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Thread 96813505

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Anonymous No.96813505 [Report] >>96813735 >>96813742 >>96813814 >>96814154 >>96814900 >>96815092 >>96815098 >>96819411 >>96819431 >>96819433
How do you design a dungeon well?
Anonymous No.96813612 [Report] >>96813682 >>96817060
hot naked slave bitches + plenty of spooky skeletons
Anonymous No.96813682 [Report]
>>96813612
>hot naked skeletons + plenty of spooky slave bitches
ftfy
Anonymous No.96813735 [Report] >>96813778
>>96813505 (OP)
What game? Makes a lot of difference.
Anonymous No.96813742 [Report] >>96817293
>>96813505 (OP)
DEATH traps. Lots of DEATH traps. But do leave ample amount of clues and various ways to disarm / break / trick them.
When designing your puzzles, ASSUME your players are lizards: They run on INSTINCT and rely on SIGHT, SMELL and ROOM TEMPERATURE to dictate their decisions. They will brute force their way through any obstacle they can't slither through and may eat each other at times. Assume they are LIZARDS not RETARDS and you'll save yourself a lot of trouble.
Also yes hot bitches and hot skeletons. Also hot minotaurs
Anonymous No.96813778 [Report] >>96817147 >>96819454
>>96813735
Is there really that much of an impact on dungeon design between systems other than lethality
Anonymous No.96813814 [Report]
>>96813505 (OP)
You start digging down through the dungeon floor until you hit groundwater, reinforcing the walls as you go down. You then need some kind of mechanism to get the water up from the well. A bucket and some rope works, but ideally you'd want to construct either a winch or pump mechanism to make it easier.
Anonymous No.96813839 [Report]
Probably tapped to an underground river, and away from combat so dead bodies don't contaminate the water.

But I'm no plumber, sorry OP.
Anonymous No.96814154 [Report] >>96814792
>>96813505 (OP)
are you making a one time dungeon, a multi-use dungeon or a megadungeon?
Anonymous No.96814792 [Report] >>96817041
>>96814154
megadungeon
Anonymous No.96814900 [Report]
>>96813505 (OP)
Well, first off, read the Dungeon Mastering section/book of whatever system you're running...
Anonymous No.96815092 [Report]
>>96813505 (OP)
My studying mall maps and designs. I am rather fond of early MegaTen games and use modern buildings like malls and convenience stores as reference.
Anonymous No.96815098 [Report]
>>96813505 (OP)
Probably a lot like a regular well, but in a dungeon.
Anonymous No.96817041 [Report]
>>96814792
what's your intent behind it? a themed enviorment, a monster hotel, a funhouse
Anonymous No.96817060 [Report]
>>96813612
>Flaming skeletons and Vampire Thralls
Done and done.
Anonymous No.96817147 [Report]
>>96813778
Yes. Some games focus more on challenge rooms, some on combat encounters per day, some on exploration, some on loot recovery, etc. and have different incentives and mechanics for that.
Anonymous No.96817293 [Report]
>>96813742
HOT SKELETON MINOTAUR BITCHES
Anonymous No.96819411 [Report]
>>96813505 (OP)
Probably without water so you can explore it?
Anonymous No.96819431 [Report]
>>96813505 (OP)
>first
Decide how deep it should be
>second
What kind of monsters built it? Did they just need more water, or was it for another purpose?
>third
Decide what happened to the original owners and if it changed, what new additions would you see? New bucket? Locked off?
>fourth
Have at least ten paragraphs on what the players first notice about your well
>fifth
Profit
Anonymous No.96819433 [Report]
>>96813505 (OP)
What's he watching?
Anonymous No.96819454 [Report]
>>96813778
You are going to feel very silly with your 2 months prepped my little pony dungeon, when we tell you we are playing Doom TTRPG