It's a good, solid idea and I understand that purpose is to just give an outline, but what I don't see is suggestions for it's purpose. For example, I'd love to have some suggestions for the following questions. Why is a library on an island hidden away? Who created it? It seems even the lowliest and most mundane of the collection is guarded heavily, what things might be in there? What might be some reasons to make use of this for more than one adventure?
Now I realize that you might be saying to yourself, hey, I don't want to answer these kind of questions because I want to just give an outline and have the GM decide those questions.
For me, however, while I might ultimately choose to ignore those suggestions, I prefer to see what the submitter had in mind so that I understand what the purpose of the items in the outline.
On another topic, this falls once again into the high fantasy/D&D'esque kind of submission, which is of limited utility for those of us who never play that kind of game. If I might humbly suggest an alternative? Begin with a lower magic explanation, then at the end suggest some alternatives.
For example, for this sub, the storm confluence is not the result of air elementals but simply a result of prevailing weather conditions (ala the massive fog surrounding Sable Island http://en.wikipedia.org/wiki/Sable_Island), or the fire elementals waiting to burn the collection is, instead an ancient mechanical device which was initially designed to keep the place warm, but has malfunctioned and must now be dealt with, etc.
This is the first of the 5 Room Dungeons that I have read; going to have to read more.
This is a good base for a scenario. It can be added to, or subtracted from, without much difficulty and can make for a good encounter for the PCs. I like it.
And if you liked the basic idea, you may like the many dungeons based on it, created during the Quest: http://www.strolen.com/view.php?node=quest&act=12
I think this idea had alot of merit, the 5 room layout simplified the basic design of the dungeon. Of course you can still have a labyrinth of passages, blind turns and chambers and doors leading nowhere, but that is all set dressing. Go to Comment
Bad jokes and one-liners aside, I like the thought put behind this. As a whole, this is probably what most dungeons should be designed like. Give'em a few twists, some good old fashioned swordplay, and a tricky boss-ish fight. And by dungeon, I don't mean a hole in the ground filled with monsters. The local tavern could very well become a dungeon of this kind, if strange events were to happen. Go to Comment
This model represents a good balance of activities for building adventures. If you want to build a larger scenario, just repeat the steps a few times over: The finale simply becomes the midpoint of the new structure. Go to Comment
Very nice, short and sweet. I'm going to be giving thsi one a go for my next game. It's surprising how many times I've used a simple design like this and it's bloomed into a much longer and richer game. Go to Comment
Dungeons (Water) (Rooms/ Halls)
It's a good, solid idea and I understand that purpose is to just give an outline, but what I don't see is suggestions for it's purpose. For example, I'd love to have some suggestions for the following questions. Why is a library on an island hidden away? Who created it? It seems even the lowliest and most mundane of the collection is guarded heavily, what things might be in there? What might be some reasons to make use of this for more than one adventure?
Now I realize that you might be saying to yourself, hey, I don't want to answer these kind of questions because I want to just give an outline and have the GM decide those questions.
For me, however, while I might ultimately choose to ignore those suggestions, I prefer to see what the submitter had in mind so that I understand what the purpose of the items in the outline.
On another topic, this falls once again into the high fantasy/D&D'esque kind of submission, which is of limited utility for those of us who never play that kind of game. If I might humbly suggest an alternative? Begin with a lower magic explanation, then at the end suggest some alternatives.
For example, for this sub, the storm confluence is not the result of air elementals but simply a result of prevailing weather conditions (ala the massive fog surrounding Sable Island http://en.wikipedia.org/wiki/Sable_Island ), or the fire elementals waiting to burn the collection is, instead an ancient mechanical device which was initially designed to keep the place warm, but has malfunctioned and must now be dealt with, etc.
Anyway, just my 2.839457293874193 cents worth.
Go to CommentMark