to reason that there are areas that only get stumbed across recently--even if the players have traversed a certain area many times before.
I see a lot of advantages to this for the high level module designer:
1. There needn't be a plot hook of any kind other than, "And at the end of the passageway, you see a low archway surrounding by glowing runes in the ancient Glybdenarion script." Or something like that...
2. If that is too simplistic, there could be a plot hook that draws characters into a region of the dungeon where they have not ventured before or a region that they thought had already been cleared of "interesting" things. (In my personal opinion, a well-run megadungeon would never get cleared, as new monsters would move in to replace those vanquished, but it does make sense to me that the characters might believe that the 'cool stuff' had all been looted.)
3. Such a high level adventure benefits from all of the widely-acknowledged design benefits of dungeons--they limit choice (to some extent) and provide a self-contained playing environment where (most) of the variables can easily be controlled.
I think that this third advantage is the idea's biggest. As has been commented about many times, high level adventures are difficult to do well, because many campaigns reach a point where politics play a role or events leading to a possible 'endgame' are occuring. Inserting a random quest into a smoothly running plot can be jarring or perhaps just not interesting to the characters or the DM. But inserting a dungeon level into a dungeon that is actively being explored is seamless.
Last night, I found myself thinking about dungeon levels that would be unique or interesting to high level characters that could easily be inserted into an existing dungeon. Lots of ideas... Now if I could just carve out some time and write one or two of them.
Friday, July 23, 2010
A Real-World (Fictional) Megadungeon
I am an unabashed fan of the megadungeon (even if that topic is so 2009) and am always trying to get new takes on them, read more about them, find ways to use them, etc.
I have to thank RetroRoleplaying for this post. Obviously, they have merely linked to another place on the intraweb, but I think that I'm going to spend a lot of time reading that thread. What little I have read so far really intrigues me.
I have to thank RetroRoleplaying for this post. Obviously, they have merely linked to another place on the intraweb, but I think that I'm going to spend a lot of time reading that thread. What little I have read so far really intrigues me.
A Mini-Map Roundup
Dungeon geomorphs and megadungeons--what's not to love?
I've only recently come across Carjacked Seraphim, but he has made some interesting posts. I'll probably have to stop over at his place in the coming months to see how things shake out. Of course, it was this little number on geomorphs that first caught my eye.
Then I came across this post about supercaves. Thank you, Seraphim for making this known to me, because there is much goodness therein. And it is further proof that NPR can be a force for good in the world.
I've only recently come across Carjacked Seraphim, but he has made some interesting posts. I'll probably have to stop over at his place in the coming months to see how things shake out. Of course, it was this little number on geomorphs that first caught my eye.
Then I came across this post about supercaves. Thank you, Seraphim for making this known to me, because there is much goodness therein. And it is further proof that NPR can be a force for good in the world.
Wednesday, May 26, 2010
Megadungeon Tools
I often try to write about things that I think will be of use or interest to others in the OSR. Other times I try to write something about my own ongoing projects or gaming trials and tribulations. Occasionally, I'll post something as a means of recording it for my own future use.
This post falls into the third variety. Al, who hangs out somewhere on the other side of the Black Gate, made a compilation of all of his articles regarding megadungeons. As a fan of his and of megadungeons, I had to link to it.
This post falls into the third variety. Al, who hangs out somewhere on the other side of the Black Gate, made a compilation of all of his articles regarding megadungeons. As a fan of his and of megadungeons, I had to link to it.
Sunday, April 4, 2010
Micro-Mega - Interesting Idea
I was initially drawn to this by its title. Then I decided that I loved the photo that he used in the post--is that place fantastic or what?! Then I actually read it, and felt that he had some interesting ideas. Anyway, I offer it to you for your reading enjoyment.
Tuesday, March 23, 2010
There's Another One! - And Other Stuff
It's not a particularly great map, not the best that I've seen recently, but there is something very likeable about it--thus I had to post.
I like the light gray pencil work. I like the fact that he obviously spent a good bit of time on the shading. I like that there are many different paths though the place. I like it.
Thanks for sharing, David.
