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Old 05-02-2018, 10:14 PM   #6
Stripe
 
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Join Date: Nov 2005
Location: Midwest, USA
Default Re: Coin-Op Dungeon

Very cool idea, Mister Negative!

Similar to the action RPG Torchlight 2's "infinite dungeon"end game. Instead of putting a coin in a machine directly, you buy "maps" that go into the virtual-reality-like machine (e.g., "graveyard map," "temple map," "sewer map," etc.). Torchlight was made by the same team that made Diablo. It's basically a clone, but with a "mana punk" flavor to the fantasy.

I've been running a pure RAW GURPS DF/DF RPG multi-level dungeon ("Gorefest Dungeon") for about four years with the background that it's a video game. The background's very superficial, though. We don't break the fourth wall or anything.

Quote:
Originally Posted by Mister Negative View Post
Admittedly, you lose some of the flavor of 'standard' megadungeon play. Stairs, ramps, and hidden passages to other levels get eliminated (or replaced by magical versions).
Do as I do and use a mixture: Level 1 is a floor of rooms and maze-like passages. Level 2 is a cave reached by a circular pit in the floor. PC's can take a portal back out again. Or, to the next level. The whole dungeon is reached by a portal in Town, but it only opens once per week. There are side quests in the "real world" as well.

Quote:
Complex interaction between various megadungeon factions is reduced (the orcs aren't going to encroach on the lizardmen if the orcs are in a different dungeon).
Which is a benefit to those with a fragile grasp on their willing suspension of disbelief.

Saves the GM a lot of time trying to come up with all sorts of dungeon ecology, society and logistics. Some of that is cool and you can do is as part of the dungeon. For example: "The orcs on level 1 hate the trolls on level 2." Other times, it's just annoying. "What was this demon of old doing standing in this room before I entered? How long was he here? How does he leave? Does he go to the bathroom ever?"

With a video-game-like setting, you can do as much of that as you'd like, then stop.

Quote:
Is it a creative idea? Is it terrible? What's wrong with it? Is it something you might like to use too?
In my experience, try not to plan too far ahead. Don't say, "The boss to the third level is a minotaur" unless you're about done with actually playing through the whole second level in actual live game-play with your group and have started to design the next out of necessity. Be very general when talking about the challenges ahead.

Spend your creative energies and design the current level. Don't design the next until you must.
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