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Old video game maps for current D&D campaigns
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<blockquote data-quote="Ranes" data-source="post: 1729094" data-attributes="member: 4826"><p>I like Torm's suggestion. Using maps taken from text adventures, especially those of Infocom's pedigree, is a neat idea I wonder why I'd never had.</p><p> </p><p>If you want dungeons, why not try <a href="http://www.cs.pitt.edu/~alandale/dmjava/" target="_blank">Dungeon Master Java</a>? That FTL game had great dungeon design (for a CRPG) and the Java release comes free with a level editor.</p><p> </p><p>I have great memories of playing that game. In fact, I played it with an old gamer friend. We took shifts at the keyboard, with the other handling cartography and navigation.</p><p> </p><p>One day, as my friend was driving, the party found itself beset by [spoiler]purple worms[/spoiler]. They were [spoiler]trapped in a room[/spoiler]. The [spoiler]corridor[/spoiler] beyond was completely [spoiler]congested[/spoiler] by these [spoiler]purple worms[/spoiler]. The [spoiler]party[/spoiler] would [spoiler]open[/spoiler] the [spoiler]door[/spoiler] and [spoiler]fight through the doorway[/spoiler], hacking, bashing, shooting, casting, [spoiler]wave upon wave[/spoiler] of the [spoiler]inexorable invertibrates[/spoiler], until they had to [spoiler]close it again[/spoiler], in one of the brief moments of calm that punctuated the relentless rythmn of the carnage, and take refuge.</p><p> </p><p>My friend was handling the fight with the utmost efficiency. The [spoiler]door[/spoiler], which [spoiler]slid up and down at the press of the button[/spoiler], was being fully exploited vis-a-vis its suitability for [spoiler]smacking worms on the head[/spoiler]. We thought we were really maximising our combat potential, until [spoiler]it[/spoiler] broke, as in the [spoiler]door[/spoiler] completely [spoiler]shattered[/spoiler]. No longer was it suitable for [spoiler]smacking worms on the head[/spoiler]. Nor would it [spoiler]close[/spoiler], any more. It was now [spoiler]open[/spoiler].</p><p> </p><p>Coming perilously close to its end in the process, the party hacked its way out, one step at a time. That was when we maximised our combat potential.</p><p> </p><p>Accurate navigation proved to be critical to our escape, too.</p></blockquote><p></p>
[QUOTE="Ranes, post: 1729094, member: 4826"] I like Torm's suggestion. Using maps taken from text adventures, especially those of Infocom's pedigree, is a neat idea I wonder why I'd never had. If you want dungeons, why not try [url="http://www.cs.pitt.edu/~alandale/dmjava/"]Dungeon Master Java[/url]? That FTL game had great dungeon design (for a CRPG) and the Java release comes free with a level editor. I have great memories of playing that game. In fact, I played it with an old gamer friend. We took shifts at the keyboard, with the other handling cartography and navigation. One day, as my friend was driving, the party found itself beset by [spoiler]purple worms[/spoiler]. They were [spoiler]trapped in a room[/spoiler]. The [spoiler]corridor[/spoiler] beyond was completely [spoiler]congested[/spoiler] by these [spoiler]purple worms[/spoiler]. The [spoiler]party[/spoiler] would [spoiler]open[/spoiler] the [spoiler]door[/spoiler] and [spoiler]fight through the doorway[/spoiler], hacking, bashing, shooting, casting, [spoiler]wave upon wave[/spoiler] of the [spoiler]inexorable invertibrates[/spoiler], until they had to [spoiler]close it again[/spoiler], in one of the brief moments of calm that punctuated the relentless rythmn of the carnage, and take refuge. My friend was handling the fight with the utmost efficiency. The [spoiler]door[/spoiler], which [spoiler]slid up and down at the press of the button[/spoiler], was being fully exploited vis-a-vis its suitability for [spoiler]smacking worms on the head[/spoiler]. We thought we were really maximising our combat potential, until [spoiler]it[/spoiler] broke, as in the [spoiler]door[/spoiler] completely [spoiler]shattered[/spoiler]. No longer was it suitable for [spoiler]smacking worms on the head[/spoiler]. Nor would it [spoiler]close[/spoiler], any more. It was now [spoiler]open[/spoiler]. Coming perilously close to its end in the process, the party hacked its way out, one step at a time. That was when we maximised our combat potential. Accurate navigation proved to be critical to our escape, too. [/QUOTE]
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