Oh, and David, thanks A LOT of having a link to this place on your blog. That site is ridiculous!
Um, also thanks for introducing me to this blog. Maps, and illustrations, and fantasy goodness, oh my!
And here is another post about maps--hex maps no less. That's some crazy shizz...
I like the light gray pencil work. I like the fact that he obviously spent a good bit of time on the shading. I like that there are many different paths though the place. I like it.
Thanks for sharing, David.
Oh, and David, thanks A LOT of having a link to this place on your blog. That site is ridiculous!
Um, also thanks for introducing me to this blog. Maps, and illustrations, and fantasy goodness, oh my!
And here is another post about maps--hex maps no less. That's some crazy shizz...
Thursday, March 18, 2010
An Intriguing Dungeon Idea
There is a ton of goodness in this post.
Although he only throws out the basic idea, just imagine some of the possibilities:
- A dungeon created by a mad wizard long ago that continually transfigures itself according to the whims of... well, whatever you decide.
- Perhaps it is merely one means of mapping a mythic underworld where nothing is as it seems and the dungeon itself seems to be alive as it writhes around those (un)lucky enough to be investigating its halls.
While I hadn't thought of using a Rubik's Cube to generate a dungeon, I have a similar idea that is based upon interlocking cubes. I'll post it at a later time after I've had time to draw a couple of illustrations to explain my ideas.
Although he only throws out the basic idea, just imagine some of the possibilities:
- A dungeon created by a mad wizard long ago that continually transfigures itself according to the whims of... well, whatever you decide.
- Perhaps it is merely one means of mapping a mythic underworld where nothing is as it seems and the dungeon itself seems to be alive as it writhes around those (un)lucky enough to be investigating its halls.
While I hadn't thought of using a Rubik's Cube to generate a dungeon, I have a similar idea that is based upon interlocking cubes. I'll post it at a later time after I've had time to draw a couple of illustrations to explain my ideas.
Monday, March 15, 2010
Megadungeon Monday: The Chamber of Echoes
The Chamber of Echoes is a cross-shaped room. The floor of the central square sloeps down to a level five feet lower than the rest of the chamber. The ceiling above this central square forms a shallow dome, its height reaching almost thirty-five feet above the lowest area in the chamber. The ceiling of each of the 'arms' of the cross slope upward from a height of ten feet at the outermost edge to twenty feet high around the central square. The walls, floor, and ceiling of the chamber are all curved from solid stone. They are smooth but not polished.
The construction and geometry of the room is such that it has the following properties:
- All sounds in the room are amplified into the central square. This effect is so pronounced that a quietly whispered word spoken at one of the doors can be clearly heard by someone standing in the room's center, although that same word would not be audible to someone standing at another door.
- Characters walking anywhere in the central square will hear footsteps and may pause to peer about in confusion trying to determine who it is they are hearing. They may even fear that there are invisible assailants about. In fact, the footsteps that they hear are their own. Any sounds generated in the central square will be amplified and focused back into the chamber's center.
- A loud noise, such as a shout or metal striking metal, made in the central square is almost deafening to any creatures located there. Very loud noises, such as a large creature's roar or a magically created sound, can be dangerous and will do actual physical harm.
If the DM desires it, perhaps the amplifying properties of the room apply not only to acoustic energy but also to arcane energy. The possibilities are interesting...
I would recommend that this chamber be placed somewhere in your megadungeon that is fairly commonly travelled. Perhaps it is on a well known route from one major area to another. It would serve as an interesting traffic sorting device. Once the characters have become familiar with it and its effects, you can then change conditions such that its effect on arcane energies becomes apparent. Now the entire nature of the chamber and its role within the megadungeon changes.
Monday, March 8, 2010
Megadungeon Monday: The Pool of Mirrors
The Pool of Mirrors is not named for its appearance or even for any of the dungeon dressing in the area around it. Rather, the Pool of Mirrors is named because of the nature of the magical trick in the area that can only be overcome through the use of the waters held within these identical pools. DM's notes are as follows:
The player characters would enter this area through the double doors at the bottom of the map. They will work their way through these chambers, what I call the Foyer, the Small Shrine, the Square Hall, the Arched Passageway, the Hall of Statues, to finally pass by the Pool's Sentinels before coming to the main room at the center of the complex where they will find the two pools. There is nothing to indicate that these pools are special or magical in any way. Near the ceiling on the wall behind each pool are openings through which flows a constant stream of clear, cool water. The water in the pools is clean and drinkable and drains through several small holes in each.
