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The Old-Skool Mega-Dungeon Rules 1. Theme The dungeon needs a reason for being. Because, on the face of it, a bloody great underground maze full of monsters and stuff is a bit mad. So you need a reason: is it a crypt, a mad wizard's lair, a buried city, a cave network, a temple complex, the body of a long-ossified god, the testing grounds of a brutal subterranean cult...? Or maybe a combination of all these things. Obsidian score highly already because they have a Crypt and a Mad Wizard. It's so old-skool I giggled. In a good way. 2. A Reason to Visit This doesn't need to be too complex, but a quest is a helpful reason to justify the dungeon crawl. Be it a rescue, exploration, assassination of an evil protagonist, theft of large rubies from a demonic statue, the garnering of the ichor of a Rust monster's gall bladder for spell components... you get the reason. Of course, a true mega-dungeon has lots of micro-plots going on. Do you side with the trolls on level 2 to get rid of the Umber Hulk on level 3? They're offering a trollblood mace. Do you rescue the obligatory dwarf prisoner on level 6 to find out that he's an assassin tasked with slaying an insane priest of the snake goddess on level 8? 3. Dungeon Ecology The dungeon ecology should make sense. Monsters / tribes / species / organisations etc should make sense. And the ecology should be dynamic. Kill the orcs on level 2 and it might be that the bugbears from level 3 move in. Kill the troll-hunting Umber Hulks and maybe the trolls start taking over without any predators. The adventurers therefore get the chance to influence the dungeon ecology by conquest, extermination or guile. Lot's of opportunities to use skills like sneaking and diplomacy. Why can't a skill monkey character set all the dungeon factions against each other without actually drawing his sword? 4. Traps / Puzzles and of course a Talking Statue Traps, puzzles and talking statues are as old-skool as Gary Gygax's +1 Mace. A dungeon needs lots of them in order to win treasure, guess the answers to riddles, avoid being turned to stone and give the thief in the party the chance to shine. These trials must fit in with theme and ecology. 5. Epic OMG Battles with Cool Monsters Each level should have a memorable battle that kind of illustrates all of the other elements of the mega-dungeon rules. For example, fighting the Bugbear chieftan in a room full of flaming arrow traps whilst ordering your newly recruited lizardman mooks into the fray is cool. Fighting a claustrophobic dragon in a cave isn't. Do you remember the Drow battle on the bridge in IWD? That's was an Epic OMG Battle with Cool Monsters. 6. Phat L3wt Treasure should be there for the taking if the player is wise. To win the Orb of Sacred Ass-Kicking the party should have used guile, combat and outwitted at least one talking statue. Party members should be bloodied and mangled, with several dead NPCs ready to be carted off to a temple for resurrection. 7. Humour I'm not suggesting that the dungeon is like watching a Will Ferrell movie, but slightly tongue-in-cheek humour, used sparingly, is pretty much essential. Time spent around an old-skool gaming table should involve a fair deal of laughter involving critical hits, narrow escapes, grisly deaths, mad wizards, suicidal NPCs, unpredictable behaviour and of course talking statues. 8. Size Matters The word mega isn't there for hyperbolic reasons. The mega-dungeon should have scale. You should be awed and perhaps nervous of the terrain, size and scope of the dungeon. You should need to seriously consider trekking back to town at the end of a level because of the challenges faced therein. --- There are my rules. Please feel free to add / subtract / whatever. But I hope the non-megadungeon fans can dig that this can be as fun a CRPG experience as anything else in the game.
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My payday rolls in towards the end of the KS... thanks for the megadungeon will be increasing my pledge to up the last-minute total!
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I am most... pleased. They really are listening to us, aren't they? I take my hat off to them. The megadungeon sounds more old-skool than a bearded man eating pizza in a basement whilst rolling a set of polyhedral dice. Plus, they used the word oubliette for ten thousand bonus points. I hope we reach at least ten levels.
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Epic level item survey!
Monte Carlo replied to Chaos Theory's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
^ Yeah, what he said. In the BG games i loved having high level stuff to give to my NPCs. -
The question of class
Monte Carlo replied to BTA51's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I like this idea. -
Forum Ideas Draft
Monte Carlo replied to Haawkings's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
If you mess it up though and place a bad call, do you load game or do you play with the consequences? Take it on the chin. I don't want to spoil the replay where I might make a different decision. -
Where is everyone from
Monte Carlo replied to Sales101's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
America is so vast there must be lots of gamers who would love this project. Admittedly they might be living in heavily-armed mountaintop compounds without internet access, but still... -
Forum Ideas Draft
Monte Carlo replied to Haawkings's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I've had enough of saving the day. Sometimes I want to blow the day up, like in Fallout 3 with the bomb in the village. And maybe my decision to do something like that isn't just a mwuahahhahaha I'm evil sort of decision, but a really tough call. So interesting moral choices that lead to some bad **** occurring please. I know Obz can do that.