SPECIAL NOTICE
Malicious code was found on the site, which has been removed, but would have been able to access files and the database, revealing email addresses, posts, and encoded passwords (which would need to be decoded). However, there is no direct evidence that any such activity occurred. REGARDLESS, BE SURE TO CHANGE YOUR PASSWORDS. And as is good practice, remember to never use the same password on more than one site. While performing housekeeping, we also decided to upgrade the forums.
This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Fun idea! A vertical dungeon of branching towers!

Started by Spinachcat, February 16, 2020, 12:03:29 AM

Previous topic - Next topic

Vile Traveller

Is it 2-dimensional? It looks 2-dimensional. Like a scrolling video game. If it were 3D I could see a use for it.

Omega

Quote from: Vile;1122951Is it 2-dimensional? It looks 2-dimensional. Like a scrolling video game. If it were 3D I could see a use for it.

It seems like its 2D but from reading over the notes it allmost seems like they are saying it can do layered networks of towers. Which would not be too hard anyhow really. Just work up say two or three sets and then link them into the 3rd axis.

RPGPundit

My city of Arkhome (from my Last Sun DCC campaign, available on PDF as Arkhome & Arkhome II) is not a dungeon, but it is a huge city setting based on towers with interconnecting bridges, and the books have rules for generating random levels of the towers and also random contents of the caves and sewers surrounding the city.
LION & DRAGON: Medieval-Authentic OSR Roleplaying is available now! You only THINK you\'ve played \'medieval fantasy\' until you play L&D.


My Blog:  http://therpgpundit.blogspot.com/
The most famous uruguayan gaming blog on the planet!

NEW!
Check out my short OSR supplements series; The RPGPundit Presents!


Dark Albion: The Rose War! The OSR fantasy setting of the history that inspired Shakespeare and Martin alike.
Also available in Variant Cover form!
Also, now with the CULTS OF CHAOS cult-generation sourcebook

ARROWS OF INDRA
Arrows of Indra: The Old-School Epic Indian RPG!
NOW AVAILABLE: AoI in print form

LORDS OF OLYMPUS
The new Diceless RPG of multiversal power, adventure and intrigue, now available.

Steven Mitchell

#18
Thinking about this more, it is very rare for me to do any dungeon or dungeon-like adventure without a strong vertical element.  Even in the classic D&D style, I'm fond of chimneys, deep pits with a secret door at the bottom, vaulted chambers with balconies access normally from stairs in another room, etc.  The vertical dungeon turns the tendency up to 11.

HappyDaze

Quote from: Steven Mitchell;1123128Thinking about this more, it is very rare for me to do any dungeon or dungeon-like adventure without a strong vertical element.  Even in the classic D&D style, I'm found of chimneys, deep pits with a secret door at the bottom, vaulted chambers with balconies access normally from stairs in another room, etc.  The vertical dungeon turns the tendency up to 11.

I've recently run two adventures on a ship (different campaigns), and the multiple decks and action in the rigging added for some fun. Vertical "open-topped" battles with flying creatures and ranged attackers can be a lot of fun too (unless you have that one asshole in the group that "is 110% built for melee and can't do anything else").

Bren

Quote from: HappyDaze;1123130I've recently run two adventures on a ship (different campaigns), and the multiple decks and action in the rigging added for some fun. Vertical "open-topped" battles with flying creatures and ranged attackers can be a lot of fun too (unless you have that one asshole in the group that "is 110% built for melee and can't do anything else").
I suspect that would still be fun for the rest of the group. Possibly more fun.
Currently running: Runequest in Glorantha + Call of Cthulhu   Currently playing: D&D 5E + RQ
My Blog: For Honor...and Intrigue
I have a gold medal from Ravenswing and Gronan owes me bee

Steven Mitchell

Quote from: Bren;1123135I suspect that would still be fun for the rest of the group. Possibly more fun.