When the players continue heading to the "north" and turn the corner to the right, they are magically teleported to the identical spot in the complex to the "south" walking to the "south". They will not be aware of this and will continue on their way until they work their way through all of the rooms through which they just passed. Obviously, if they had left any sign of their passing, they will quickly realize what has happened to them.
There is nothing that the players can do to prevent this teleportation. No form of magic or mechanical device will prevent it as they walk "north". The only way to block the teleportation effect is to step into the waters of either of the pools. Any character who stands in the pools (which are about 18 inches deep) and soaks their feet and footware will be able to walk to the "north" without the teleportation from occurring. [Note that flying through the passageway will not prevent the teleportation either.]
The characters may even then become confused, because as they venture "north" they will find the complex of rooms ahead identical in makeup and contents as that through which they have already passed. It is quite possible that they will believe that they have been subjected to the teleportation yet again. It is only after they make their way through the complex and then through the double doors at the end will they realize that they have made it to someplace new.
How you as the DM want to use the Pool of Mirrors is up to you. Obviously, it would trick the lesser intelligent beings in a dungeon and so might serve to protect a specific area from wandering monsters. It might just guard the chambers of a powerful wizard. Or perhaps it is just one way of limiting traffic into a specific area of your dungeon.
Monday, March 1, 2010
Megadungeon Monday: Introduction
I introduced the idea here for my Tuesday Talkies (and have failed to follow-up since then). As fantasy language creation is one of my many interests, I decided that each Tuesday I will post about how my efforts at that are going.
I'm here to introduce another weekly feature that, I hope, will become a standard here at Carto Cacography: Megadungeon Mondays. Here is my thinking:
If you followed any one of the many megadungeon discussions that took place last year, whether in the blogosphere, at EN World, at Knights & Knaves (more specifically here), or elsewhere, a common idea is that one easy method of building a megadungeon is to create a few specific locations (areas, set pieces, or whatever term you prefer) per level and let everything that happens between them be generated randomly or on the fly by the DM. I actually really like this method as I believe that it lends to the organic or living nature of true megadungeons. I also think that it relieves the DM of a lot of possible work: He can concentrate his efforts on the really cool encounters or locales within the megadungeon and spend less time on the stuff in between.
In support of that, I'm going to present what I will call a "Location of Interest" each Monday for inclusion into your megadungeon or campaign. Usually it will be in the form of a map with a few paragraphs explaining what I see when I look at the map. It will not be fully keyed and will never contain stats of any kind--I don't think that it will need those things to be useful. Theoretically, you could take my location and drop it straight into your dungeon as is, or you could take the idea and leave the map, or you could use the map with your own idea. I have ideas for several and, hopefully, more will pop into my head in the coming weeks. Heck, I'll even take ideas from the readers and map them (if people are willing to contribute ideas).
I don't have one ready for this week but there will be one here next Monday. I'll hope that you'll be here to take a look.
(You might think that this idea is similar to what Tony is trying to do over at year of the dungeon, and I would have to agree. I love what he is doing there and think that his pieces are extremely inspirational. Megadungeon Mondays are going to be a similar contribution from me. [If they are even a fraction of how inspirational I believe Tony's work to be, it will be successful in my book.] The major difference that I see when envisioning this is that his are more abstract--philosophical even--whereas mine will be little dungeon maps, grids and all, that would fit right onto your graph paper scribblings.)
I'm here to introduce another weekly feature that, I hope, will become a standard here at Carto Cacography: Megadungeon Mondays. Here is my thinking:
If you followed any one of the many megadungeon discussions that took place last year, whether in the blogosphere, at EN World, at Knights & Knaves (more specifically here), or elsewhere, a common idea is that one easy method of building a megadungeon is to create a few specific locations (areas, set pieces, or whatever term you prefer) per level and let everything that happens between them be generated randomly or on the fly by the DM. I actually really like this method as I believe that it lends to the organic or living nature of true megadungeons. I also think that it relieves the DM of a lot of possible work: He can concentrate his efforts on the really cool encounters or locales within the megadungeon and spend less time on the stuff in between.
