365 rooms feels like a lot. That’s where the challenge lies, after all. Part of my logic in filling in all 28-31 rooms of each floor is by deciding that my Mega Dungeon is very much ‘lived-in’. It’s a structure designed for people to live and work in, so you need all the spaces that requires. Bedrooms, office rooms, work stations, amenities. All these things tick off a room or two.
The layer for February is a production facility. It was established to build technology en masse. The engineers and workers here were working around the clock to construct a way past a world altering event. So as well as some big factory rooms, each space is either dedicated to managing this huge project, or giving the staff their living quarters.
Continue reading “Dungeon 23 – Week 6”
We’re going deeper underground.
The end of January means the completion of the first layer of the Megadungeon, and the beginning of the next. So I needed to make sure that the first was rounded off at 31 rooms, and I needed to think ahead to what the next layer should be.
What I’ve found curious about this self-imposed project is how the ideas flow steadily. I came up with an overall idea for the whole megadungeon from the start, but I didn’t really know how I wanted the whole of Layer 1 to look until it was half-formed. As I started on Layer 2, I had even less of an idea of how it should look. Nevertheless, day by day, the mental image is developing. I don’t think I would have created the same dungeon if I’d sat down to build it in one go.
A new layer in my mega dungeon means a new time period, a new Prophecy leading to its creation, a new clan living within its halls, and new threats for the party to face.
Continue reading “Dungeon23 – Week 5”
One of the aspects that intrigues me about a Megadungeon is how they can feel so ‘lived in’. A standard dungeon might be completely barren of life – just ancient traps and treasures left behind – or it might still be occupied by a big bad monster or evil villain. If you greatly expand the limits of the rooms and landscape within, suddenly theirs room to add whole ecosystems, small pockets of civilisation, clans, potential allies and enemies.
I have an overall idea that several of the layers of my Dungeon23 creation will have humanoid groups living within. Remnants of a bygone age, or people seeking refuge from the calamities outside. As outlined in earlier blog posts, this ‘dungeon’ was a high-tech complex trying to save the world. Whilst it failed, and has since given way to the chaos, collapse and corruption, some pockets of the dungeon still support life.
If nothing else, offering a party potential companions/nemesis that are just trying to survive amongst the aging machinery and monstrous abominations, has the potential to create interesting scenarios and problems for the players to overcome. Unless they blast through human and monster alike without a second thought… that’s okay too.
Continue reading “Dungeon23 – Week 4”
One of the options for this lengthy creative project is to turn to random tables and generators for inspiration for what can be found in each room. I haven’t needed to do this (yet) because I have a reasonable grasp of what I want to do on this month’s layer. Yet, the original post about Dungeon23 came with a list of key-word prompts, and I’m inclined to use them. Not so much to inspire me when I’m stuck, but to see if I can add a twist to the idea I already have.
In week 1, the prompt picked for me from the list (my wife picked a number from 1 to 52) was ‘cut’. So some of the first seven rooms have doorways cut off from fallen debris, and there are strange lazer burns in the floor and ceiling that all suggest a great battle once surged on the land above , adding a layer of intrigued to the dungeon I wouldn’t have thought of otherwise.
In week 2, my random prompt was ‘idol’…
Continue reading “Dungeon23 – Week 2”