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Join Date: Jan 2006
Location: Most definitely alone
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So, I thought I would share my idea for a 'not-quite mega-"dungeon:
A typical 'dungeon locale' (in my case, a ruined and collapsing castle), with the standard dungeon entrance within--with one caveat. At the 'entrance' to the dungeon proper (a darkened passage going down in this case) is a small alcove with a sculpted receptacle (in my case, probably a demonic face with open mouth, in homage to Tomb of Horrors). The delvers can descend and explore normally, finding a small and reasonably predictable dungeon. Rumors in town suggest that it's 'lucky' to drop a copper or two into the receptacle before descending, however. If they do so, in most cases, they'll encounter the same dungeon. But if they happen to drop certain coins, perhaps quite old ones, or ones of certain foreign provenance, or perhaps of exotic metals, the dungeon into which they descend is entirely different. If they retreat from the dungeon through the same portal, they emerge at the same, familiar ruin--but if they leave the dungeon through another exit, they will find themselves somewhere else entirely! Mayhaps the dungeon is built by a mad wizard, or the portal is simply a gate. Whatever the reason in your world, the coin-op dungeon allows the repeated exploration of a mega-dungeon without some of the hassles involved in creating one: You don't have to prepare levels 'in case' the PCs explore them. You can create levels, then introduce the coins necessary to explore them even in other levels. The careful mapping necessary to allow multiple dungeons levels to overlap and interact can be minimized (note that there's nothing requiring you to do so--each dungeon could have multiple levels!). Dungeon levels don't have to physically interact, so the well in one dungeon doesn't plunge through the ceiling of another. Antagonistic or implausible dungeon pairings don't have to happen! The implacable foes are in different dungeons, or the silly level is not connected to the horror level! The mega-dungeon can be less reliant on space constraints. You don't have to situate your dungeon in a space where multiple sprawling levels can overlay each other. The GM can use restricted coins to 'unlock' more dangerous dungeons without the standard conceit of 'deeper levels' are more dangerous--and counterfeit coins could deposit the party in an unexpected dungeon! Since most (DF) gate magic is not available to DFRPG PCs, you don't have to worry overmuch about the PCs 'gaming' the gate mechanism itself, either. Depending on your gaming group and expectations, the dungeon itself can be used as a way to explore other areas (come out an exit in the jungle, or the mountains) or simply a way to have more variety (dungeons don't have to have other usable exits). Curious PCs could explore the origin of the coin-op dungeon, the methods of its creation, and the coins necessary to 'unlock' new levels, or simply use the coin-op dungeon to explore a continually new dungeon without pesky travel time! For an added twist, older coins could open a gateway to older versions of the same dungeon. Not for the GM averse to careful plotting, but being able to see "dungeon history" could also be fun. 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). 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). However, for my needs, it seemed like a good enough idea. I didn't want to design 10-12 sprawling levels in case my group decides to do something else in a year. I didn't want to have to improvise when they wandered down a corridor I hadn't finished mapping. I didn't want them to wonder "Wait, the same dungeon has Demogorgon, and a red dragon, and vampires, AND a demilich?" Is it a creative idea? Is it terrible? What's wrong with it? Is it something you might like to use too?
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Build a man a fire and he's warm for the night. Set a man on fire and he's warm for the rest of his life. |
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