Showing posts with label Dungeons. Show all posts
Showing posts with label Dungeons. Show all posts

Thursday, 15 August 2013

A New Day Dawns

Well, a new Day dawns - and I'm feeling a little more optimistic again today. I did a little more painting last night, and progressed on (slightly) with two Otherworld Adventurers.

A Magic User and a Converted (with Scimitar) Fighter.

In the painting que at the moment are some more Player Characters (all Otherworld) -  a Human Lady Magic User (I don't think she's out yet), another (converted) Human Fighter, a Hafling Thief, a Half Orc Assassin, and a Ranger, and I want to get an Otherworld Cleric at some point.

Then (all being well) some Hobgoblins - Otherworld sculpts of these Classic Monsters and maybe then a Minotaur.

The Otherworld Stirges keep calling to me as well LoL.

I'm also TRYING to plan a 3D Dungeon Layout at the moment - four 1' x 1' squares with the entrances/exits at the same point on 2-3 of the sides, allowing me to re-position/change the layout between sessions/games - which will leave Doors that lead no-where sometimes, my logic being that the other side can be a secret door if desired/required


I recently got asked what my "process" was when Painting Miniatures - what I tend to do is focus on one specific element on a model - in the case of the Magic-User the Robe, in the case of the Fighter the brassy/bronze Armour I wanted on him. As that first element takes "shape" on the miniature, I start seeing the big picture of how the character or monster is going to look in my head - and find it much easier (OK, with my crappy hands its never that easy) to paint something.


LOADS of "real world" stuff to do today, can't wait to carry on tonight . . . . .

Sunday, 13 March 2011

What makes a Good Dungeon-Crawl Good?

If you strain, and think back to the (no doubt MANY) Dungeon Adventures you've played in and/or run down through the years - whether purchased (or indeed home grown, I've read some amazing unpublished dungeon-centric adventures).

What makes a Good Dungeon-Crawl Good? (or hopefully even Great). What makes a Dungeon an enthralling place to explore and adventure in - a suitable environment to "Fight the Good Fight" - rather than it being some boring repetitive exercise in monster bashing and door breaking . . . .

1- A Goal

The PC's need a reason to be there (outside of the obvious Treasure and Glory). A mission - often one of the three "R's" (Rescue, Retrieval, or Revenge).

2 - A "Hook" or Theme

Its important that the Creatures/Monsters have a common link - Whether it be they all work for a Villain, or come from the same (or related) families of Monsters.

3 - Style or "The Look"

When describing the environment, remain consistent. If its Medieval, keep the descriptions as such. If its Egyptian styled, don't start throwing in Renaissance Torture Chambers in - suspension of disbelief is really important during FRP games - if you break from your internal consistency, you can ruin it for your players.

4 - Pacing

DO NOT allow your players to pause for breath, keep the descriptions coming - and the encounters rapid. The minute they finish with one problem, introduce another. It seems a daft thing to mention, but the more you keep your players on their toes - the more they will enjoy it.

5 - Traps, Tricks, and Puzzles

A lot of modern DM's don't like including Traps, Tricks, or Puzzles - they find them trite or old fashioned. BUT when a Player beats/circumvents such an encounter they will be bouncing with excitement MORE than if their Character had slain the biggest of Dragons.

Resource Materials

Here is a list of some great books to pic up for reference, all are useful and are non system specific so any DM can get good use from them.

Central Casting Dungeons
A dungeon random-generation kit, with piles of very specific details. Great if you want to generate random (although illogical) dungeons. Now out of print (Originally Published by Task Force Games), if you search around you can generally find it somewhere to Download.

The Dungeon Alphabet 
Billed as an A-to-Z Reference for Classic Dungeon Design - The Dungeon Alphabet compiles twenty-six classic dungeon design elements in one place to assist the game master in creating subterranean challenges. A is for Altar, B is for Books, and C is for Caves and so on. Its one of my all time favourite books. The Dungeon Alphabet is available in both Print and PDF format - produced by Goodman Games.

Engineering Dungeons
Similar to Central Casting Dungeons, but more streamlined and logical is Engineering Dungeons from Troll Lord Games. Though formatted for Castles & Crusades its easily usable with any edition of Dungeons & Dragons (even the dreaded 4th Edition). Engineering Dungeons brings the DM the tools to entice the imagination, to create, wholesale, from scratch, a varied array of dungeoneering experiences. You will find the means to determine monsters, their treasures, their lairs - who, where, and why a dungeon exists, and even flavorful aspects of the dungeon environment, such as light, air condition, and odors. Traps, of all sorts, designed to function as a universal difficulty system, are included.