andypressman

low stakes, high jinx

Books, interfaces, games


I think I've figured out the hook for a loot-oriented dungeon crawler game that would hold my interest and be a fun skeleton to build story and character around etc etc, which is that the dungeon is the Imperial Museum, the players come from colonized lands, and the mission is to steal back stolen art



aetataureate
@aetataureate
Sorry! This post has been deleted by its original author.

andypressman
@andypressman

Google slides! An unexpectedly powerful layout tool that I've tried (sometimes successfully) to get community groups using for years, because A) it's free, B) it's easy, C) everyone in the org has access to both the program and the files, and D) you can use it for nearly anything that gets printed.

Never used it for a multi-page booklet but hey why not



I'm a plot-oriented GM, but I'm also a sucker for memorable "rooms," which is why I'm kinda drawn to megadungeons but have never felt equipped or particularly interested in running one.

Maybe there's a way to split the difference with a megadungeon game that's somehow plot-oriented. For the sake of my mental model, I'm imagining this taking place in a giant tower — maybe in the Gormenghast mode, where the space is so vast that no one ever leaves. Entire microcosms or biomes might be contained within.

But how to allow for plot? The early floors would be tightly defined, but the higher floors would need to be either loosely understood or mapped out as the game progresses, in order to change depending on the events of floors below. A plot could emerge and be sculpted as the game progresses.

Building a plot engine that never requires players to revisit locations, though… that might be the thorniest challenge. Maybe it's a chase, where the players pursue an individual through a seemingly-endless sequence of rooms? Or maybe there's something more physical, where the tower is slowly flooding, and you're forced to climb, climb, climb… (Maybe Snowpiercer is a good model for this, if you tightened everything into a linear trek rather than a sprawl.)

Anyway, all of this is just an excuse to work on a big Dungeon 23 map, but with an outcome that I'd be interested in playing.