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Monte Cook's new Dungeonaday.com?
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<blockquote data-quote="Piratecat" data-source="post: 4702104" data-attributes="member: 2"><p><span style="color: orange">Make sure you aren't making personal shots at the people who disagree with you, folks - and thanks to everyone who is already making sure they aren't.</span></p><p></p><p>I don't think I'd agree. I know many hundreds of gamers, and I know of about five who prefer the dungeon-all-the-time experience. My empirical evidence suggests that it's far more common for people to buy superb dungeon campaigns like Castle Whiterock or World's Largest Dungeon so that they can yoink the fun pieces out to use elsewhere. If you want to split that conversation off into another thread, it may make for some really interesting discussion.</p><p></p><p>---</p><p></p><p>And to get back on topic, I've gotten a sneak preview of Dungeonaday! So far I like what I see. I'm not sure the cost is a <em>great</em> deal, especially if you lose access to the material once your subscription lapses, but it strikes me as a <em>reasonable</em> deal for the quality and quantity of content I'm seeing. I'm hoping that he'll offer as discount for a year's subscription, if he hasn't already. </p><p></p><p>So far Monte has 12 rooms up, along with a full level 1 map and a side map. There's background information on the dungeon, info on the big threats, a glossary, and a player handout or two. There is art for the rooms (both specific and generic), map closeups, photos of the map built with Dwarven Forge pieces, and miniature suggestions.</p><p></p><p>Here's something I love. Where this dungeon really shines is providing DMs with an example of how to make a "living" dungeon. Rooms have information on what's there the first time the PCs arrive, and how they change during revisits. I really like how this is implemented; just doing a quick read, it makes the dungeon seem vital and alive. There's also some cool, unexplained weirdness even at 1st level. I see a lot of yoinkable ideas here, and I fully intend to use some of them in my own game.</p><p></p><p>I am sorry that there aren't 4e stats. My hope is that the fan base on the forums will convert beasties into 4e statistics, which Monte can then link to.</p><p></p><p>Site navigation is just fine, and will get better once the map is hyperlinked directly to the room descriptions (something that is forthcoming, I believe.)</p><p></p><p>Initial opinion: thumbs up. Useful and fun, with clear potential and the likelihood of gathering momentum.</p></blockquote><p></p>
[QUOTE="Piratecat, post: 4702104, member: 2"] [color=orange]Make sure you aren't making personal shots at the people who disagree with you, folks - and thanks to everyone who is already making sure they aren't.[/color] I don't think I'd agree. I know many hundreds of gamers, and I know of about five who prefer the dungeon-all-the-time experience. My empirical evidence suggests that it's far more common for people to buy superb dungeon campaigns like Castle Whiterock or World's Largest Dungeon so that they can yoink the fun pieces out to use elsewhere. If you want to split that conversation off into another thread, it may make for some really interesting discussion. --- And to get back on topic, I've gotten a sneak preview of Dungeonaday! So far I like what I see. I'm not sure the cost is a [i]great[/i] deal, especially if you lose access to the material once your subscription lapses, but it strikes me as a [i]reasonable[/i] deal for the quality and quantity of content I'm seeing. I'm hoping that he'll offer as discount for a year's subscription, if he hasn't already. So far Monte has 12 rooms up, along with a full level 1 map and a side map. There's background information on the dungeon, info on the big threats, a glossary, and a player handout or two. There is art for the rooms (both specific and generic), map closeups, photos of the map built with Dwarven Forge pieces, and miniature suggestions. Here's something I love. Where this dungeon really shines is providing DMs with an example of how to make a "living" dungeon. Rooms have information on what's there the first time the PCs arrive, and how they change during revisits. I really like how this is implemented; just doing a quick read, it makes the dungeon seem vital and alive. There's also some cool, unexplained weirdness even at 1st level. I see a lot of yoinkable ideas here, and I fully intend to use some of them in my own game. I am sorry that there aren't 4e stats. My hope is that the fan base on the forums will convert beasties into 4e statistics, which Monte can then link to. Site navigation is just fine, and will get better once the map is hyperlinked directly to the room descriptions (something that is forthcoming, I believe.) Initial opinion: thumbs up. Useful and fun, with clear potential and the likelihood of gathering momentum. [/QUOTE]
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