MegaDungeon Restart

48 hours starting now. 20 levels.

Re: MegaDungeon Restart

Postby Mythmere » Mon Apr 13, 2009 12:39 pm

Fingolwyn wrote:Count me in. I can convert hand-drawn maps to TSR Classic Blue and/or create new levels as needed.


Even under the original rules of the slam, you could do any of this you wanted to ahead of time. The real "slam" part of it was stocking the levels.
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Re: MegaDungeon Restart

Postby Lord Kilgore » Tue Apr 14, 2009 12:19 pm

Can someone explain in kindergarten terms where this is? I wasn't around for the initial go but am very interested in contributing. However, after reading the threads I still don't really understand what's going on. :oops:

Are you looking for maps only at this point? Or just ideas for a level? Stock the maps or just draw them up? Volunteer and then wait for someone to tell me which level to address? Should I be joining a team?

Apologies if I've somehow missed it, but I just can't grok...
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Re: MegaDungeon Restart

Postby Grim » Tue Apr 14, 2009 12:27 pm

at the top of this forum is the megadungeon forum. theres a thread for each level corresponding to the overview.
Any levels that have not been mapped will need maps once the theme for those levels is decided. Anyone is welcome to contribute ideas for any level and some people have chosen to do entire levels on their own while others have chosen to collaborate...
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Re: MegaDungeon Restart

Postby Geordie Racer » Tue Apr 14, 2009 2:01 pm

Grim wrote:
Geordie Racer wrote:Can I get a bit gonzo and stick the wreckage of an alien vessel on Level 14 ?

I had this idea that in ancient times, an alien ship materialising had caused the bonds of reality to warp, allowing the Chaotic monsters in. Not that the characters would ever find this out.

GelatinousCube wrote:I want to help bad.

I love drawing maps and I heart S&W right in its face.


Get in ! :D


As long as it isn't too far fetched for a fantasy game. ;)


then instead, how about a level of lava pools and caverns with a Jules-Verne type magic-powered Dwarven tunnelling device stranded there ? Are tattooed dwarves with blunderbusses a bit much ?
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Re: MegaDungeon Restart

Postby Grim » Tue Apr 14, 2009 2:35 pm

Not if they are drunk!
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Re: MegaDungeon Restart

Postby Geordie Racer » Tue Apr 14, 2009 2:52 pm

yep, alcohol and pits of flaming molten stuff - mwa ha ha hah !
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Re: MegaDungeon Restart

Postby Mythmere » Tue Apr 14, 2009 3:21 pm

The tunneling device is cool, but the players will work like hell to make it work, and it would be a problem if they do. Blunderbusses, I think, might be a bit much.....
Oddly, flamethrowers that have only a couple of uses (ie, the equivalent of short range dragon breath) might be cool. Players might get a use or two out of them, and it wouldn't give them the kind of power a tunnelling machine would. Or I suppose the tunneling machine could just be so obviously messed up that they wouldn't try to fix it.
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Re: MegaDungeon Restart

Postby Grim » Tue Apr 14, 2009 3:26 pm

I do think we should resist the urge to cram every sci-fi, fantasy, gaming trope in existence into this dungeon.
That is to say, lava pits are good in moderation but lets resist the urge to make an entire "Lava Level". The same goes for any of the other elements as well.
Am I on the right track with that statement, Myth?
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Re: MegaDungeon Restart

Postby Mythmere » Tue Apr 14, 2009 5:26 pm

Grim wrote:I do think we should resist the urge to cram every sci-fi, fantasy, gaming trope in existence into this dungeon.
That is to say, lava pits are good in moderation but lets resist the urge to make an entire "Lava Level". The same goes for any of the other elements as well.
Am I on the right track with that statement, Myth?


It's your megadungeon slam, man. I'm not arguing with anyone who dresses up like a barbarian in used beer cartons. :D
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