Dungeon Designs ...
#1
Posté 16 août 2013 - 03:53
As I continue work on my MP campaign, The Scroll, I would like to bring its blog to the attention of any potential players who may be interested in playing it and offering any feedback about some of its design. In this week's blog, I talk about "Dungeon Design" and ask for player's feedback about their most enjoyable "dungeon" to date and why it was such for them. Please feel free to drop by and comment using the link below:
http://worldofalthea...on-designs.html
The module has taken me years to write, and having people leave comments as you continue to chip away at the project are always good to receive.
If you have not heard of this campaign, or have not read the blog before, please feel free to leave any comment on any other post as you feel fit, as every legitimate comment can help to lead to some improvement before final release.
Many Thanks!
Lance.
#2
Posté 16 août 2013 - 04:48
#3
Posté 16 août 2013 - 07:11
Have you read these posts? http://tiberius209.b.../label/Dungeons [/quote]
Hi Arkalezth,
No I had not seen this post, but from a quick glance it looks as though it goes into more technical details than my own blog about the topic.
My own blog post was asking what players liked about a dungeon design in their own words: What did they enjoy about it? Atmosphere? The story? The rewards? etc. That kind of thing.
I will take a look at the link in more detail now. Thanks for that!
Lance.
#4
Posté 16 août 2013 - 11:44
I'll think about this and post something more useful sometime, but for now let me tell you a particular grievance of mine, something to NOT put in your campaign...
Useless, retrograde hoops to jump through. As an example, I offer SOZ' arcane attenuator mission. After gathering the six samples, you're put off ("I'll have to study these"). Then, once you've been to the Chult/Samarloch gateway temple - with no hint or warning, apropos nothing at all, in fact - you can go back to the wizard to open the next step, and then swing all the way back to Chult. You're looking at twelve area loads (or more) just to get back to where you were, and the only reason you know to do it is because you read it in a walkthrough.
This is about the worst in campaign/quest design.
Modifié par I_Raps, 16 août 2013 - 11:45 .
#5
Posté 17 août 2013 - 10:21
I_Raps wrote...
Hi Lance,
I'll think about this and post something more useful sometime, but for now let me tell you a particular grievance of mine, something to NOT put in your campaign...
Useless, retrograde hoops to jump through. As an example, I offer SOZ' arcane attenuator mission. After gathering the six samples, you're put off ("I'll have to study these"). Then, once you've been to the Chult/Samarloch gateway temple - with no hint or warning, apropos nothing at all, in fact - you can go back to the wizard to open the next step, and then swing all the way back to Chult. You're looking at twelve area loads (or more) just to get back to where you were, and the only reason you know to do it is because you read it in a walkthrough.
This is about the worst in campaign/quest design.
Hi I_Raps,
Oh that rings a bell actually ... I think I do recall having similar frustration with that, but the memory had faded .... until now.
I look forward to your next post then.
Lance.
THANKS ALSO TO MY BLOG POSTERS (WILL REPLY ON MY BLOG):-
Tchos!
Modifié par Lance Botelle, 17 août 2013 - 10:23 .
#6
Posté 17 août 2013 - 03:55
/comic book guy voiceI_Raps wrote...
Hi Lance,
I'll think about this and post something more useful sometime, but for now let me tell you a particular grievance of mine, something to NOT put in your campaign...
Useless, retrograde hoops to jump through. As an example, I offer SOZ' arcane attenuator mission. After gathering the six samples, you're put off ("I'll have to study these"). Then, once you've been to the Chult/Samarloch gateway temple - with no hint or warning, apropos nothing at all, in fact - you can go back to the wizard to open the next step, and then swing all the way back to Chult. You're looking at twelve area loads (or more) just to get back to where you were, and the only reason you know to do it is because you read it in a walkthrough.
This is about the worst in campaign/quest design.
Worst quest ever.
/comic book guy voice
#7
Posté 18 août 2013 - 10:52
- They should be dark, so that light sources or darkvision are required.
- There should be plenty of random atmospheric sounds (chains rattling, groans, whispers, small rocks falling, etc) to compliment an appropriate ambient soundtrack.