In support of that, I'm going to present what I will call a "Location of Interest" each Monday for inclusion into your megadungeon or campaign. Usually it will be in the form of a map with a few paragraphs explaining what I see when I look at the map. It will not be fully keyed and will never contain stats of any kind--I don't think that it will need those things to be useful. Theoretically, you could take my location and drop it straight into your dungeon as is, or you could take the idea and leave the map, or you could use the map with your own idea. I have ideas for several and, hopefully, more will pop into my head in the coming weeks. Heck, I'll even take ideas from the readers and map them (if people are willing to contribute ideas).
I don't have one ready for this week but there will be one here next Monday. I'll hope that you'll be here to take a look.
(You might think that this idea is similar to what Tony is trying to do over at year of the dungeon, and I would have to agree. I love what he is doing there and think that his pieces are extremely inspirational. Megadungeon Mondays are going to be a similar contribution from me. [If they are even a fraction of how inspirational I believe Tony's work to be, it will be successful in my book.] The major difference that I see when envisioning this is that his are more abstract--philosophical even--whereas mine will be little dungeon maps, grids and all, that would fit right onto your graph paper scribblings.)
Sunday, January 17, 2010
Another interesting resource
If you are into megadungeons, little dungeons, or no dungeons at all, this blog could be of interest to you. It's all about real world subterranean works, and I think that it will find a spot on My Daily Read.
Go check it out.
Go check it out.
Wednesday, January 13, 2010
Looking Backward, and Forward
By all accounts, 2009 was the Year of the Megadungeon.
I think that a strong case can be made for 2009 and megadungeons, as evidenced by the existence of Dungeon-a-day (whether or not you agree that it is a true megadungeon), Megadungeon.net, and the numerous blog posts and forum discussions regarding the topic all over the internet. Being a fairly simple guy, I like things that are big and have always liked megadungeons. Obviously, many other people do as well. On the one hand, I am disappointed that I came so late to the OSR party. By the time I found it, the year was mostly over, and megadungeons seem to have been supplanted somewhat in the online discourse. I will say, however, that we are working on a megedungeon product: A set of maps (what else?) that presents an ancient dwarven city--a BIG dwarven city. The intention is for it to be similar to Locales, Volume One in that it will not include fully-detailed, fully-statted descriptions of its contents, but only brief descriptions of the major areas. The maps themselves will also include a good many notes (in true megadungeon fashion) so that they are useful to the DM.
According to many people in the blogosphere, 2010 is going to be the Year of Science Fantasy. If that is the case then that is exciting as well, as we are also at work on a product, a supplement as it were, written to expand the horizons of one of the retro-clones toward sci-fi. More details to follow.
I think that a strong case can be made for 2009 and megadungeons, as evidenced by the existence of Dungeon-a-day (whether or not you agree that it is a true megadungeon), Megadungeon.net, and the numerous blog posts and forum discussions regarding the topic all over the internet. Being a fairly simple guy, I like things that are big and have always liked megadungeons. Obviously, many other people do as well. On the one hand, I am disappointed that I came so late to the OSR party. By the time I found it, the year was mostly over, and megadungeons seem to have been supplanted somewhat in the online discourse. I will say, however, that we are working on a megedungeon product: A set of maps (what else?) that presents an ancient dwarven city--a BIG dwarven city. The intention is for it to be similar to Locales, Volume One in that it will not include fully-detailed, fully-statted descriptions of its contents, but only brief descriptions of the major areas. The maps themselves will also include a good many notes (in true megadungeon fashion) so that they are useful to the DM.
According to many people in the blogosphere, 2010 is going to be the Year of Science Fantasy. If that is the case then that is exciting as well, as we are also at work on a product, a supplement as it were, written to expand the horizons of one of the retro-clones toward sci-fi. More details to follow.
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