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Post by cartomancer on Nov 1, 2009 0:30:16 GMT -5
Hi guys,
I've been reading a fair old bit lately and, something that peaked my interest was an old article that i read before regarding how the concept of the Infinite Dungeon came about.
My understanding is that Ken used to write out short room descriptions on index cards (apparantly there were several hundred) and, would then improvise the actual content after drawing one. Now these are slowly being 'translated' into the Infinite Dungeon (as well as additions being made as it it is progressed in the true spitit of Ken, T & T and, the Infinite Dungeon concept.
Sadly, i doubt these cards will ever become public (which is a great GREAT shame :0(), so i was thinking we might come up with something similar here. I know we have a lot of great minds here, so i reckon we can pull it off.
So i open up the floor to suggestions on how we might achieve this. :0).
Oh, and should Ken ever read this or, catch wind of this thread, i would like him to know that i share his dream of an Infinite Dungeon and, that his cards seem like a really REALLY good way of making this dream a reality. :0).
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Post by jongjungbu on Nov 2, 2009 11:31:14 GMT -5
Start writing it up so I can play 
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Post by cartomancer on Nov 2, 2009 14:40:39 GMT -5
Lol, well i think it's do-able so will do. ;0).
What we really need is people to throw ideas in the melting pot as to what they'd like to see in the adventures.
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Post by jongjungbu on Nov 2, 2009 21:45:40 GMT -5
Yeah, I understand. I have lots of ideas, but I'm saving them for writing my next solo.  After that, I'll gladly assist.
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Post by cartomancer on Nov 3, 2009 11:05:37 GMT -5
Cool, i look forward to it. :0).
I'm also considering making some random dungeon generator cards (i bought the index cards to do it a while back) but, i'm still pondering how i'm going to do it and, the level of detail to run to...
I'm torn between a simple room description on each card to spark the imagination.
or
Putting actual stats on the cards (room shape, chance of treasure, chance of a monster, chance of a trap and, such) as well as a more flavour text sized room description.
Two very different ideas and, i still haven't fully decided which stats i'd stat if i went the stat way... Wow, that's a lot of uses of the word stat for one sentence.
What would you all prefer as a whole?? (as i'll be sharing with the world so everyone can have a set if they want)
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Post by ProfGremlin on Nov 3, 2009 13:15:09 GMT -5
What would you all prefer as a whole?? (as i'll be sharing with the world so everyone can have a set if they want) Why not have several sets of cards: 1) Room cards, 2) Monster cards, 3) Trap cards and 4) Treasure cards. That way you can mix and match and have even more variety. Example: After pulling your first room card you read the basic description and are directed to roll for your chance of a Monster encounter. If, after winning your encounter (or you luck out and have no encounter), you choose to search for hidden doors/compartments you pull a trap card and have to make an SR on an attribute to see if you can successfully navigate the trap. Once you've succeeded there you can pull a fourth card for treasure. With this option not only is the dungeon never ending, no room is the same twice.
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Post by jongjungbu on Nov 3, 2009 16:06:40 GMT -5
Or expand on that and have an adventure book to go with it for each. And on each card could have die rolls. So you roll a die and 1: paragraph 10, 2: paragraph 291. etc etc written on each card overlaying a room layout, monster picture, whatever. So each card will have a unique set of 6 possibilities. Truly never the same game again but without having to create 500 cards.
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Hogscape
11th level Troll
 
Stalwart of the Trollbridge
It's not the years, it's the mileage.
Posts: 2,126
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Post by Hogscape on Nov 3, 2009 22:06:18 GMT -5
I remember the first printing of Snake Pipe Hollow (for Runequest) blew me away in terms of design.
Each room would have a 'what you see' description that you could paraphrase to players as they enter for the first time; then a 'hidden' section for things not immediately apparent (secret doors, traps, treasure etc.); finally an 'occupants' paragraph which would contain the likely critters to be encountered in the room.
Firstly, I wouldn't put the dungeon together using Ken's card technique. That is great for convention play with each card or room being a specific scenario. It doesn't work so well in a campaign. Instead I would draw out the dungeon map, by hand (old school) perhaps using the randomiser from the back of AD&D DM's Guide?
Then I would create a room description template like so:
What you see:
What you don't see:
Who's here:
If you're doing a mega-dungeon you need to keep it brief or digging will stall. If you're taking submissions from several writers, I think it's best to have some kind of established 'template' to work from.
As for ideas... I like to slot in areas where magic doesn't work, where it works with increased effect and where it works with random effects... I like monsters with personalities. I'm a big fan of teleporters and traps that cause problems over time.
My fave trap from one of my dungeons sees the characters teleported into a room with no exit - but there are digging tools to be found there. If they're map-making skills are good, they will begin excavation at wall close to a nearby corridor...
I also like to use at least as many monsters that don't play by the rules as those that have MR or stats.
A recurring nemesis is always a good idea.
Dizzying architechture is always better than bland walls and rooms - valuted chambers, high balconies and walk-ways; narrow access tunnels; massive doors; elevators; rope bridges; flying foxes; long climbs and longer drops.
;D
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koraq
4th Level Troll
Posts: 355
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Post by koraq on Nov 4, 2009 5:14:42 GMT -5
Ken's Gristlegrim dungeon is built that way. Better yet, it's being published by "that company"! Ken is revising it right now.
I do like the idea of having different kind of cards to pull when you want treasure, monster, trap or whatnot.
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Hogscape
11th level Troll
 
Stalwart of the Trollbridge
It's not the years, it's the mileage.
Posts: 2,126
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Post by Hogscape on Nov 4, 2009 22:29:48 GMT -5
Not me, I like my 'random' to be planned two weeks in advance...
;D
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Post by jongjungbu on Nov 6, 2009 18:01:33 GMT -5
So, where's the dungeon room template. 
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Hogscape
11th level Troll
 
Stalwart of the Trollbridge
It's not the years, it's the mileage.
Posts: 2,126
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Post by Hogscape on Nov 7, 2009 11:55:42 GMT -5
So, where's the dungeon room template.  Three posts back from yours...
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Post by jongjungbu on Nov 7, 2009 14:27:28 GMT -5
Well, I didn't know that was decided upon since cartomancer started the thread. Haha.
What you see: A cavernous opening into the earth. No light beyond the natural currently penetrates into the naturally carved room beyond. You can hear the water drippling and trickling from within, but it's source is unknown.
What you don't see: Two man-sized tunnels depart from this cavernous room, in opposite directions. They descend downward into the bowels of terra firma.
Who's here: Nothing but the tadpoles the wiggle about within the tiny pools of water that collect within the cavern entrance.
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Post by feldrik on Nov 7, 2009 14:28:53 GMT -5
This is a great idea. I have been working on a similar notion using charts but cards with charts works too. Keep in mind that you cant't do everything on a card. The idea pluse encounter is the base line. As I type this i remember seeing a game called Dash in Dungeons that looks like this idea but it is kinda pricy...but no worse than other current games. I guess that it makes a T&T version even more appealling and possible. Anyhow, I ain't good for much these days, I have been wotking 60 hour weeks and my brain is fried...
I like prof's idea of several cards. Room has description and randomizer for wich monster and/or trap and/or treasure is in it.
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Post by jongjungbu on Nov 7, 2009 14:32:13 GMT -5
Oh, my bad. Were we putting this together as cards? Then I guess what I wrote doesn't really fit the format. :-P
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