- The deeper you go, the nastier the inhabitants should be.
- There should be plenty of locks and traps to make rogues useful (they won't be sneak-attacking anything undead, so you wouldn't take a rogue along for their combat prowess).
- Include some unique undead types other than the standard zombies/skeletons. There are lots of interesting undead blueprints out there (Libris Mortis, for instance).
I tried to live up to those points in Shaar Moan (shameless plug).
Modifié par DannJ, 18 août 2013 - 10:52 .
#8
Posté 19 août 2013 - 10:29
DannJ wrote...
My preferences for crypts or catacombs (which is what most 'dungeons' usually are in these games) are:
- They should be dark, so that light sources or darkvision are required.
- There should be plenty of random atmospheric sounds (chains rattling, groans, whispers, small rocks falling, etc) to compliment an appropriate ambient soundtrack.
- The deeper you go, the nastier the inhabitants should be.
- There should be plenty of locks and traps to make rogues useful (they won't be sneak-attacking anything undead, so you wouldn't take a rogue along for their combat prowess).
- Include some unique undead types other than the standard zombies/skeletons. There are lots of interesting undead blueprints out there (Libris Mortis, for instance).
I tried to live up to those points in Shaar Moan (shameless plug).
Hi DannJ,
I think I meet all those points you mention.
Where is there the Libris Mortis blueprint available ... I found a NWN1 but not NWN2 versions.
I'll check your mod out as well.
Lance.
#9
Posté 19 août 2013 - 10:43
I'm not sure if you just just looked at the first post or not, but just in case, I was referring to all of them under that tag, especially the one at the bottom ("What makes a good dungeon?"). I linked it because I mostly agree with his points (with yours and Dann's as well), and I couldn't think of much else to add.Lance Botelle wrote...
No I had not seen this post, but from a quick glance it looks as though it goes into more technical details than my own blog about the topic.
Modifié par Arkalezth, 19 août 2013 - 10:44 .
#10
Posté 19 août 2013 - 10:49
Arkalezth wrote...
I'm not sure if you just just looked at the first post or not, but just in case, I was referring to all of them under that tag, especially the one at the bottom ("What makes a good dungeon?"). I linked it because I mostly agree with his points (with yours and Dann's as well), and I couldn't think of much else to add.
Ah, Good point. I had missed the ones further down and had only read the first one. I'm going to read the others as well now. Thanks for pointing that out.
Lance.
#11
Posté 19 août 2013 - 05:13
I'm certainly a fan of dark (I have pitch black maps with no light anywhere), but areas I expect will be lower level I tend to try to include some sort of environmental light source, whether glowing muchrooms, ceiling openings, or magical glowing doodads left around. The reason is that a low level pc has to give up the shield to hold their torch, and that's a significant tradeoff for low level characters. A bit more power and they can make the shield versus light source tradeoff decision.DannJ wrote...
- They should be dark, so that light sources or darkvision are required.
On the other hand, having lit torches in crypts no one's been in for 500 years, ugh (I'm looking at you, Skyrim).
#12
Posté 19 août 2013 - 06:40
Modifié par MasterChanger, 19 août 2013 - 06:40 .
#13
Posté 19 août 2013 - 07:23
#14
Posté 19 août 2013 - 10:09
Lighting ... I prefer to have pitch dark if pitch dark calls for it, meaning it requires the PC to find a light source or have access to the light spell, or have Darkvision. Not having such places feels like a "dumbing down" to me. And if they did not exist, then torches, lamps, lanterns and spells are pointless.
However, here are my provisos ...
1) Light sources must be readily available, and cheap.
2) Some dark areas may be complemented with ambient lighting, but only enough to still require a light source.
3) Don't overuse them ... and so have more ambient lighting than not.
The bottom line, some places simply deserve full darkness, and can be played as a challenge.
Tchos ... Why not simply buy a torch, or learn the light spell, or even play with a PC with Darkvision? Wouldn't that be more atmospheric?
Thanks all,
Lance.
Modifié par Lance Botelle, 19 août 2013 - 10:10 .
