tag:blogger.com,1999:blog-3871409676946408069.post9175694784623891050..comments2023-10-14T03:58:59.333-06:00Comments on The Tao of D&D: Alchemists First Level ReduxAlexis Smolenskhttp://www.blogger.com/profile/10539170107563075967noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-3871409676946408069.post-87268371564017825202011-05-28T00:12:54.021-06:002011-05-28T00:12:54.021-06:00You know to be dead honest. I think of the map po...You know to be dead honest. I think of the map posts this is my favorite. Not because of the maps, or their content, but because it really makes you think about the fourth dimension in gaming. <br /><br />Of what I've seen there's content about random encounters, what happens if you stay in a room too long, but not as much on progression and evolution of an environment. Here is one piece, and the tumbling dungeon from Telecanter is another, but I feel like this one seems like evolution rather than Telecanter's revolution. <br /><br />Whereas waiting around long enough (apparently harder than it sounds) in Telecanter's dungeon eventually resets the whole thing, in this alchemist's den we have an evolution. The dungeon will be changed entirely for the party, and there still remains a lack of, "The party leaves the way they came." If ever I design a dungeon ahead of time, or even on the fly, I think I'm going to do everything in my power to help prevent that easy out.Oddbithttps://www.blogger.com/profile/12091924105175846386noreply@blogger.comtag:blogger.com,1999:blog-3871409676946408069.post-23167411238832495672011-05-27T09:55:04.669-06:002011-05-27T09:55:04.669-06:00Alexis, just catching up with this now... will pri...Alexis, just catching up with this now... will print out and enjoy over the weekend. May have some comments then.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-3871409676946408069.post-55978120954878910392011-05-25T14:26:30.285-06:002011-05-25T14:26:30.285-06:00It reminds me a bit of designing levels for Castle...It reminds me a bit of designing levels for Castle Wolfenstein, with trigger points and like.<br /><br />However, I feel you have a very valid point. Dungeon modules tend to become very static. One needs better descriptions of what might happen than a list of rooms with contents (that never move).Jaap de Goedehttps://www.blogger.com/profile/08554247766752846375noreply@blogger.com