Then a dungeon crawl against time and against a group of adventurer. With traps, skirmish, running, riddles and 1 extended contest in the end. If they win against the party of adventurer they get outside in time, else ...
All characters had 2 keywords: Human Mind - Goblin body.
With use of the as you go method for everybody.
This made a very funny game.
Manuel
On Tue, Dec 29, 2009 at 1:23 PM, andrew.d.scott_at_... < andrew.d.scott_at_btinternet.com> wrote:
>
>
> Thanks for the advice. It's aligns nicely with some of the ideas I've been
> pondering.
>
> The encounter bandolier is something that already occured. I envisaged it
> as two circles at either end of a page, one representing the entrance and
> its gatekeeper and the other the final confrontation (escape, defeating the
> nameless evil or whatever other goal might be in play). Between the two are
> a cluster of other circles, each representing an encounter of a set
> difficulty that occurs within an environmentally distinct portion of the
> dungeon - the forgotten tombs, the gaol, the great bridge and so on. As the
> characters progress from circle to circle the narrator joins the cluster
> together using the pass/fail arrow notation, allowing it to guide him to the
> next appropriate challenge. Simply put the map adapts itself to story
> demands rather than existing as a preset configuration.
>
> On the horror angle: I've always prefrreed dungeons as Underworlds over
> subterranean military installations. Whatever I end up writing will
> emphasise the sense of gnawing dread that attends would likely such an
> experience. I'm using the anglo-american horror 'The Descent' as toal
> inspiration for some of it, shored up with the grandiose, echoing
> dereliction of Moria.
>
> I also think you raise an important point on establishing goals within the
> environment. It's something I'll return to later.
>
>
> --- In HeroQuest-RPG_at_yahoogroups.com <HeroQuest-RPG%40yahoogroups.com>,
> "ian_hammond_cooper" <ian_hammond_cooper_at_...> wrote:
> >
> > --- In HeroQuest-RPG_at_yahoogroups.com <HeroQuest-RPG%40yahoogroups.com>,
> "Jeff" <richaje_at_> wrote:
> > > Funny this should be coming up - we are working on a dungeon crawl for
> HQ2 in the Sartar Companion.<
> >
> > Some things we have been talking about to help you.
> >
> > The pass/fail cycle is definitely one way to handle this. have a
> bandolier filled with encounters of varying types (obviously that make sense
> for the story) and then throw new 'encounters' of appropriate difficulty at
> the players as the pass/fail cycle prompts. A map is not really important,
> what is important is using the setting during those encounters i.e. narrow
> squeezes, the dusty ancient tomb, chasms, crumbling bridges. Those
> 'features' provide credibility test obstacles for abilities or 'furniture'
> for narration during contests.
> >
> > Second, look to horror over action movies for better story here. We have
> been too influenced by D&D and first person shooters, to think of dungeons
> in terms of ebbing hit points, lowering magic points, and balancing that
> power ups, magical items etc. Going back to the source it is usually a lot
> more about penetrating an 'alien' realm where you are not in charge, but
> desperately trying to stat alive long enough to rescue the hostages before
> they are sacrificed, find the magic item that will save the village etc. In
> many cases the dungeon is seen as overwhelming - there is no hope of beating
> it, only surviving it.
> >
> > So you definitely want to throw Hard and Very Hard encounters at the
> heroes to keep them on the back foot, and their objectives should be more
> about 'finding a path' than 'clearing out the dungeon'.
> >
> > One thing I'm intrigued by here is to what extent the pass/fail cycle is
> different for horror over action i.e. in the rising action on you get a lot
> more tough encounters but in the climax you get easier encounters.
> >
>
>
>
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