Dungeons & Dragons

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Welcome back!

When you see the term “Dungeon” – what comes to mind? I typically think of a few different things…

  1. The great TSR gaming magazine published for from 1986 to 2007.
  2. A board game published in 1975 by TSR to simulate some aspects of Dungeons & Dragons.
  3. A place where people were imprisoned or tortured.
  4. A series of connected rooms containing possible encounters or combat opportunities.
  5. A power metal/thrash band from Sydney, Australia from 1989 to 2005.

Though I still have a few issues of Dungeon magazine squirreled away in boxes and a copy of Dungeon! the board game, I can truthfully say I’ve never heard any music from Dungeon the thrash band. That said, let’s focus on #4 because we can kind of roll #3 into it.

We often encounter dungeons when we play roleplaying games. Adventures like the Temple of Elemental Evil come to mind when I think of dungeons and dungeon crawls where you enter with your friends and try to survive as many levels and encounters as possible to escape with your loot.

But if you look at the general description, a dungeon in gaming terms is just a bunch of rooms connected by corridors. That could describe just about anything, couldn’t it?

A while back, Johnn Four raised the concept of “5 Room Dungeons”, which are awesome. Just enough space to create a unique situation for a group of players. But what I loved was that they weren’t all underground in medieval settings. Sure, some were. But mixed in were temples, swamps, islands, and other locations that didn’t have to be underground. What a concept! (You can download many of the 5 Room Dungeons at Johnn’s Roleplaying Tips site.)

So we know about dungeons in the medieval sense. Usually these were sets of rooms that existed under existing castles, keeps, or other buildings to house criminals, political prisoners, torture devices, and so on.

What about other places? Why can’t a modern building be a dungeon? Think about a modern hospital. Aren’t the floors in a hospital designed in a manner similar to different dungeon levels?

What about…

  • Spaceships or naval vessels?
  • Laboratories?
  • Office buildings?
  • Cave systems used by freedom fighters or terrorists?

Aren’t they all dungeons of a sort? Multiple rooms connected by corridors. Each room may or may not have “stuff” in it. Each room may or may not have guardians or traps.

So as we go through some other topics in this series, keep in mind that dungeons don’t have to be in fantasy settings or historically-based adventures. A dungeon can be any set of rooms connected by corridors.

Think about that the next time you walk through your house, your school, or your office building.

Next time we’ll talk about doors and what you can do with them in various settings.

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Sorry I’ve been a bit lacking in the posts arena lately. I’ve been doing a great deal of thinking about how to move forward.

Question MarksWith the great, constructive feedback from the October 2009 playtest session of the Moebius Adventures system, it became painfully clear it was time to rethink things. Each player at that session had constructive criticisms of various aspects of the rules, from character generation and presentation to skill resolution and combat. Though we had a good time despite the rules, I was left wondering about the future of the game.

Moebius Adventures was born in the mid-1990s when a friend (Sean Bindel) and I took a hard look at the games we’d been playing.

Like many gamers, we’d played with a number of systems in college and before. We had a great time with a campaign set based loosely on the Temple of Elemental Evil from TSR, but we used the Palladium Fantasy Roleplaying Game as our system. Add in some serious time playing the d6 Star Wars RPG, Call of Cthulhu, Mechwarrior, and even a little Dungeons & Dragons, 2nd Edition, and that about summed it up. And after college, we were playing in a Vampire: The Masquerade game and decided we wanted to get back to the fantasy roots we both started with.

The Moebius Adventures system started out as an exercise in discovering what qualities we wanted to see in a RPG rules system. We modeled it a bit after the Palladium FRPG (1st edition) and Dungeons & Dragons and set to work adding our own spin. The result was first published in 1997 and then in revised form in 2007. And it was the edition from 2007 that we playtested in October of this year.

Though painful, I would say it was incredibly valuable to have seen the game through fresh eyes with this recent playtest session. Almost immediately after, I started working on a slimmed down set of rules that would provide (1) quick character creation, (2) quicker skill and combat resolution, and (3) enough freedom to do all that I was looking at for a cross-genre universal system.

I believe I’ve met that goal and hope to do some playtesting in the next few months as I get more details written up and considered.

My problem now is deciding what to do about this predicament. I have a ton of ideas for free-form magic, super-hero abilities, as well as ways to integrate technology for modern and futuristic settings. And I have three entire settings from which to pull potential setting or adventure products from. But without a simple, consistent, and open system to use, I’m at a bit of an impasse. In my mind, I can’t create system-less modules or settings without having some way of modeling a consistent way to describe NPCs, monsters, items, and so on.