Yes.  And it the all melee person isn't an asshole, it can even be fun for him, too.  I've had it happen several times where the character was 95% melee, but might as well have been all melee in that fight.  Sometimes the player can get pretty inventive about what they do.

Of course, it helps if the system you are playing has a means to get opponents down to the ground, if only briefly.  Fantasy Hero worked great that way, in that the ranged characters immediately start going for stun/knock out results.


Omega

The first one works and is pretty much how Starbound plays. Or most any 2d adventure game like the oft mentioned Castlevania.

The second is just your standard 3d scaffolding terrain. Necromunda and a few other wargames make use of this.


And the 3rd is closer to the idea.

Vile Traveller

Coincidentally I just came across a related article in Alarums & Excursions #15 (October 1976?) by one E. A. Thomas entitled THE CASTLE OF CYLINDERS.

QuoteMy dungeon, still in the design stage is planned to remedy automatically many of the problems of straight D&D dungeons. As you can infer from the zine title, many of the rooms are apparently round.

On the first floor, most of the corridors are, shorter than usual, the rooms more numerous and varied and a high proportion of them are occupied. However, the monster selection on level one is limited to those with less than 4 hit dice, with the numbers encountered random from 1/2 to twice the party size. Other levels are appropriately scaled to pose a severe challenge but not an insuperable one to the right-strength party.

Lest anyone think a few high level characters would have a cakewalk, they haven't encountered the magical property of the cylinders. Many of the rooms sense the strength of the party by their total hit dice, levels and magical accoutrements with heavy weighting of the highest level characters present. This magical sensing device automatically activates the elevator properties of the rooms sinking the party to its proper level. The elevator does not return to the surface until the party has suffered a certain reduction in strength or at the end of a specified number of turns, whichever comes first. These, factors are not known exactly by the players.

For the foolhardy that wish a more severe challenge, there is the conveniently located one-way chute that descends one, two or three levels more than the level of the character that enters it. In the above manner, all parties can have an interesting encounter but nobody rapes my dungeon of treasure and magical items by tramping around below his capabilities. Likewise no low level party need fear meeting a Balrog unless he is stupid enough to enter the one-way chute.

Treasure and magical items are also scaled appropriately for the different dungeon levels. In general it is necessary to survive three or four successful adventures to acquire enough experience points to raise a character one level. The probability of reaching the next level in my dungeon with good play will be designed to be 60%.

Therefore only one out of 25 characters could be expected to over reach 6th level. And 6 out of 1,000 the 10th level. Of course, a superbly skillful player could improve those odds somewhat.

Encounters with intelligent and semi-intelligent monsters will be played on a tactical board with strict observance of movement limitations. One moron in our group who enjoys being chaotic will play the monsters under strict control of the DM.

HappyDaze

Quote from: Vile;1123805Coincidentally I just came across a related article in Alarums & Excursions #15 (October 1976?) by one E. A. Thomas entitled THE CASTLE OF CYLINDERS.

Yuck. That dungeon is from the parts of old school that I try hard to stay away from.

Omega

Yeah sounds more like a death trap to toss condemned prisoners into rather than a dungeon.

Vile Traveller

Quote from: Omega;1123883Yeah sounds more like a death trap to toss condemned prisoners into rather than a dungeon.
You mean, like a dungeon?

Omega

Quote from: Vile;1123889You mean, like a dungeon?

Except dundeons tend to be beatable. You might lose a few adventurers to bad choices or bad luck. But the chance of death is not an ever escalating near certainty like described above. In a normal dungeon you can get through about any of them as long as are moderately careful and or really good at negotiating. Which seems an element the the described above lacks.

Try again please.

Zalman

#29
Quote from: Omega;1124002
Quote from: Vile;1123889You mean, like a dungeon?


Try again please.
A dungeon is literally an underground prison cell. The reason adventures are said to take place in "dungeons" is precisely because of those demesne's resemblance to an inescapable prison.
Old School? Back in my day we just called it "School."