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A Return to the Dungeon
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<blockquote data-quote="LostSoul" data-source="post: 5142425" data-attributes="member: 386"><p>Thanks.</p><p></p><p>At this point I have a few of those "Lairs" complete, but not that many - only what I've needed so far and some are in a half-way state because I've slightly altered my process.</p><p></p><p>What I need to do is figure out how the PCs are able to call upon the resources of a settlement and what the resource cycle for that is, then match it up with the various monster types and what they can do. I'm still wondering if it's worth it to write this whole little sub-game.</p><p></p><p>The idea is that the PCs can, if they choose, take control of a settlement (or clear some land and attract settlers). This allows me to change some of the aspects of the game I'm not too fond of. Anyway, the buildings (and special NPCs who occupy them) will have a list of actions they can choose from. A lot of it is supposed to feed back into adventuring - the Artificer can make magic items for you, the Temple can cast Rituals, you can train at the Martial College.</p><p></p><p>On the other side of the table, the monster lairs and dungeons will have their own list of actions. Necromancers can use Necromancy to create undead, goblins can Breed, Bandits Raid, etc. Some specific monsters will be able to do special things - like Rituals.</p><p></p><p>The idea is to give the players some strategic agency, a system where the choices you make at the settlement/campaign level feed into the adventuring level and back into the campaign level. Also: time pressure.</p><p></p><p>It's totally unplayable in its current state, though.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5142425, member: 386"] Thanks. At this point I have a few of those "Lairs" complete, but not that many - only what I've needed so far and some are in a half-way state because I've slightly altered my process. What I need to do is figure out how the PCs are able to call upon the resources of a settlement and what the resource cycle for that is, then match it up with the various monster types and what they can do. I'm still wondering if it's worth it to write this whole little sub-game. The idea is that the PCs can, if they choose, take control of a settlement (or clear some land and attract settlers). This allows me to change some of the aspects of the game I'm not too fond of. Anyway, the buildings (and special NPCs who occupy them) will have a list of actions they can choose from. A lot of it is supposed to feed back into adventuring - the Artificer can make magic items for you, the Temple can cast Rituals, you can train at the Martial College. On the other side of the table, the monster lairs and dungeons will have their own list of actions. Necromancers can use Necromancy to create undead, goblins can Breed, Bandits Raid, etc. Some specific monsters will be able to do special things - like Rituals. The idea is to give the players some strategic agency, a system where the choices you make at the settlement/campaign level feed into the adventuring level and back into the campaign level. Also: time pressure. It's totally unplayable in its current state, though. [/QUOTE]
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