- M is for Megadungeons (Part I) - An overview of why and some initial thoughts. My only quibble would be the idea that rats should ever be included on an encounter table. They should be everywhere in a dungeon as noisy distractions and not as encounters that one would ever fight/speak to. In fact it might even be fun to make Half-orcs not need any rations because of the ubiquitousness of rats in a dungeon environment.
- M is for Megadungeons (Part II) - In which the blogger discusses an interesting Parliament of Cats idea (I like the idea for Ravens instead) and the intriguing idea of: "one of our “name” creatures could be something that was the most dangerous thing in the dungeon, once, but is now far past it’s prime." adventures often have young dragons to allow for character to fight something legendary but scaled to their abilities, but what about an old dragon? Fearsome reputation, shrewd mind, but can't cough up the fire the way it once did and living on reputation more than anything. That sort of thing is intriguing, especially if clues to the dragons true state are hinted at.
- M is for Megadungeons (Part III) - In which Raven fleshes out some of the megadungeon regions a bit more.
- M is for Megadungeons (Part IV) - The ruins above the megadungeon and how things inter-relate. I love the idea of a dungeon beneath ruins but I handle it slightly differently. I find the larger buildings and give them basements. A series of row houses might all have basements. Do the same for the towers on the city walls. Then connect the basements with tunnels so the populace could move around when the flock of stirges showed up in the spring or dragons attacked, or whatever. Add doors and portcullis to keep the riff-raff out of the basements of wealthy homes (doors and portcullises that might be ruined with age now that the city is in ruins). That's your first Dungeon level. Some of those basements connect to deeper levels...
- Megadungeons Inspirational links.
Ravencrowking also has a series of old posts on Sandbox design.
"In the context used here, a sandbox is a gaming environment in which the direction of play is driven by the choices of the players, rather than by a series of encounters/game actions that must occur to meet with the Game Master’s chosen “plot”. A sandbox is an attempt at a “breathing world” that the players experience, and that allows them to follow their own interests within its context."
- S is for Sandbox, Part II: Why System Matters (1)
- S is for Sandbox, Part II: Why System Matters (2)
- S is for Sandbox, Part II: Why System Matters (3)
- S is for Sandbox Part III: Initial Set Up For Sandbox Games (1) - Getting down to the meat of setting up a sandbox campaign.
- S is for Sandbox Part III: Initial Set Up For Sandbox Games (2): Initial Base of Operations
- S is for Sandbox Part III: Initial Set Up For Sandbox Games (3): An interesting outdoors area to explore -
- S is for Sandbox Part III: Initial Set Up For Sandbox Games (3): An Overview of the Region -
- S is for Sandbox Part III: Initial Set Up For Sandbox Games (4): Initial Adventure Sites - Interconnecting the sites.
- S is for Sandbox Part IV: A Sample Minor Adventure Site (1) - Setting up minor adventuring sites.
- S is for Sandbox Part IV: A Sample Minor Adventure Site (2): The Great Outdoors
No comments:
Post a Comment