Showing posts with label manden gouge. Show all posts
Showing posts with label manden gouge. Show all posts

Thursday, 4 April 2019

Steal the Eyes ... Scratch That

That feeling when you're playtesting your long-delayed megadungeon and there's a 20' high bird god idol with glowing orange eyes and one of your players -- who has in fact probably never seen this picture:



follows her rogue's instinct to climb up and see if those eyes are a) gems and b) pry-able ...

but no, they are just magic light cast on stone eyes.

In what is not really a fit of pique and more like dogged mission completion mode, she then takes hammer and chisel and chips off all the light-bearing stone, raining a shower of little half-glowing, candle-strength chips on the floor ...

which turn out to be a useful small treasure in their own right.

Confirming that it's much more fun to redraw the path of ages, then follow it.

Thursday, 28 April 2016

One Page Contest Entry: Gripped in the Hands of Time

I had doubts, this year. Didn't think I was going to do the One Page Dungeon Contest. I had some vague idea about a dungeon with a time travel gimmick, but nothing definite. Besides, all my game design time was going to writing rooms in volume II of my megadungeon. Getting nigh on 50 of them.

Then I came to the part in my map where I had a little suite of 4 rooms, earmarked for something secluded and weird. I cast some randomness on it and one feature - a clock - came up. And I started getting ideas. And pretty soon I realized those ideas would fit on one page, too...

The title describes each of the four rooms in a different way, but it was only an afterthought.My initial impulse was to fill in the blanks in the classic roleplaying madlib: _____ of the ______ ______. Then I saw an adventure that broke that trend and the title came to me.

It's conceived as a module, an abandoned hideout that can be dropped into any setting. The fight is probably going to need high levels and the puzzles are definitely going to need sharp minds. What I like is the way the different elements can interact in an emergent way without having to write it all out with "if-then" prolixity. The diary tells of the time sacrifices which gives you a clue what to do at the bas-relief. Bari-ritu's gifts can help you with the clock lock if you are stuck in there.

The Latin, as translated: "YOU CAN NOT HAVE A MEANINGFUL CAMPAIGN IF STRICT TIME RECORDS ARE NOT KEPT."

Bari-Ritu is played by the Burney Relief.

Enjoy! (link to pdf)

Tuesday, 7 October 2014

Megadungeon Playtest Without the Dungeon

Last Saturday in London we had a small meetup of variously 8-10 Old School gamers who couldn't wait for Dragonmeet (wait, Dragonmeet has an updated website and schedule in early October? Surely these are the last days and times...)

In the corner of a pub near Euston Station, it was decided that I should run the first game, an encounter with pregenerated 52 Pages first-levels going after the low-level bandits holed up in caves near the entrance of my megadungeon project, Manden Gouge.

A rough idea of the style
I haven't talked much about this project - preferring to show rather than tell, perhaps overcorrecting for the tendency of gamers to hype vaporware.  As of now I have about 120 areas written up, enough for the first installment, which now lacks only a bunch of connecting material. The design goals are:
  • Emphasis on exploration, finding out the history of the nearly abandoned castle Karthew's Legacy and the warrens beneath.
  • Setting-neutral - can be dropped into almost any pseudo-European fantasy world with few assumptions about the universe
  • Subverting cliches -- few things, be they monsters or treasure, are "by the book"
  • Detailed rather than general descriptions -- but detail for a purpose.
  • "Gormenghast" feel to the upper rooms and cellars of the castle -- a society of eccentric inhabitants, with mad and dangerous things lurking in the corners, left by a long line of previous weirdos
  • Run-friendly, with detail maps and monster stats on the same page as descriptions
  • Lots of goodies -- a menu table, social relations map, reference illustrations for the player, a dream dungeon-within-the-dungeon, family tree and heraldry
And that's all folks - no Kickstarter, no hype, no set date. You'll see it when it's here.

Anyway, following up a mission hook to deal with some bandits with the advantage of night-vision, the party decided to set a counter-ambush for the bandits and then lure them out of their cave, managing to bag the leader under a dropped goods cart thanks to Barry's creative abuse of the Featherweight spell. So the megadungeon playtest never entered the megadungeon. But I'll be damned if I railroad.

http://ayay.co.uk/arts/surrealist/salvador_dali/plate-of-eggs-without-the-plate.jpg
Eggs on a Plate Without the Plate - Salvador Dali
Then Barry took the reins for an adventure in Tekumel using Lamentations rules -- a really nice introduction to that exotic and hierarchical setting that had the party carrying out a tenement eviction, with rainy, moldy atmospherics that brought to mind a cross between The Raid and Se7en.

It was a great day with the opportunity to put faces to a lot of names across the British blogosphere and G+alaxy. I hope there's another such one of these days.

Thursday, 18 October 2012

Adventure Format: All On One Spread

Just a quick sharing of an idea I had. Working on an adventure that will form the first "leg" of a larger megadungeon (and a stand-alone experience even if the whole thing is never finished), it occurred to me to banish two of the most frequent action-stoppers when I GM -

Pausing to look up monster stats

Pausing to look up the map.

So why not take a cue from one-page dungeons without being literally one-page, putting everything you need to know to play in a given section of the adventure on one two-page spread?

Below - intentionally at low resolution for now - is how that has turned out. Beside the map is a section with minimal monster stats, and space below each monster listing to mark hit points or make notes. I'm a believer in letting DMs roll their own hit points, especially because systems disagree on what a monster hit die should be.



There's going to be a larger map that shows how all the sections hook up, and probably it's a good idea to put notes about which pages the passages off map lead to, once I have that arranged.