Ah, its feels good to be back in the P&P driving seat after a couple of random posts about MMOs.
So without further ado...
Dungeons.
You gotta love 'em.
Though, that said, the tired old dungeon bash (or Dungeon Crawl as they are oft called) has really had its day for anything but the most rudimentary of games run for the most novice of players. And even then I'd say you could do something more interesting with it.
Award-winning P&P game designer John Wick, whom I have referenced numerous times in prior posts, has a pretty interesting concept with his Dirty Dungeon. Which he describes here on You Tube.
As with most of Wicky's ideas, they certainly give you food for thought, but I tend not to take them up wholesale, rather pick bits out of them, mush them up a little and turn them into something else. Which is precisely what I intend to do with his Dirty Dungeon concept - and make it more of a collaboration rather than something almost purely player prescribed, which whilst an interesting idea - goes a little too against the grain of roleplaying for my delicate palate. What I'd like to see players do, is actually roleplay the gathering of the information. And so you as the GM come to the table with a rough background for why the dungeon is there. And a modular design for the architecture, and as the players do their research in libraries, talking to old adventurers, and generally listening to rumour and gossip about the place, you think on your feet and use their discussion and the ideas that emerge to build your dungeon on the fly.
Anyway, that's not what I came here to talk about. That's all intro.
The following idea is something I developed a few years ago, inspired by the Bulldog Productions game Dungeon Keeper. I started it once with a group of players but never got to finish it due to the encroachment of RL into the fantasy world I prefer to inhabit. It might be interesting now to redevelop it in conjunction with the Dirty Dungeon idea above.
The idea is fairly straightforward but ultimately turns the classic notion of the Dungeon Bash on its head.
In a distant region of the world, a little off the beaten track, a town has been periodically besieged by the denizens of a nearby dungeon. And periodically the town strikes back by sending off the odd group of heroes and adventurers to seal the dungeon, and its fate, once and for all. Obviously this hasn't worked, and none of them have ever been seen or heard of again.
The PCs are hired by notables in the town, or the local Venturers' Guild, or just because they want to make a name for themselves. Whatever reason, some townsfolk tell them about the dungeon, and they stride off (after researching the legends and making suitable preparations one hopes) to go bash it.
But this is an 'evilpilch' game, and they don't call me that for nothing.
The dungeon is in fact the lair of an ancient and potent Lich, far more powerful than the combined forces of the party. And this is important. Because at some stage (not prescribed, we allow the players to penetrate the dungeon to a degree) but one by one, they come a cropper and fall foul of the dungeon's traps and undead denizens.
But this is not the end of the game. Far from it. The players, after their demise are reawakened en masse, on a series of cold dark slabs of stone, much like sarcophagi. And on a shelf before them they see what they suspect are their own hearts in dangling from a chain within glass jars. A corresponding crudely stitched wound down their breastbones. They have been reanimated as Wights. Undead that retain the memories of their former lives, and their skills, but are at the behest of their reanimator.
On so begins the game proper. With the Lich tasking the players to defend its lair against intruders.
The Lich also has a series of special tasks for them, kidnapping virgins from the town. Bringing in children to sacrifice at the Lich's altar. All manner of gruesome and unsavoury assignments. There may even be a way for the players to turn against their master, or otherwise indirectly orchestrate the Lich's demise so they are freed from bondage.
But in short, this is how a regular dungeon bash can be turned on its head.
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