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  1. #1
    Guild Artisan damonjynx's Avatar
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    Ok. This gets more complex by the post. It depends on what you're actually releasing. If it's just a map pack with some flavour text and scenario idea's, i.e. you're not describing each room in detail, none of that is really necessary, but if you intend on releasing it as a proper system neutral adventure (something there should be more of in my opinion) so anyone can run it using any rules system; i.e. D&D (pick a flavour), Pathfinder, OSR games, Savage Worlds, FATE, BRP/Runequest (once again pick a flavour) or whatever, what I meant above was when describing a room and the monster(s) in it you should say; "The <insert monster(s) name> in this room are half starved and weak, this should be an easy encounter for your adventurers." or something appropriate like that.

    Check out the one-page dungeon compilations from Drivethru RPG, each entry is meant to be system neutral so you can get a bit of an idea of what I actually mean, you can also check out my entry Crypt of the Witch King in the finished maps section here. Another handy reference is Goodman Games, How To Write Adventure Modules That Don't Suck which I belive is available on Drivethru as well.
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  2. #2
    Guild Expert Facebook Connected XCali's Avatar
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    Quote Originally Posted by damonjynx View Post
    Ok. This gets more complex by the post. It depends on what you're actually releasing. If it's just a map pack with some flavour text and scenario idea's, i.e. you're not describing each room in detail, none of that is really necessary, but if you intend on releasing it as a proper system neutral adventure (something there should be more of in my opinion) so anyone can run it using any rules system; i.e. D&D (pick a flavour), Pathfinder, OSR games, Savage Worlds, FATE, BRP/Runequest (once again pick a flavour) or whatever, what I meant above was when describing a room and the monster(s) in it you should say; "The <insert monster(s) name> in this room are half starved and weak, this should be an easy encounter for your adventurers." or something appropriate like that.

    Check out the one-page dungeon compilations from Drivethru RPG, each entry is meant to be system neutral so you can get a bit of an idea of what I actually mean, you can also check out my entry Crypt of the Witch King in the finished maps section here. Another handy reference is Goodman Games, How To Write Adventure Modules That Don't Suck which I belive is available on Drivethru as well.
    Definitely food for thought. Really. (EDIT: Btw, the link you provided is not working, maybe check it out?)

    As it is now, the map pack has three Overview maps. I will probably include each chamber as its own small map to make it easier on DMs to not give away what lies ahead.
    Now, I can and probably will add night versions of the overview maps. With this I feel like adding stuff like certain trees that glow at night and fires here and there.
    Aside from that all, I have already started writing short stories for this area. It can be used for lore ideas going in. I will also write several Mini Adventure hooks. I did something similar for my Thunder Rock city map on DMsguild.

    What I can also do, if this is something that would really be appreciated by DMs/GMs, is start writing character view descriptions of the main areas on the overview maps. This is not too troublesome, I enjoy writing. Question is, is this what you mentioned as part as what you said, "(something there should be more of in my opinion)"?
    I would like to hear what you think there should be more of, because quite frankly, if I know what people want, I can start putting together something towards that goal. (I am not yet versed in the more technical stuff, like levels, monsters and their levels, items, BUT I can do maps, I can write lore to set the stage and I can describe what characters would see, I can write adventure hooks, stuff like that.)
    Last edited by XCali; 04-18-2019 at 05:48 AM.

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