hawkeye
Initiate Douchebag
Posts: 4
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Post by hawkeye on Dec 16, 2014 1:31:35 GMT -8
Im about to run a dungeon crawl for some of my friends and I feel that my dungeons are lacking in originality. Just wondering if someone can give me some advice on how to spice up my dungeons?
huges and kisses, Bo
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Post by Kainguru on Dec 16, 2014 3:07:16 GMT -8
The existential dungeon - if you can't see it, it doesn't exist ergo it only exists when you can see it AND that existence is independent of what it may have been like when last seen THUS each room is different, even when you 'go back to it'. That'll fuck up map makers and create some genuine angst for the players . . . You could have it 'run' by a mad philosopher king so that different traps and puzzles relate to classic philosophical thought exercises eg: Plato's Cave Schrodinger's Cat (which is a physics thought experiment but still a 'philosophy') The fallen tree that no one heard or saw fall (so did it fall?) An immovable object matched by an irresistible force A meeting with a happy Sisyphus condemned to roll his boulder up the same hill every day (Camus) A homonculus that can give cause to doubt what one sees (Descarte) A door you can always approach but never reach because you have to get half way first - halfway being a point which is infinitely reducible Aaron
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Post by HourEleven on Dec 16, 2014 6:23:26 GMT -8
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Post by archmagezemoc on Dec 16, 2014 8:45:41 GMT -8
Dungeons are my . . . my forte if you will. I'm currently working on this one as the final stretch to this "Arc" of the story. I intentionally made it nonsensical in organisation and structure. I have an idea on what's in there, but I haven't placed anything except the final boss/section in the North-East section. ( A beast bound into this prison by a mad Dwarf architect who originally made this place, Zor Grubeld, whos ghost now possesses the leader of a lost group of explorers to maintain the creatures prison.) As well as the outpost to the Oberless Empire (Yuanti/Snakepeople), the caves in the south-west quadrant contain 2 super deep underwater tunnels that lead to The Underworld (our settings Underdark). 2 separate factions live in here, an insane group of now cannibalistic explorers trapped in here, and an outpost for an underground Yuanti empire. Not to mention all the denizens who've roamed down here in the years inbetween. For that one I just put pen to paper and began drawing walls, which turned to rooms, which turns into a complex, and soon you've got a dungeon! The squares with an S are all secret doors, the grid paper is just a 8.5x11 with small grids. For the game session I put it into a comic book sleeve (I think Silver Age size) and use wet-erase markers to cover up all the secret doors well as a few normal wall sections to throw em off.
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Post by ericfromnj on Dec 16, 2014 12:23:55 GMT -8
Look up "ex Libris" from the old Dungeon magazines. Basically if you take this sliding tile puzzle pieces where the one square is missing you get the idea for a dungeon
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Post by natebob on Dec 16, 2014 12:32:09 GMT -8
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hawkeye
Initiate Douchebag
Posts: 4
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Post by hawkeye on Dec 16, 2014 13:39:32 GMT -8
thanks for advice, ill try and apply it too my game.
fucks and kisses, bo
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Post by HourEleven on Dec 16, 2014 14:35:08 GMT -8
I love all of donjon' generators. All good stuff.
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Post by kaitoujuliet on Dec 17, 2014 6:58:39 GMT -8
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Post by kaitoujuliet on Dec 18, 2014 6:42:38 GMT -8
I just tried it out. Wow, that thing rocks! I was about to say the only thing I wish it had was an immediate "export to PDF" option, and then I noticed that it does.
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