Skip to main content

Some Gold Stolen from Somewhere Else

Over at Dragonsfoot, Evereaux once said the following about his Megadungeon campaign:

The Dungeon is a weird, unfathomable, and deadly place, and as such it should sound an irresistible call to those with the doughty hearts of adventurers. It is the paragon of Chaos, a limitless manifestation of danger, chaos, and alien strangeness, just as the Town is the paragon of Law, a physical embodiment of safety, uprightness, and predictability. Within the dungeon, you will find ferocious monsters, lethal traps, cunning tricks and buried secrets, tortuous layouts and forgotten ways, baffling riddles, and best of all, fabulous treasure beyond imagining. You the player will be challenged as much, if not more, than your PC, and it will take the combined skills of both to succeed. This place is not merely a workaday, subterranean lair, with logically arranged sleeping and eating areas for a species simply somewhat different from (or even antagonistic toward) humans and demi-humans. The door you open is a portal, the stairs you descend a path, into the mythic and fantastical Underworld, luring you farther from the rational and sane daylight lands above, where a man may plot his way with confidence in the laws of nature, and into a nightmarish world of magic, evil, and fantastic elements that can devour your PC's very soul. You must be constantly on guard for peril from any quarter; you must manage your resources carefully, retreating when it is wise yet advancing when the time is right; you must demonstrate bravery, intelligence, and prowess as well, if your efforts are to be repaid with wealth and power. Not everything within the crumbling walls, forsaken chambers, and winding ways is hostile, and you may find allies in strange places or negotiate safe passage from others--but be wary of treachery and ill will. Those who think and fight their way back out may bear the riches that will spread their names throughout the realms of Man; those who do not will die a lonely death far from the places they know and cherish.
I'm just putting here so I can easily come back to it.


Popular posts from this blog

A First Look at Prowlers and Paragons

For a long time I've been in the market for a new supers RPG.  Since running Marvel Heroic Roleplaying a few years ago, I've been looking at other games, including some that had been passed by the general public, e.g. DC Heroes Third Edition or Silver Age Sentinels.  This was based on the notion that supers RPG's are so niche and so under-performing as a general part of the RPG world that just because the game wasn't making a splash didn't mean it wasn't good.

Plus, I have my own tastes about what I like in a supers RPG, which I've touched on from time to time here, but to summarize I like a game that feels like a comic book, doesn't get bogged down in too much detail, but allows for PC growth and development in a tangible game-system way.  I also don't want to spend hours on character creation using a spreadsheet.  For that matter, it would be an added bonus if it could also accommodate a large number of players and didn't have glaring options…

Hexcrawling a City, an early look

One thing I've been slowly working on for the last year is another fantasy sandbox campaign.  My prior one was generally map-based, although a city featured prominently in it.  As time went by, it lost a lot of its "sandbox" quality and became more directed on my part.  In the process, I think it lost something.

So, after being away from fantasy for a solid year, it's time to get back to it.  I spent some of that last year thinking about cities.   Some fantasy RPG treat cities on a very detailed level, with maps of streets, etc.  But while that's fun "map porn" for GM's, how often would the players actually be seeing or using a map like that?  And how long would it take for them to just accrue that knowledge by exploring the city.  I've lived in my current city seven years, with a car, and I don't know how all the cities line up.  What I know are areas, neighborhoods, etc. some intimately, others not so much.  And if I was going to a new cit…

Large modular dungeon tiles

I made five 4" by 4" dungeon tiles, which is 80 square inches, almost twice my usual batch of tiles.  When added to what I've done already, this is how big a single room I can make:

14 by 14 squares, with four squares to spare.  That's a pretty big room (70 feet to a side).  If I wanted to mix it up, I could build something like this:

I'm probably going to take a little break from this project.  It has turned out well, but until I'm closer to doing a fantasy game I'm going to focus on the games I'm actually doing.
Speaking of which, it's game night tonight...