Am I simply over-thinking this? Obviously there are many companies and writers coming up with great RPG materials and I’m not the only one who’s run into this.

Can anyone point out some companies that are doing this already and how they’ve overcome this hurdle (that’s most likely entirely in my head)? Any and all feedback would be greatly appreciated.

Thanks.

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Hi all…

Once again, the RPG community presents not only creative ideas, but thought-provoking material that crosses genres and systems. I’m always impressed by the collective knowledge in the RPG blogosphere and this week was no different.

Friday Links

Hopefully I can finish a couple of posts over the weekend about my own take on morality in RPGs, as we had a bit different perspective for the Moebius Adventures system.

But here’s what you came for… the Friday Links!

  • Gnome Stew’s Matthew Neagley has increased the paranoia tenfold against the little races of fantasy roleplaying games. Gnomes are being called out as sneaky, dangerous, and effective enemies under the right conditions and damn if they don’t have some great ideas in the comments too – Gnometroopers and Gnome-jas are now going to be added to my own repertoire of evil!
    http://www.gnomestew.com/gming-advice/gnomes-do-really-bad-really-good
  • In the “Why don’t I have one of these in my dungeon” category, we have the Obelisk of Undeath from the RPG Dumping Ground. I will definitely be investing in some necromancer swag and hiring some undead guardians soon!
    http://rpgdump.blogspot.com/2009/10/obelisk-of-undeath.html
  • As a fan of the old MechWarrior RPG (1st ed), I was shocked and surprised to see a simplified version of the rules boiled down to 6 pages. Amazing. Chgowiz of Chgowiz’s Old Guy RPG Blog has done a great job pulling these together. I’d be curious to see how they play. Luckily I have a friend moving nearby in a few months that was my old MW GM in College. We might have to give them a shot!
    http://oldguyrpg.blogspot.com/2009/10/announcing-micromw.html
  • Taichara over at A Hamster Hoard of Dungeons and Dragons has a handful of NPCs for our GMing pleasure – extras if you will to populate your world with some people with character. I love the little touches. Great post!
    http://hamsterhoard.blogspot.com/2009/10/handful-of-npcs.html
  • I’m just getting back to GMing after a long dry spell and it’s good to know what to avoid as I get started again… So seeing the Top Ten Ways to Know Your Campaign Sucks is a good refresher course from Rule of the Dice. When the only thing the players remember is the pizza, something has to be wrong…
    http://www.ruleofthedice.com/2009/10/top-ten-ways-to-know-your-campaign.html
  • In the “bizarre, but strangely compelling” category we have Spenser Idahl’s adventure hook “Sunday Hooks – Beetle Juice Edition” from Rocks Fall, Everyone Dies. Reminds me a bit of The Mummy with Brendan Frazer, but I have to say it’s always creepy when an NPC dissolves into a swarm of bugs! Ack!
    http://www.rocksfallblog.com/2009/10/sunday-hooks-beetle-juice-edition.html
  • From Troll and Flame, we have a well thought out revamping of a magic system. I too have been obsessed lately with magic systems, so this is a timely post for me. And the author came up with a similar pattern to what I’m probably going to do with Moebius Adventures – each type of magic user has a slightly different bent. There are similarities and commonalities, but one mage doesn’t have to be the same as every other. I like the division between Mage, Sorcerer, Wyrd (Runes), Staff wizards, etc. Great food for thought.
    http://trollandflame.blogspot.com/2009/10/magical-monday-magic-yeah-we-got-some.html
  • From allgeektout, we have a thought that I’m not sure why didn’t occur to me until now… Using top ten lists to shape expectations for a project and deciding what to emphasize… Oh duh! The author provides a sample for his Six Seas setting, listing 10 things you need to know about the six seas… http://allgeektout.com/2009/10/12/10-things-you-need-to-know-part-1/
  • In the current RPG Blog Carnival on morality in games, Jade on Evil Machinations brings up some interesting crunch to consider for ourselves and our characters. We can’t purge our dark sides, but we can be aware of them. And as Jade says, RPGs provide an outlet for our shadow selves to assert themselves safely.
    http://www.rpggm.com/blog/2009/10/12/dancing-with-the-dark/

Awesome posts and I’m sure there were many more this past week!

Have a great weekend!

–Fitz

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