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Designing dungeons for multiple excursions
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<blockquote data-quote="Jack7" data-source="post: 4565390" data-attributes="member: 54707"><p>Well, that's one way.</p><p></p><p>Another trick I used one time was to make the entire dungeon, or area where the adventure was taking place (it was actually an old, deserted monastery that had been built atop an old set of partially underground ruins), into a sort of time trap.</p><p></p><p>Certain areas of the "dungeon" were, because of the fact in my setting that Elturgy (arcane magic) is not native our world, being phased or fluxed in time, rapidly shifting back and forth between both different time periods, and between the two separate worlds. The arcane magic from the other world was inter-acting with the strong divine magic of the monastery to cause the intended Elturgical effect to malfunction. Instead of warding and coagulating and protecting the place from being discovered and infiltrated, what the malfunction was causing was for the place, or sections of it at a time, to continuously and randomly shift in time and between the two worlds. And this strange flux was causing the entire area to be easily noticed by, and to attract, various monstrous creatures and even certain supernatural beings.</p><p></p><p>Because of the fluctuations in time and between worlds all forms of magic, arcane and divine, and even psionic powers, were also in flux, prone to malfunction, or even to becoming transformed into something entirely different than intended. </p><p></p><p>Anyways that's another way I've used time travel. </p><p>I didn't use it thought to make the dungeon able to be explored multiple times, but if it was worked right I reckon you could write a scenario that had that same effect.</p><p></p><p>One other time I used time travel and then the cause was a spell which placed the entire party in stasis and because of the artifact that triggered the spell they didn't get released until nearly three hundred years had passed. In that case too I imagine you could write a multiple use scenario for the dungeon. Such as, you get near the end of the dungeon and get trapped in a stasis field, then when you get clear some time later you have to fight your way back out the way you came in only this time the dungeon is inhabited by entirely different creatures, and maybe even has changed radically in design. That could be interesting too if you did it right. The party wouldn't even necessarily really be aware of what happened til they got out into the open world and discovered how much time had really passed. They'd be trying to figure out exactly what had happened and why and only later would they discover that they were in a totally different time period.</p></blockquote><p></p>
[QUOTE="Jack7, post: 4565390, member: 54707"] Well, that's one way. Another trick I used one time was to make the entire dungeon, or area where the adventure was taking place (it was actually an old, deserted monastery that had been built atop an old set of partially underground ruins), into a sort of time trap. Certain areas of the "dungeon" were, because of the fact in my setting that Elturgy (arcane magic) is not native our world, being phased or fluxed in time, rapidly shifting back and forth between both different time periods, and between the two separate worlds. The arcane magic from the other world was inter-acting with the strong divine magic of the monastery to cause the intended Elturgical effect to malfunction. Instead of warding and coagulating and protecting the place from being discovered and infiltrated, what the malfunction was causing was for the place, or sections of it at a time, to continuously and randomly shift in time and between the two worlds. And this strange flux was causing the entire area to be easily noticed by, and to attract, various monstrous creatures and even certain supernatural beings. Because of the fluctuations in time and between worlds all forms of magic, arcane and divine, and even psionic powers, were also in flux, prone to malfunction, or even to becoming transformed into something entirely different than intended. Anyways that's another way I've used time travel. I didn't use it thought to make the dungeon able to be explored multiple times, but if it was worked right I reckon you could write a scenario that had that same effect. One other time I used time travel and then the cause was a spell which placed the entire party in stasis and because of the artifact that triggered the spell they didn't get released until nearly three hundred years had passed. In that case too I imagine you could write a multiple use scenario for the dungeon. Such as, you get near the end of the dungeon and get trapped in a stasis field, then when you get clear some time later you have to fight your way back out the way you came in only this time the dungeon is inhabited by entirely different creatures, and maybe even has changed radically in design. That could be interesting too if you did it right. The party wouldn't even necessarily really be aware of what happened til they got out into the open world and discovered how much time had really passed. They'd be trying to figure out exactly what had happened and why and only later would they discover that they were in a totally different time period. [/QUOTE]
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