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-   -   Dungeon Fantasy: Dungeons now available (https://forums.sjgames.com/showthread.php?t=35550)

B9anders 01-28-2008 04:22 AM

Re: Dungeon Fantasy: Dungeons now available
 
One thing I'd like to implement more in dungeon crawls is that 'what enters the dungeon stays in the dungeon'. It often happens that a group will enter a dungeon, go all out with every encounter, realise their resources are running low, go back to their homebase to recover and replenish, return and start hacking away again.

Basically, I'd like for the PCs to have to consider and conserve their resources more by not having the option to simply bail out as easily.

What hooks and tips would you use for achieving that when designing dungeons? The obvious one is having time working against them due to an imminent threat waiting to be unleashed from the dungeon that they are there to stop, but this is far from the aim of all dungeon crawls. So how to make them stay in the dungeon?

Harald B 01-28-2008 05:12 AM

Re: Dungeon Fantasy: Dungeons now available
 
Quote:

Originally Posted by B9anders
One thing I'd like to implement more in dungeon crawls is that 'what enters the dungeon stays in the dungeon'. It often happens that a group will enter a dungeon, go all out with every encounter, realise their resources are running low, go back to their homebase to recover and replenish, return and start hacking away again.

It does? In years playing in fantasy campaigns in various systems I've never seen that happen. Sure, we occasionally hole up in a room and take a rest well before the intended time, but actually leaving the dungeon to resupply is new to me. But maybe my group is just too old-fashioned.
I can think of a few things that will help. Let the dungeons be more than a single day's worth of travel from the nearest village. Use random encounters during travel. Let the dungeons be populated by enemies intelligent enough to use the time to get reinforcements, flee, or at least reorganize and set new traps (the party is basically ceding the advantage of surprise at this point; against an intelligent foe that'll come at a price).

demonsbane 01-28-2008 06:22 AM

Re: Dungeon Fantasy: Dungeons now available
 
Quote:

Originally Posted by Captain-Captain
That's annoying, but beatable. Just keep the page numbers for each publication as is. Thus you'd have a page 3 for all three books or 3 page threes inbetween two covers.

A bit gauche in terms of professional publishers but the sales would probably more than make up for getting a cocked eyebrow from Chris Pramas or Jolly Blackburn.

Or collecting the different pdfs in a single DF volume, as collectionable installments.

But I think to put some effort changing pagination numbers could be worthwhile. After all, isn't this a top noch product?

robertsconley 01-28-2008 07:37 AM

Re: Dungeon Fantasy: Dungeons now available
 
Looking at some of the replies from people who prefer grids. I made a compromise layout using offset squares to make a pseudo hex grid. Again it is quarter inch

http://home.earthlink.net/~wilderlan...ex_quarter.pdf

Would people prefer true hexes or offset squares for their dungeon maps.

Enjoy
Rob Conley

Paul 01-28-2008 08:50 AM

Re: Dungeon Fantasy: Dungeons now available
 
Quote:

Originally Posted by Captain-Captain
A bit gauche in terms of professional publishers but the sales would probably more than make up for getting a cocked eyebrow from Chris Pramas or Jolly Blackburn.

As a professional publisher ourselves, we cater to our own standards. After 25 years, we're pretty sure the path to additional sales is "doing it properly," not cutting corners.

Paul 01-28-2008 08:52 AM

Re: Dungeon Fantasy: Dungeons now available
 
Quote:

Originally Posted by AstralRunner
I am disappointed that they don't redo the page numbers and references when they release .pdfs, so that if you want to jump to a referenced page and you type in that page into to page-jump-to-thing it takes you to the wrong one.

Which products have this issue? This is the first I've heard of it, and I agree: it's something we shouldn't overlook.

munin 01-28-2008 10:29 AM

Re: Dungeon Fantasy: Dungeons now available
 
Quote:

Originally Posted by Paul
Which products have this issue?

Uh, many? For example, the GURPS Powers PDF has three splashpages before getting to the TOC on the PDF's 4th page, which is numbered 2 in the bottom-left corner. Innate Attack is on the page numbered 53 in the content, but is actually the PDF's 55th page. All page references are two pages off. You get used to it. You could move some splashpages to the end to fix it.

ravenfish 01-28-2008 10:36 AM

Re: Dungeon Fantasy: Dungeons now available
 
Quote:

Originally Posted by B9anders
One thing I'd like to implement more in dungeon crawls is that 'what enters the dungeon stays in the dungeon'. It often happens that a group will enter a dungeon, go all out with every encounter, realise their resources are running low, go back to their homebase to recover and replenish, return and start hacking away again.

Basically, I'd like for the PCs to have to consider and conserve their resources more by not having the option to simply bail out as easily.

What hooks and tips would you use for achieving that when designing dungeons? The obvious one is having time working against them due to an imminent threat waiting to be unleashed from the dungeon that they are there to stop, but this is far from the aim of all dungeon crawls. So how to make them stay in the dungeon?

Hmm...

"the doors swing shut behind you, and won't open without the McGuffin at the end" is much too heavy handed, although I've known GMs who use it.

"There are other adventurers who might get the loot if you leave the dungeon" works, in moderation.

"There's some sort of dastardly resetting trap at the entrance we don't want to have to bypass more times than we have to" also works.

Myself, I favor "The dungeon is far enough from civilization that restocking would require a very long hike, and who knows what would happen in the meantime".

ziresta 01-28-2008 10:47 AM

Re: Dungeon Fantasy: Dungeons now available
 
Quote:

Originally Posted by B9anders
One thing I'd like to implement more in dungeon crawls is that 'what enters the dungeon stays in the dungeon'. It often happens that a group will enter a dungeon, go all out with every encounter, realise their resources are running low, go back to their homebase to recover and replenish, return and start hacking away again.

Basically, I'd like for the PCs to have to consider and conserve their resources more by not having the option to simply bail out as easily.

What hooks and tips would you use for achieving that when designing dungeons? The obvious one is having time working against them due to an imminent threat waiting to be unleashed from the dungeon that they are there to stop, but this is far from the aim of all dungeon crawls. So how to make them stay in the dungeon?

One method that worked for me was to have the King's representative inspect all the loot that had been gotten so far and determine what the PCs were allowed to keep and what they had to turn over if they left the dungeon without the McGuffin. If they didn't leave until they had the McGuffin, they got to keep everything they found. Obviously this only works for certain types of dungeon crawls though.

Gavynn 01-28-2008 10:47 AM

Re: Dungeon Fantasy: Dungeons now available
 
Quote:

Originally Posted by Harald B
I can think of a few things that will help. Let the dungeons be more than a single day's worth of travel from the nearest village. Use random encounters during travel. Let the dungeons be populated by enemies intelligent enough to use the time to get reinforcements, flee, or at least reorganize and set new traps (the party is basically ceding the advantage of surprise at this point; against an intelligent foe that'll come at a price).

This is basically you best solution to this. I know that Dungeon Fantasy is not really known for being the most logical type of game out there (like having the big moster locked in the treasure room), but not letting the Dungeon exist in isolation is the key.


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