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<blockquote data-quote="Whizbang Dustyboots" data-source="post: 8910810" data-attributes="member: 11760"><p>This week went great. I got a full above-ground area written up (seven areas of interest in a small sandbox area), got an idea for an evocative room down below I wrote up as well.</p><p></p><p>And then I realized that I could give another layer to the background of my setting, ripping off not just one CRPG but a second one as well, which the later inhabitants built on top of. That new additional background means there will be a dungeon within a dungeon, with one week for several months being devoted to a now-lost complex that only has hidden entrances on the top and bottom levels to the rest of the complex. Player characters who find their way in -- there are clues on the surface already for those who speak to townsfolk in the town I sketched out the first week of January -- will get lots of deep lore about what's going on, a mix of classic OSR dungeon crossed with Call of Cthulhu, and a totally different set of resources to bring to bear in the lower half of the mega-dungeon.</p><p></p><p>I'm a big believer that players who like investigating every corner of a game setting should get rewarded for it, while those who don't care about such things should be able to plunge in and get a satisfying experience. This additional history and secret dungeon levels accomplishes both goals.</p></blockquote><p></p>
[QUOTE="Whizbang Dustyboots, post: 8910810, member: 11760"] This week went great. I got a full above-ground area written up (seven areas of interest in a small sandbox area), got an idea for an evocative room down below I wrote up as well. And then I realized that I could give another layer to the background of my setting, ripping off not just one CRPG but a second one as well, which the later inhabitants built on top of. That new additional background means there will be a dungeon within a dungeon, with one week for several months being devoted to a now-lost complex that only has hidden entrances on the top and bottom levels to the rest of the complex. Player characters who find their way in -- there are clues on the surface already for those who speak to townsfolk in the town I sketched out the first week of January -- will get lots of deep lore about what's going on, a mix of classic OSR dungeon crossed with Call of Cthulhu, and a totally different set of resources to bring to bear in the lower half of the mega-dungeon. I'm a big believer that players who like investigating every corner of a game setting should get rewarded for it, while those who don't care about such things should be able to plunge in and get a satisfying experience. This additional history and secret dungeon levels accomplishes both goals. [/QUOTE]
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