Malrex
So ... slow work day? Every day?
Was reading the recent review of Garden of Bones where its a 'rando' adventure.
I wanted to explore some of the comments:
"Emmy Allen’s Gardens of Ynn and Stygian Library (IIRC-correct me if I’m wrong) follow this broad template and were rather well received, so I’m curious as to what worked with those but failed here. Is it just a matter of better setpieces excused the overall random generation aspect?"
"There’s some similarity but significant differences. In those products, you generate a map as you go, but once generated, it remains somewhat static. There’s a lot more system to it, one you can interact with meaningfully."
"The difference there I guess is choice. Head into the unknown or retreat t the familiar. What has _changed_ back at the familiar place as a result of your actions also enhances interactivity/choice/consequence.
The limiting factor on both is lack of ability to plan ahead or scout for what’s coming next- although if denizens or encounters can provide clues that the giant likes beans or something around here breathes fire, you can ameliorate that somewhat."
Reason I'm interested in this is that I've been working on a 'dungeon' where one level is a "rando" dungeon--it's definitely not the focus of the adventure, but I believe it makes sense for the type of 'dungeon' it is in this particular case and I was experimenting with something new. It seems some other comments believe that this type of dungeon is lame or boring. I can certainly see some frustration and lack of interactivity as the GM just rolls dice to see what's next, but I also feel that if its a short area, it could be fun? It feels like the random tables in the DMG for when a DM is creating a dungeon but the PCs are along for the ride...
My editor said my area was a decent idea but didn't quite work and so I decided to do it the 'regular' way, yet include an alternate way to run the level in an appendix. I think one way I can make the alternate way better is to give the option for PCs to cut their way through and make their own passage if they really just want to get the hell out. I think that would reduce the 'frustration' as the time it took could be hand-waved, but if there is that component then truly what is the point of the 'rando' dungeon?
I've seen some discussions about the quantum ogre or whatever...wouldn't the 'rando' dungeon completely negate that? Is there a benefit to it?
I'm rambling...but just curious what other people think about 'rando' dungeons and if they can be saved, if they are just a total failure, and how they could be improved. I'm also trying to determine if people will feel 'ripped off' if they get a 30 page dungeon, but 5-8 pages of it is the same level of the dungeon but an alternate way to run it---or if it would be better to somehow combine the rando tables into the regular dungeon way--like an events table similar to Irridated Paradox that 1Tru did. Please share your thoughts.
I wanted to explore some of the comments:
"Emmy Allen’s Gardens of Ynn and Stygian Library (IIRC-correct me if I’m wrong) follow this broad template and were rather well received, so I’m curious as to what worked with those but failed here. Is it just a matter of better setpieces excused the overall random generation aspect?"
"There’s some similarity but significant differences. In those products, you generate a map as you go, but once generated, it remains somewhat static. There’s a lot more system to it, one you can interact with meaningfully."
"The difference there I guess is choice. Head into the unknown or retreat t the familiar. What has _changed_ back at the familiar place as a result of your actions also enhances interactivity/choice/consequence.
The limiting factor on both is lack of ability to plan ahead or scout for what’s coming next- although if denizens or encounters can provide clues that the giant likes beans or something around here breathes fire, you can ameliorate that somewhat."
Reason I'm interested in this is that I've been working on a 'dungeon' where one level is a "rando" dungeon--it's definitely not the focus of the adventure, but I believe it makes sense for the type of 'dungeon' it is in this particular case and I was experimenting with something new. It seems some other comments believe that this type of dungeon is lame or boring. I can certainly see some frustration and lack of interactivity as the GM just rolls dice to see what's next, but I also feel that if its a short area, it could be fun? It feels like the random tables in the DMG for when a DM is creating a dungeon but the PCs are along for the ride...
My editor said my area was a decent idea but didn't quite work and so I decided to do it the 'regular' way, yet include an alternate way to run the level in an appendix. I think one way I can make the alternate way better is to give the option for PCs to cut their way through and make their own passage if they really just want to get the hell out. I think that would reduce the 'frustration' as the time it took could be hand-waved, but if there is that component then truly what is the point of the 'rando' dungeon?
I've seen some discussions about the quantum ogre or whatever...wouldn't the 'rando' dungeon completely negate that? Is there a benefit to it?
I'm rambling...but just curious what other people think about 'rando' dungeons and if they can be saved, if they are just a total failure, and how they could be improved. I'm also trying to determine if people will feel 'ripped off' if they get a 30 page dungeon, but 5-8 pages of it is the same level of the dungeon but an alternate way to run it---or if it would be better to somehow combine the rando tables into the regular dungeon way--like an events table similar to Irridated Paradox that 1Tru did. Please share your thoughts.