Badwe
First Post
Really like that idea, chronoplasm. One of my goals is for the players to HAVE to visit around 3 or 4 of them and dig in a few floors but not need to get to the bottom (obviously it should _feel_ like reaching the bottom is impossible even if crafty players might be able to). Your idea of putting foils or keys to the other temples is brilliant.
One might even create keys or symbols that are shaped a certain way and could unlock shortcuts, secret encounters, or secret treasure in other temples. This is exciting stuff, I definitely want to fit those in when I get down to blocking these places out.
For the randomness: you may have noticed a set of phenomena in that DMs often try too hard to make encounters a perfect fit for their group. The PCs get overconfident at worst, sometimes simply being determined, and rarely retreat. I want these dungeons to feel as if they have no sympathy for where the PCs are in terms of level (even if that's not the case) so I'd like to include patrols, randomly weak encounters, randomly strong encounters, and seemingly (or actually) innocous rooms in most floors, bringing back the classic feel of never really knowing what to expect next.
It's funny, nothing scares PCs more than an empty room.
One might even create keys or symbols that are shaped a certain way and could unlock shortcuts, secret encounters, or secret treasure in other temples. This is exciting stuff, I definitely want to fit those in when I get down to blocking these places out.
For the randomness: you may have noticed a set of phenomena in that DMs often try too hard to make encounters a perfect fit for their group. The PCs get overconfident at worst, sometimes simply being determined, and rarely retreat. I want these dungeons to feel as if they have no sympathy for where the PCs are in terms of level (even if that's not the case) so I'd like to include patrols, randomly weak encounters, randomly strong encounters, and seemingly (or actually) innocous rooms in most floors, bringing back the classic feel of never really knowing what to expect next.
It's funny, nothing scares PCs more than an empty room.