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Dungeonworld any good?
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<blockquote data-quote="Mystaros" data-source="post: 3201878" data-attributes="member: 3921"><p>Wow, does this thread bring back some memories!</p><p></p><p><strong><em>Dungeonworld </em> </strong> was one of the first products I ever wrote for as a freelancer. A major learning experience, both good and bad. I've learned a lot about RPG design for publishing since then...</p><p></p><p>A few notes...</p><p></p><p>One of the reasons the setting seems disjointed is that each level was designed by a different author. We each received the basics, "Duergar Level" or "Atlantean Level" or "Undead Level," maybe a few minor points (such as, "major good magical sword found on this level"), plus the info on the Caretakers and the overall nature of the setting, but otherwise, each setting was pretty much up to the designer.</p><p></p><p>I wrote the Duergar and Undead levels. I'd have to dig the book out of storage to rememebr what I wrote... heh. Been a while.</p><p></p><p>I thought it was altogether a neat idea, with an interesting concept, but with the disjointed nature of the setting overall, it just didn't really work. With a stronger editorial direction, a real book of canon, and fewer authors all "on the same page," I think it could have been a much better setting.</p><p></p><p>That said, I'd say it is worth $10, just to mine it for ideas. Most layers would make for interesting dungeons, minus the caretakers and such. As with any pre-3.5 book, of course, you'd need to convert stuff anyway, even without the FFE'isms.</p><p></p><p>Oh, one thing I do remember from the duergar level is that the treasures I put in, which were all based on 3E system standards, were bumped up to really weird levels in editing; poorly, as it seems they added a variable number of zeroes on to each coin count, without making sure that the numbers made any sense. Not that it mattered, anyway, as what would you really do with coin-based treasures in a world where jsut finding food was a major problem? I remember adding in the giant fungal caverns as the true treasure of the duergar level... a giant, succulent cavern full of food! Forget the gems and coins, the mushrooms where where it was at!</p><p></p><p>The undead level I wrote was just pure evil, in a fun way. The "good guy" was an undead priest... all that was left of him was his skull, which had to be carried around by his followers. He led the only region of the living in a *huge* cavern filled with zombies, skeletons, shadows, and other undead. Probably as deadly, if not more so, than my <strong><em>Lost Tomb of Kruk-Ma-Kali </em> </strong> adventure, though far less subtle.</p><p></p><p>I had more fun working on the <strong><em>Wondrous Treasures</em> </strong> book; I wrote up two daggers, as I recall, one a dagger of Ra or something like that and the other an elven dragon dagger. An interesting experiment in fluff for me.</p><p></p><p>If I can dig the books out, I'll add more comments...</p></blockquote><p></p>
[QUOTE="Mystaros, post: 3201878, member: 3921"] Wow, does this thread bring back some memories! [B][I]Dungeonworld [/I] [/B] was one of the first products I ever wrote for as a freelancer. A major learning experience, both good and bad. I've learned a lot about RPG design for publishing since then... A few notes... One of the reasons the setting seems disjointed is that each level was designed by a different author. We each received the basics, "Duergar Level" or "Atlantean Level" or "Undead Level," maybe a few minor points (such as, "major good magical sword found on this level"), plus the info on the Caretakers and the overall nature of the setting, but otherwise, each setting was pretty much up to the designer. I wrote the Duergar and Undead levels. I'd have to dig the book out of storage to rememebr what I wrote... heh. Been a while. I thought it was altogether a neat idea, with an interesting concept, but with the disjointed nature of the setting overall, it just didn't really work. With a stronger editorial direction, a real book of canon, and fewer authors all "on the same page," I think it could have been a much better setting. That said, I'd say it is worth $10, just to mine it for ideas. Most layers would make for interesting dungeons, minus the caretakers and such. As with any pre-3.5 book, of course, you'd need to convert stuff anyway, even without the FFE'isms. Oh, one thing I do remember from the duergar level is that the treasures I put in, which were all based on 3E system standards, were bumped up to really weird levels in editing; poorly, as it seems they added a variable number of zeroes on to each coin count, without making sure that the numbers made any sense. Not that it mattered, anyway, as what would you really do with coin-based treasures in a world where jsut finding food was a major problem? I remember adding in the giant fungal caverns as the true treasure of the duergar level... a giant, succulent cavern full of food! Forget the gems and coins, the mushrooms where where it was at! The undead level I wrote was just pure evil, in a fun way. The "good guy" was an undead priest... all that was left of him was his skull, which had to be carried around by his followers. He led the only region of the living in a *huge* cavern filled with zombies, skeletons, shadows, and other undead. Probably as deadly, if not more so, than my [B][I]Lost Tomb of Kruk-Ma-Kali [/I] [/B] adventure, though far less subtle. I had more fun working on the [B][I]Wondrous Treasures[/I] [/B] book; I wrote up two daggers, as I recall, one a dagger of Ra or something like that and the other an elven dragon dagger. An interesting experiment in fluff for me. If I can dig the books out, I'll add more comments... [/QUOTE]
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