#15
Posté 19 août 2013 - 10:47
If you don't like the light spell effect, you can choose to cast the spell on an equipped item rather than yourself. Then you get ordinary white light instead of insanely bright (1.5x intensity) purple light, without an effect that occasionally eclipses the camera.
#16
Posté 19 août 2013 - 11:04
Torches don't cast ugly light, at least, but I really can't get much enjoyment out of exploring an area if I can only see a small radius around me at a time.
Those are some of my reasons as a player. As a modder, I use different colours, intensities, and positioning of light to create a mood and to direct the player's eye toward new areas of interest.
#17
Posté 19 août 2013 - 11:35
I forgot to mention, I have removed the "ball" that floats above the head in the Light spell, as I found it annoying. Now, the PC gets a simple "light" effect around them when cast. Hopefully, coupled with the lighting already in place, the overall effect will be quite good.
EDIT: I also forgot to say that I appreciate that "effects" may appear to "spoil" the original lighting in some situations, but I have found that it's not too bad in the areas I have tested to date. I.e. The overall effect is still what I hoped, even when additional lights/darkvision are applied. But, maybe I am less critical about lighting due to being colour blind.
Lance.
Modifié par Lance Botelle, 19 août 2013 - 11:38 .
#18
Posté 20 août 2013 - 01:41
I for one like having a low circle of visibility in dark conditions, to scare the bejeesus out of players when they don't see things rushing at them until they're right on top of them. Tweaking the fog start/end settings in interior areas can restrict how far players can see, regardless of what size light radius they are giving off. The darkness itself becomes part of the ambience.
That has the added bonus that you don't have to put down nearly as many environmental placeables to decorate the place - the player won't see many of them anyway, and chances are they'll be concentrating so hard on not being ambushed that they won't even notice their surroundings much.
#19
Posté 20 août 2013 - 01:51
Anyway, vive la différence! Mine may be too well-lit for the preferences of others, but I actually have a script included that will allow users to disable (and re-enable) all of the lights in their current area through the console in-game, if they wish for a dark dungeon.
#20
Posté 20 août 2013 - 01:59
One result of training me to break out the night vision at the first sign of darkness is that I wasn't able to tell if the designer ever put any light in the place for any special areas, because I'd very rarely ever remove it.
#21
Posté 20 août 2013 - 05:33
The cat potion in The Witcher achieved such a desaturated colour effect, and may be a good approximation of how actual cats see the world at night. Although lighting in that game was generally much better than in NWN2.
#22
Posté 20 août 2013 - 06:43
#23
Posté 20 août 2013 - 11:16
DannJ wrote...
<SNIP> The darkness itself becomes part of the ambience.<SNIP>
Agree with you here DannJ!
Tchos wrote...
My only thing is that as a player, I don't want to actually have a hard time seeing in dark places while playing, just as I don't actually want to feel the sensation of being hit by a sword while playing. In a roleplaying game, my opinion is that the character is the one that should have bonuses or penalties based on their stats and attributes, not the player.
I certainly understand this point Tchos. However, because the computer gives us that "real vision", which was otherwise left in the mind of the player in something like PnP (pen and paper) D&D, it almost begs requirement to satisfy both atmosphere and mechanics.
The question of lighting is one reason I wrote a blog on the subject once: http://worldofalthea...arch?q=lighting Note also the results of the poll on the blog that follows.
EDIT: FYI: The blog mentions the module as being called "Better The Demon". That is its working title. It is now called "The Scroll". And I had to chuckle at my own thoughts about the date of finishing again.
Cheers,
Lance
Modifié par Lance Botelle, 20 août 2013 - 11:20 .
#24
Posté 20 août 2013 - 01:07
#25
Posté 20 août 2013 - 01:21
Not everyone realizes the usefulness of the Light spell, and a party may not be able to cast it for various reasons such as null magic areas, party being seperated leading to non-casters all by themselves, or just lacking a party member who can cast it such as in settings that generally don't have casters in the party (Middle Earth, Lankhmar). At low levels, the Light spell will also not last long enough for any significant dungeoneering time in the dark.Eguintir Eligard wrote...
Why are people even talking about torches? Only a tool would hold a torch when there are CANTRIPS for light in a spell slot (0) that otherwise never gets used.





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