Post by vexnal on Mar 13, 2017 22:32:46 GMT
Entrance: The Cube route - everyone just wakes up inside the Infinite Dungeon. To encourage secretive roleplaying, the message "you just wake up" will be passed around as individual notes, and not simply announced.
Concept: I put together a fairly tight adventure for AWA '16, but no one really got into it. For contrast, I'm currently playing in a weekly 5th edition 'game', and I can't get into the god damned out of the box starter adventure. And I've even looked the whole thing up myself, it's a mess. Enter a slicker, more relaxed, and more adaptable format... Infinite Dungeon!
The Land: A seemingly endless hallway of slick plasteel, transparent aluminum, and other impermeable niceties. It goes up and down and 'round and 'round, sometimes underwater, in the sky, or underground. It is punctuated by:
-Encounters: Sometimes simply a trapped room or corridor, implemented randomly. 'Two (Gelatinous) Cubes, One Hall' is one of my favorites.
-Doors: These open onto things that can only be described as holodecks, and scenarios with an (eventually) obvious goal. Completing it opens a door back to the ID, but one can always 'jump the fence' and trek outward, kind of like the new Westworld. "It goes as far as you want it to". However, turning around always presents you with a doorway back to ID. Examples -
-A tall cornfield around a mysterious mansion, includes as many Scarecrow golems as the party can handle (1 tends to be good for at least 4 3rd lvls)
-HyperBall: a long rectangular arena, and at the opposite side are enemies in helmets, armor, with spiked footballs. They mostly try to kill the PCs, but if they try to play football, the field starts to tilt along the 50 yard line, to the benefit of the NPCs. (This also works for the Krikitmen)
-The players arrive in a stable, filled with single-seaters and multi-passenger monsters (and maybe even magic items, like rugs). When everyone boards (or at a dramatic time), the race begins! Several NPCs begin a cross-country quest of conniving and cunning.
and
-Rest Areas: These are periodically along the hallway of ID. In the spirit of the enchanted paths of later Xanth novels, they always include sources of food, water, personal relief, and even sleeping accommodations. Also, AutoDocs, from Niven's Known Space. These would allow me to employ creatures like the Gorynych (fond of 'wishboning'), where as long as the party survives in any condition, they can continue on. In addition to tons of treasure, I also want to add vending machines - which can dispense everything from food to potions, and even machines that can accept currency gained from the Doorway encounters to dispense magical weapons, defensive items, and misc. items. Rolled randomly, for everyone's amusement.
Convention Features:
-The preconstructed characters - bland but fair. Decent stats.
-We don't want to turn anyone away, even if its an 8 person game going on the 4th of 5 hrs of gaming, therefore, ID allows players to simply appear. I like doing pre-generated characters with little snippets of roleplaying notes and whatnot.
Concept: I put together a fairly tight adventure for AWA '16, but no one really got into it. For contrast, I'm currently playing in a weekly 5th edition 'game', and I can't get into the god damned out of the box starter adventure. And I've even looked the whole thing up myself, it's a mess. Enter a slicker, more relaxed, and more adaptable format... Infinite Dungeon!
The Land: A seemingly endless hallway of slick plasteel, transparent aluminum, and other impermeable niceties. It goes up and down and 'round and 'round, sometimes underwater, in the sky, or underground. It is punctuated by:
-Encounters: Sometimes simply a trapped room or corridor, implemented randomly. 'Two (Gelatinous) Cubes, One Hall' is one of my favorites.
-Doors: These open onto things that can only be described as holodecks, and scenarios with an (eventually) obvious goal. Completing it opens a door back to the ID, but one can always 'jump the fence' and trek outward, kind of like the new Westworld. "It goes as far as you want it to". However, turning around always presents you with a doorway back to ID. Examples -
-A tall cornfield around a mysterious mansion, includes as many Scarecrow golems as the party can handle (1 tends to be good for at least 4 3rd lvls)
-HyperBall: a long rectangular arena, and at the opposite side are enemies in helmets, armor, with spiked footballs. They mostly try to kill the PCs, but if they try to play football, the field starts to tilt along the 50 yard line, to the benefit of the NPCs. (This also works for the Krikitmen)
-The players arrive in a stable, filled with single-seaters and multi-passenger monsters (and maybe even magic items, like rugs). When everyone boards (or at a dramatic time), the race begins! Several NPCs begin a cross-country quest of conniving and cunning.
and
-Rest Areas: These are periodically along the hallway of ID. In the spirit of the enchanted paths of later Xanth novels, they always include sources of food, water, personal relief, and even sleeping accommodations. Also, AutoDocs, from Niven's Known Space. These would allow me to employ creatures like the Gorynych (fond of 'wishboning'), where as long as the party survives in any condition, they can continue on. In addition to tons of treasure, I also want to add vending machines - which can dispense everything from food to potions, and even machines that can accept currency gained from the Doorway encounters to dispense magical weapons, defensive items, and misc. items. Rolled randomly, for everyone's amusement.
Convention Features:
-The preconstructed characters - bland but fair. Decent stats.
-We don't want to turn anyone away, even if its an 8 person game going on the 4th of 5 hrs of gaming, therefore, ID allows players to simply appear. I like doing pre-generated characters with little snippets of roleplaying notes and whatnot.