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A Dungeon-centric Setting Idea: Help me flesh it out
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<blockquote data-quote="Philotomy Jurament" data-source="post: 4697690" data-attributes="member: 20854"><p>I think this sounds very cool -- just the kind of thing I would love to play. (I really like that you're playing up the exploration aspect; I think that "search into the unknown" is a very cool aspect of classic D&D play.)</p><p></p><p>If it were me, I'd also inject some weirdness into the dungeon. Not only for the sake of the weirdness (which I like), but also because when you have really big dungeon environments, ecology and purpose get hard to "make work" after a certain point. The weirdness will help keep the environment viable, interesting, and fun. Done with care, it needn't destroy the verisimilitude. Perhaps the upper levels or areas are mostly "built with a purpose/ecology sound" areas, but somewhere deeper are connections to a more <a href="http://www.philotomy.com/#dungeon" target="_blank">chaotic and mythic/supernatural underworld environment</a>. That could be tied in to the fall of the former civilization, too.</p><p></p><p>As far as system, I think you're on the right track, sticking with D&D. If it were me, I'd run original D&D or AD&D (1e). I might also consider B/X. I think any of those would be a perfect fit for the tone and feel of the campaign of you're describing.</p></blockquote><p></p>
[QUOTE="Philotomy Jurament, post: 4697690, member: 20854"] I think this sounds very cool -- just the kind of thing I would love to play. (I really like that you're playing up the exploration aspect; I think that "search into the unknown" is a very cool aspect of classic D&D play.) If it were me, I'd also inject some weirdness into the dungeon. Not only for the sake of the weirdness (which I like), but also because when you have really big dungeon environments, ecology and purpose get hard to "make work" after a certain point. The weirdness will help keep the environment viable, interesting, and fun. Done with care, it needn't destroy the verisimilitude. Perhaps the upper levels or areas are mostly "built with a purpose/ecology sound" areas, but somewhere deeper are connections to a more [url=http://www.philotomy.com/#dungeon]chaotic and mythic/supernatural underworld environment[/url]. That could be tied in to the fall of the former civilization, too. As far as system, I think you're on the right track, sticking with D&D. If it were me, I'd run original D&D or AD&D (1e). I might also consider B/X. I think any of those would be a perfect fit for the tone and feel of the campaign of you're describing. [/QUOTE]
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A Dungeon-centric Setting Idea: Help me flesh it out
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