Spoiler: the Derro babies in cages totally stole the show...
Showing posts with label Dungeon Design. Show all posts
Showing posts with label Dungeon Design. Show all posts
Tuesday, January 5, 2016
Dortherdoreft: Initial Thoughts and Lessons
Thursday, November 5, 2015
Thought of the Day... #1 - Traps with consequences for Disarming
Like, if the flame nozzle trap is disarmed, part of disarming it releases Rust Monsters digestive juices ruining the specific thief's tools being used?
I really like this idea because it makes use of a couple good Dungeon World moves:
- Give an opportunity that fits a class’ abilities (The thief gets to find and disarm a trap, like a badass)
- Use up their resources (Even bypassing the trap has a consequence)
- Offer an opportunity, with or without cost (If the thief realizes that disarming the flame nozzles might mean not disarming a trap later in the dungeon, will the thief/party decide that they're going to try and figure out the timing and dash through instead of disarming the trap?)
Traps are one of the things I struggle most with in Dungeon World, so this realization, while it might not fit every trap, does give me an option for when PCs are deep in a dungeon designed by an insane and powerful spell-caster or his followers.
Wednesday, April 24, 2013
Donjon Design: More than Just a Cellar Full of Monsters
So after a six month hiatus, I'm getting ready to dive back into running Fourth Edition D&D, albeit on a limited basis. I'm taking over one of Citizen Ben's three D&D games for a brief spell and I'm also planning a massive weekend long mega-dungeon in celebration of the 30th anniversary of my escape from the womb... As as I get together my notes and actually start the design process, I've started keeping a list of goals for how I want to design these two dungeons. **Note, for the purpose of this post, consider Dungeon to be synonymous with Adventure.**
(brainstorming for Iskender's Tomb)
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