Friday, December 30, 2022

Preplanning this whole damn thing

 Going into this, I will take my approach to this seriously. 

What do I mean?

I am not planning ahead regarding the number of rooms per level. Nor am I preplanning what certain rooms will be.

I am treating this as I do with everything I design. First, write a few bullet points of what I want, and then from there, I start writing. I also write a To-Do list to list things I want to cover or add. This To-Do list grows over time as more ideas come to me.

Another thing I do is create lists. These lists encompass persons, places, and things. Every time a name comes to me, I write it down. The same for locations magic items. I create lists for spell ideas, poisons, monsters, traps, and encounters. All this helps create content because I look at the lists if I need help.

The last thing I do is come up with an elevator pitch. This is crucial; in everything I design, this is the first thing I do. Why is this crucial? It keeps me focused, and if what I create does not match this pitch, I scrap it.

Here is the elevator pitch for The Temple of the Lost Flame:

Hidden within the flames is an evil long forgotten. The gate soon shall be open, and the fire of retribution will return.

Admittedly the rise is weak, but it is enough to keep me focused.

Building from this is what the dungeon is going to be like. I know lava is going to play a prominent role. This will be the home of the forgotten evil. I also see the truth of the dungeon will only be known as the players explore. Further, people must learn what lies below in the first two levels.

As for structure, I have one idea that I want to work into my creation: sub-levels. Why? It allows for movement up and down, allowing players to access regions they cannot access liner. Case in point Level 2A is only accessible via stairs from Level 5. Likewise, Level 10A is only accessible via a portal found on Level 1. I like this because it takes the maze concept of dungeons and forces them vertically and horizontally. As a result, it allows for a more exciting flow and limits the sprawling nature that megadungeons tend to have. 

The other benefit of this is it will keep me engaged,

Finally, the last thing on my To-Do List is creating a location where the dungeon is based. I want a village that serves as a home base. I also want to set this in a larger region that offers more adventure hooks. Why? Because I love creating. I also recognize that I will need a break from creating this dungeon for 365 days. I want to work on both the outside and inside. 

In the end, this preplanning will make my spontaneous creation easier but enjoyable. 


Wednesday, December 28, 2022

Time to get it into gear

Two years.

That is how long I have had this writer's block.

It has been crippling. No matter what I do, what I try, or how I act, this damn block has not gone away.

Sure, I have tried, but I still fail.

I am changing that right now.

How?

#dungeon23

What exactly is this?

Design a mega-dungeon in one year, one room per day, 12 levels. Yes, you are reading this right. Every day I add something that slowly sees the growth of a mega-dungeon. This process will continue every day of each month. At the end of each month, I will have one dungeon level. Then on 12/31/23, with the creation of the last room, I will have a 12-level dungeon.

The impetus of this project started with a tweet from Sean McCoy, designer of the SciFi horror RPG Mothership. Then like most things, the idea took off.

So why am I doing this? First, I need something to spur my creativity. Second, I am looking at this as the spark to get my butt moving on the projects I have stalled on.

I do not know what this project is going to become. But I know it will surprise me as much as it surprises you.