Showing posts with label Saturday Night Specials. Show all posts
Showing posts with label Saturday Night Specials. Show all posts

Saturday, December 14, 2013

Saturday Night thoughts on the sparsely populated dungeon

It's Saturday night, and I feel a Saturday Night Special feeling coming over me.

Some of you might have read my last post on dense Gygaxian dungeons. Given it is Saturday I got to thinking about those places that make the subterranean underworld its flair, and those moments of "sensawunda". Let me quote you from the 5th ed. Tunnels & Trolls rule book.

"Let your imagination go wild - you can do anything you want because this is your creation. Put in a lot of stuff - nobody likes a dull dungeon. "
So, populating your dungeon. I know some people likes the idea of a big underground labyrinth where there are one third empty rooms or something like that. Each to his own. I don't say I don't like to play that way. But, I've come to realize that I'm no longer fond of creating dungeons like that.

I love to invent those crystal waterfalls, devious traps, combat encounters with multiple co-operating foes or locales of majestic proportions and awe inspiring weirdness. Putting down corridors of nothing on graph paper is no longer fun.

Sure, I could use a computer to generating it for me, but I would not find it fun to run either. What I would like to have is a way to make those slow moving bits be outsourced to  a second GM and then I could step in a run the Saturday Night Specials. Maybe. Is there a way to get it all?

I'm beginning to feel I understand what Ken St. Andre wrote above and how well it applies to me. I don't like a "dull" dungeon. It would be cool, though, if you could just rattle off some twists, turns and empty rooms without bother to have the first part make sense or be ever repeatable (like for backtracking out of the dungeon or repeat visits), and then dive into it. Too bad I like the idea of repeat visits to the dungeon. I would never be able to improvise the same map twice.

If that could be done, I'd be very happy.

Tuesday, January 22, 2013

Filling in the boring parts

When I posted about empty dungeons, Joshua had an interesting idea in the comments.
You can have interesting rooms be miles apart, as long as you're willing to let the players traverse those miles without playing out each 10' square in between. Tell them how long it takes and the resources consumed, and dial it back in when it's time for the next important decision.
 This reminded me of something I heard on the Ken and Robin Talk About Stuff podcast. Robin talked about how he did when his players were just passing through some terrain, like those miles mentioned above. He suggested you ask the players how they did pass through that terrain. They got to narrate, and establish colour for their character and the question is never if they are going to make it through those miles, but how it looks. He also suggested you could have them roll for it, but ot to invalidate their narration, but to see how much resources they used up.

Pair this with the idea of Saturday Night Specials in the dungeon, and the new school idea of shared narrative power and I think we have a winner. Everyone get a chance to look cool, and those who crave detailed crawling can narrate it as much as they like, even to the extent of pulling in other characters and making rolls.

Personally I never managed to make wilderness travel very fun. It's either a few rolls on survival skills or something improvised if there are no skills around, and then it's done. Neither suspense nor a feeling of trekking in the beautiful and dangerous outdoors. Next time I'm letting they players talk instead.
Copyright 2009, 2010, 2011, 2012, 2013, 2014, 2015, 2016 Andreas Davour. All Rights Reserved. Powered by Blogger.