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World's Largest Dungeon in actual play [Spoilers!]
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<blockquote data-quote="jim pinto" data-source="post: 1746970" data-attributes="member: 17619"><p>wow.</p><p></p><p>you said a mouth full.</p><p></p><p>let me tackle this, point by point</p><p></p><p>i'm being a little incredulous, if nothing else, because i'm letting</p><p>you see into my psyche. 95% of the pre-design of this book came</p><p>out of my head and helped to structure HOW we would tackle it.</p><p>making it modular, placing the monsters, designing the template for</p><p>each Room, etc.</p><p></p><p>the introduction (with a few key exceptions) was written BEFORE</p><p>a single writer was hired.</p><p></p><p>during the creation process we tried to stay as close to our design</p><p>principles as we could. but good ideas, like Room N223 that develop</p><p>during the 11th hour of editing, can't be shuffled away simply because</p><p>the DM won't or can't read ahead to see what the dungeon has to offer.</p><p></p><p>yes, i'm sorry i didn't do a better job of tying that room to the WHOLE</p><p>of the dungeon. it was unlikely during design that the PCs would find</p><p>it. but i kept thinking of all those really bad RPGA puzzles at conventions</p><p>that never made sense, when i made it, and i thought.... here's an instance</p><p>where if people are paying attention to the clues in this room, they'll realize</p><p>that something is afoot and these scrolls are not what they appear to be.</p><p></p><p>sadly, this too is illogical and as much as i like the room, its not as</p><p>cool now in print as it was when i dreamed it up.</p><p></p><p>but...</p><p></p><p>at the end of the day, if the DM doesn't like the puzzle i've presented,</p><p>he's free to ignore it.</p><p></p><p>as i stated, my original concept was for the book to be modular.</p><p>however, if the DM wants to surprise the PCs with well-placed</p><p>foreshadowing, it wouldn't be a bad idea to read 1 or 2 regions</p><p>ahead. foreshadowing needs to be tailored to the style of the</p><p>group and we really can't do that for you ahead of time.</p><p></p><p>a fortune teller that says, "Agar will die at the hands of his own death."</p><p>is great if the DM can assure the PCs will enter a room with a mirror</p><p>of opposition. AEG, however, can't make sure that happens without</p><p>a really big hammer.</p><p></p><p>the real problem is that there are 5 unique paths through the dungeon</p><p>and unless the PCs hit EVERY room, it won't matter what's in Room</p><p>N223 and all those clues have gone to waste.</p><p></p><p>luckily, i'm online every day and i hope i can guide people to some</p><p>really, really cool adventures .... with a little help from the DMs, i guess.</p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>thanks for the kind words, twofalls</p><p></p><p>i hope your game goes well</p></blockquote><p></p>
[QUOTE="jim pinto, post: 1746970, member: 17619"] wow. you said a mouth full. let me tackle this, point by point i'm being a little incredulous, if nothing else, because i'm letting you see into my psyche. 95% of the pre-design of this book came out of my head and helped to structure HOW we would tackle it. making it modular, placing the monsters, designing the template for each Room, etc. the introduction (with a few key exceptions) was written BEFORE a single writer was hired. during the creation process we tried to stay as close to our design principles as we could. but good ideas, like Room N223 that develop during the 11th hour of editing, can't be shuffled away simply because the DM won't or can't read ahead to see what the dungeon has to offer. yes, i'm sorry i didn't do a better job of tying that room to the WHOLE of the dungeon. it was unlikely during design that the PCs would find it. but i kept thinking of all those really bad RPGA puzzles at conventions that never made sense, when i made it, and i thought.... here's an instance where if people are paying attention to the clues in this room, they'll realize that something is afoot and these scrolls are not what they appear to be. sadly, this too is illogical and as much as i like the room, its not as cool now in print as it was when i dreamed it up. but... at the end of the day, if the DM doesn't like the puzzle i've presented, he's free to ignore it. as i stated, my original concept was for the book to be modular. however, if the DM wants to surprise the PCs with well-placed foreshadowing, it wouldn't be a bad idea to read 1 or 2 regions ahead. foreshadowing needs to be tailored to the style of the group and we really can't do that for you ahead of time. a fortune teller that says, "Agar will die at the hands of his own death." is great if the DM can assure the PCs will enter a room with a mirror of opposition. AEG, however, can't make sure that happens without a really big hammer. the real problem is that there are 5 unique paths through the dungeon and unless the PCs hit EVERY room, it won't matter what's in Room N223 and all those clues have gone to waste. luckily, i'm online every day and i hope i can guide people to some really, really cool adventures .... with a little help from the DMs, i guess. :) thanks for the kind words, twofalls i hope your game goes well [/QUOTE]
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