Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 9/17/84; site dspo.UUCP Path: utzoo!watmath!clyde!burl!ulysses!allegra!bellcore!decvax!genrad!teddy!panda!talcott!harvard!seismo!cmcl2!lanl!dspo!naivar From: naivar@dspo.UUCP Newsgroups: net.games.frp Subject: Re: How do you write a dungeon? Message-ID: <190@dspo.UUCP> Date: Tue, 8-Jan-85 16:46:53 EST Article-I.D.: dspo.190 Posted: Tue Jan 8 16:46:53 1985 Date-Received: Sat, 12-Jan-85 00:22:27 EST References: <2173@nsc.UUCP> Distribution: net Organization: Los Alamos National Laboratory Lines: 34 Ah, yes, I remember my first dungeon. It was quite a large dungeon and took me a while to finish. It had two levels and over 150 rooms. I had decided that EVERY room should have a monster and a treasure in it, or at least a neat puzzle to solve. Wellll, to say the least it was not too exciting for the players as they soon got tired of hack and slay all the time(I didn't have too many puzzles.) but they did leave EXTREMELY rich - I didn't really keep track of how much gold was in the dungeon as a whole. I would suggest that for almost any adventure (or dungeon) that you create, you also create at least a small plot line for the characters to follow. This makes for a slightly more exciting game. In one adventure in which I am a player, our group calls itself the 'un-homed' because after a giant storm at sea after a successful quest, we were blown off course and away from the REWARD!($$$) Now we are constantly looking for a way back home, but no one has even heard of the name of our homeland. So far we have been coerced (ie - threatened) into rescuing several important people and saving villages from general evil-doers. For me it has been an extremely interesting game because of all the diversity and action. There's just enough hack 'n slay to hold my interest, but we do spend time plotting our next moves so as not to end up on the wrong end of a sword. Before you even draw up what the dungeon is going to look like, decide on a plot or central theme. Make sure the adventurers aren't going to walk out millionaires after the first couple of rooms and try not to put in too much fighting hand-to-hand with meanies. After about 30 orcs, it starts to get a little monotonous...... Good luck on your dungeon - I've allways enjoyed being the DM (ie - God). :-) Famous last words: "We are a band of hearty adventurers - join us or die!" naivar@dspo -Mark