• KingGimpicus@sh.itjust.works
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    3 hours ago

    Map doesn’t make any sense. There is no structure or organization beyond “make a huge block of confusing, pointless rooms”.

    Maps are a part of telling a story. The story this DM is telling consists entirely of incoherent yelling and swearing.

  • mnemonicmonkeys@sh.itjust.works
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    3 hours ago

    Over half of that map looks absolutely miserable to do combat in, for both the GM and the players.

    I once had an encounter happen inside a 3x3 grid room as a GM. It was awful. There was no room for anybody to be creative in. It was just a boring slogfest for over an hour

  • mech@feddit.org
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    12 hours ago

    Plot twist: It’s just a printout of the DM’s last Dwarf Fortress save.
    Below level 23 is where the FUN starts.

    • Ricky Rigatoni@retrolemmy.com
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      2 hours ago

      I know a guy who did this. Use the entire worldgen for the overland map, locations, and factions then would handcraft some dungeons in fortress mode. Sounded like a lot of work but worth it.

  • dumples@midwest.social
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    8 hours ago

    I’ve always wanted to play a MEGA-DUNGEON with a DM who wants to run one. I love to making a 2-3 level dungeon when I DM but I don’t think I can do a MEGA ones.

  • KoboldCoterie@pawb.social
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    1 day ago

    I’d watch a video of someone with architectural experience analyzing these old dungeons and ranting about how impossible to construct and functionally useless they are for anything other than dungeon delving.

    • Aielman15@lemmy.world
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      3 hours ago

      IIRC this dungeon was created specifically for dungeon delving, and the mad mage who created it is, as the name implies, batshit crazy, so this one makes sense.

    • Elvith Ma'for@feddit.org
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      21 hours ago

      For starters, just ask your DM three questions (assuming enemies are sentient and civilized beings, not just “wildlife”) and watch him sweat nervously:

      • Where do the enemies sleep?
      • Where do they cook, eat and store food?
      • Where are the toilets?
      • MonkeMischief@lemmy.today
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        19 hours ago

        In a lot of modern guides on dungeon design, they stress thinking this stuff out. Yeah you should definitely have some idea why the inhabitants are here and not elsewhere, where their supplies come from, and how they interact with whatever else calls this place home.

        They should have a place to sleep, eat, maybe recreation even. While the PCs poke around, the dungeon denizens shouldn’t just be waiting around in preset rooms, fully ready to fight like MMO mobs. They could be on patrol, raiding their neighbors, sleeping, arguing, partying, whatever.

        There’s even fun things you can do with this like inter-faction conflicts between floors or other regions. Do the Orcs fear the dragon at the bottom of the dungeon?

        Do the bandits have an uneasy non-aggression pact with a lich? Or are they constantly embattled with seemingly limitless undead because they’re struggling for a legendary artifact?

        Somebody’s gotta reset all those traps, too.

        Players should definitely feel like trespassers in a living place. Few people enjoy that ancient style of dungeon delving anymore, where you slay a band of kobolds, answer a sphinx’s riddle, then bust in on a vampire who’s as confused about why they’re there as you are!

        Where are the toilets?

        Maybe the hallway but the local gelatinous cube roombas it up. (Eeeeeww) … Or a room has holes dug dropping into an underground river. Or just a really deep pit, or a convenient portal to the Abyss LOL.

        You can have fun with this stuff.

        • Iron Lynx@lemmy.world
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          6 hours ago

          Where are the toilets?

          (…) Or a room has holes dug dropping into an underground river. Or just a really deep pit, or a convenient portal to the Abyss LOL.

          Or to the Underdark. The Drow must hate the dungeon occupants…

      • SteelSky@lemmy.world
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        19 hours ago

        My DM would burst out laughing at those questions and respond with:

        YOU’RE the adventurers, aren’t ya? So:

        • explore and find out
        • explore and find out
        • explore and find out
        • Elvith Ma'for@feddit.org
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          4 hours ago

          Generally yes, the DM doesn’t need to answer all things (heoght be revealing some secrets after all, where you can ambush, poison food, whatever). BUT he better is prepared after the questions

  • edgemaster72@lemmy.world
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    1 day ago

    In the back of the 2014 DMG is a set of tables for generating random dungeons. I thought it would be fun to see how that goes. After spending maybe 6 hours on it across a few days, the abomination I created ended up making DungeonScrawl crash in my browser and be unable to work on it further, but if it hadn’t it probably would’ve ended up like roughly 1/4 of this.

    1/10 do not recommend

  • NuraShiny [any]@hexbear.net
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    20 hours ago

    Has anyone actually played this module? I ask because I want to know if it has better design then: Open door -> solve combat encounter or puzzle -> open next door.