Friday, April 5, 2019

Making a Workshop Decision

The most fun I had today was writing about the Palaeozoic Era, as requested by a reader encouraged by this post.

The problem with any sort of discord or misunderstanding in a comments window, everyone else clamps down rather that being seen as ignoring the drama or participating in it.  That issue is now settled, so let's get back to the agenda at hand.

Several people seem to be getting the jist now, so I'd like to find a way to move forward.  Let's call a moratorium on new descriptions at this point and try and settle what this room looks like.  Monday, I suggested we should vote on someone's description.  That is very obviously not practical.  So let's workshop the problem, and try to settle an answer by Sunday, so I can upgrade the map and create a new situation come Monday.

I suggest the readers participating, and that means everyone, should express their preference for ~ let's say a maximum of two described dungeon facets ~ what they've seen from others so far.  Name one High Preference and one Low Preference; explain briefly why you prefer these, as a way of encouraging others to share your sentiment.  We'll give 2 pts. for your High choice and 1 pt. for your low, and see if we can find a winning motif.

Here's a nice fantasy image, encouraging everyone to feel warm and fuzzy.  Let's have fun.



18 comments:

  1. High Preference: Portcullis at the entrance.

    Thoughts: Is this place a retreat or prison? Is it functional, and can the party repair it if not? It could be a useful foil for pursuit if the party has to leave in a hurry and something to be aware of in case it gets used against them.

    Low preference: Tingling upon the skin when entering.

    Thoughts: Is this an aspect of the environment? Or, is it a warning to some denizen? It is an interesting non-standard sensory phenomenon that can be tied into later should it happen again, be it the passing of an unusual monster, magical effect, or portent.

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  2. High interest: hexagonal dungeon tiles that faintly glow.

    Low interest: central statue

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  3. High preference: Large statue of an orc in the center, facing north, holding a broken sword, with an inscription at the base.

    The statue suggests the possibility of treasure. It used to be adorned with jewels; was looted at one time; but still holds a gemstone. Hopefully there's other riches that were overlooked.

    Low preference: Tingling sensation.

    Same as Baron's take: it's an unusual phenomenon that suggests something more about the dungeon, but it's not so obviously dangerous as to scare away adventurers.

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  4. High Preference: One rune door/one door slightly ajar.

    Two obvious choices for a party, one of which cannot be ignored by following the "go left" procedure. No party would ever leave an open door behind them, and they wouldn't dare close it either.

    So even better, it's five choices masked as two choices masked as one actually good choice. Great direction. The party will 99/100 examine the open door, but they'll want to come back ASAP to find out what's up with the rune door. Encouraging non-linear exploration. I'm a fan.

    Low Preference: Dwarf craftsmanship of the dungeon.

    Couple people mentioned this one. It's cliche, but the function is shorthand for "this looks sturdy/well made" and depending on your party "there are probably stone traps somewhere". That's useful, and since we're gonna be doing these rooms randomly having some of the mental legwork done in advance doesn't hurt.

    Honorable mention to Laugh's Owl motif. I like it. Could work for a Mage tower, or a temple to whatever. Owls are birds of prey, but usually seen as good omens. There's a lot to play with there. I'm writing this down because part of me hopes everyone else will get inspired and vote for it, even if I'm a coward.

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  5. High Preference: Three dead humanoid bodies

    Should be an indication of what foes and/or dangers the group might find farther inside the dungeon. Both to allow the players to plan ahead, but also to make the dungeon a coherent whole, rather than an series of independent, unconnected rooms.

    Low Preference: One rune door/one door slightly ajar.

    With five doors, some degree of differentiation is needed to give the players a choice. If all doors are the same, picking one isn't really a choice, it is just a random pick. Five faces/symbols does give something, but without a way to interpret them, they don't really give information until the players have explored a room or two and can figure out the pattern (unless they have beforehand knowledge).

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  6. I would vote for at least one of my own elements but I see my presentation as not being as strong as it could be. There's value in this exercise, though I'm only just beginning to understand what that value is.

    Sometimes, it's hard to grasp new things.

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  7. High preference: "There are a set of roughly-man shaped wet footprints that lead from the stairs to the door to the southwest"

    This is so great because it makes the players the hunters rather than the hunted. They now know something about the creatures in the dungeon and are themselves totally unknown to those creatures. Who wouldn't want to proceed when they have an upper hand like that?

    Low preference: "Large statue of an Orc in center, facing North, holding a broken sword, inscription at base"

    While I think it might have a bit too much control over things outside of this one-room-workshop and I would rather see this dungeon as something other than an orc lair, I think this is a great feature since it tells the players A LOT about what to expect. That statue instantly signals to the party that this is familiar ground and they won't be surprised. So please, go ahead and explore.

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  8. Just want to say that since I'm going to let the dice decide, I don't know what sort of lair it will be; it might be an orc lair. If it is, then the challenge would be to ensure it isn't the standard set up we'd find in Keep on the Borderlands.

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  9. High preference: Orcish statue.

    Low preference: An inch of water on the floor.

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  10. High preference : the valualld golden ring and the key in a locked and easily broken chest.

    It makes me want to know where the key goes, and indicate reward for searching. Maybe a wiff of "there is a logic to this place" if confirmed later on. And it's simple for the DM to add something to open, or link the ring somewhere.

    Low preference: floor covered with an inch of water.

    It can be used in multiple ways, doesn't seem to hinder random generation, and can be extended upon easily.

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  11. High Preference: Owl Room

    For my second attempt, I went out of my way to build a room that is self-contained, consistent and does not make any assumptions about what came before or will come after.

    Low Preference: Rune Door & Door Ajar

    I like the element of choice for the players, it's something that I tried to create in my original concept. I'm concerned how we will deal with the open door and whatever we roll for the room/space/hallway behind the door. Why would monsters/creatures not be traveling in and out of the room? What if it's flooded? Of course... if it was easy, it wouldn't be any fun :)





    The Orc Statue, Pillar with Lever, Hexagonal tiles, etc. Are all, in my mind, unresolved design elements. Only the original authors know what/how these elements work and why they were included. Don't misunderstand me, I think all of them are creative and interesting and may 'borrow' some of them in the future. But, for the purposes of this exercise, I think these undefined variables (for the group) represent a risk in maintaining consistency.

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  12. We're free to define them in ways the originators did not intend.

    Can you be more precise where you say, "Owl Room," L.L.?

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  13. I was referring to my second room concept, with the Owl Motiff, that I posted on April 5th

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  14. Voting is not being held on any complete concept of any given room description, but upon a single feature or facet. I can put you down for the owl itself?

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  15. Yes, please; I'm voting for the Owl.
    I'm sorry for not being on task with my response; I will be more careful as we continue. Thank you for proposing and facilitating the workshop.

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  16. Thank you for taking part. Maximum effort here on my part to make as few assumptions as possible regarding what is wanted. That's my motivation in asking.

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  17. Okay, let's close the vote. Comments after this one no longer count.

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  18. I missed the voting. I'll need to be more on the ball.

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