an average-sized birdie told me they’re making a competitor to Jersey Mike’s called York Walter’s

gracie abrams

No title available
Stranger Things
sheepfilms
Sweet Seals For You, Always
h

Product Placement

pixel skylines
Cosimo Galluzzi
Today's Document
wallacepolsom
🪼
trying on a metaphor
will byers stan first human second

#extradirty
he wasn't even looking at me and he found me
No title available

Origami Around
Lint Roller? I Barely Know Her
tumblr dot com

seen from Malaysia
seen from United States
seen from Türkiye
seen from Malaysia

seen from Germany

seen from Türkiye

seen from Türkiye

seen from Malaysia
seen from United States
seen from United Kingdom

seen from United Kingdom
seen from Bangladesh
seen from Switzerland
seen from Germany
seen from Netherlands

seen from United States
seen from United States
seen from France

seen from Japan

seen from Germany
@estoy-milk
an average-sized birdie told me they’re making a competitor to Jersey Mike’s called York Walter’s
I've read all the stuff you've written about the megadungeon and some of Alexandrian's posts on it, and I think the stuff about wandering monsters and restocking rooms is absolute gold. Do you have any advice on designing dungeon crawl puzzles and traps, or maybe an example of your favorites or go-tos? Everything I find is either the classic "anything can be a puzzle" non-answer or kinda lackluster. I've had some success looking at the Book of Traps supplement for 3.5e d&d, but it feels like advice for puzzle design is a bit thin on the ground.
I'll talk about traps first, then puzzles.
Okay, so, puzzle design is hard. If you can design good puzzles, great, but some people do that as their whole-ass job. I think it's a skill that needs to be developed and usually requires that you be clever and inventive, and "be very clever" is not great advice to give someone.
Instead, I'm going to provide two tricks I use to make puzzles for my games: isomorphism and composition.
Hi! Maybe you've said it before, but do you know of a good resource to learn the basics of mega dungeon design? Is there any like, guidebooks or something you would reccomend? There seems to be a lot to keep in mind
There are a few different guides I've seen over the years, and I mostly think that they're not very good. For instance, 2nd edition AD&D had a Dungeon Builder's Guidebook, and I went and glanced at my copy to see if I could recommend it here, and I don't think there's much of value in here? I've also seen some bloggers try to lay out some ideas and develop megadungeons of their own. Some of these have looked good! And some of them... had different philosophies to the ones that I would have gone with.
That said, I shan't leave you without anything useful.
The first thing I'm going to call out is that your dungeon is going to change and evolve as you run it. And I don't just mean in terms of how play evolves the space, you're going to end up making changes as you go. In fact, early versions of the DMG basically state that you only really need to have one floor ahead of your players done. Wings of the dungeon further from your players can be a rough sketch of how spaces relate to each other, and if they're a cul-de-sac they don't really need anything at all besides that they exist. Factions, similarly, can be developed as things go on. You only really need to know how they relate to the parts of the dungeon the players can get to early on. I also really like developing factions as play continues. It's not unusual for me to introduce new factions in the progress of play, especially if the players do something that might cause that.
The second thing is this: only do the parts you're excited about. Steal or generate the rest. This may be an odd thing to say, as a girl who has been posting nonstop about megadungeons for weeks now, but I don't actually like making dungeons very much. I like running them, but the actual dungeon creation is kind of a chore. There are great tools for this, though. Atelier Clandestine includes a megadungeon generator in their sandbox generator that I hear is quite good. The last time I made a megadungeon from scratch, huge chunks of it were just Dyson Logos maps stitched together, with only a handful of rooms I made from scratch, either as connectors or specific weird things I wanted. Similarly, for initially stocking rooms, I'll often use random tables to figure stuff out. A bunch of these are from old G+ OSR blogs and stuff like that, but if you go looking for roll tables of weird stuff for dungeons, you'll find a lot of interesting stuff.
The third thing is to just iterate. Start with a vague sketch of the dungeon. What are the zones and how do they connect? What are the general factions, and what do they want? Then, in passes, make it more specific. Fill in one area, flesh out one faction, populate some rooms. As you're doing thing, think about how they interconnect and interrelate. When you decide something about one faction, that'll inform relationships to the other. When you iterate the layout of one zone, that'll inform its connections to others, etc. And you'll keep doing this iteration as you run the dungeon, it really never stops.
Finally, here's a checklist of stuff I like to make sure I'm thinking about. But it's your dungeon, so I would highly encourage figuring out what your own checklist looks like.
Zones. How are they distinct from each other, and what do they have for players and NPCs to want? I'm happiest when I could describe a room to my players and they can know what zone it's in just from the description.
Factions. Who are they, and what do they want? I find these work best when allying with any one faction implies causing tension with at least one other, and when there are no factions with whom allying is completely uncomplicatedly good.
Connections. How do different parts of the dungeon connect, and what are some interesting connections? Things like shortcuts that can be unlocked, one way connections, unconventional connections, ones that require unusual forms of movement to use, or special powers.
Cool stuff. Both in terms of cool stuff to use, and cool problems to overcome. Loot falls in this category, as well as big cool things to interact with in the dungeon. Here's an apparatus that permanently polymorphs anyone who goes inside. Here's a circle that fully heals anyone who enters at the cost of aging you a random amount. Here's a powerful treasure in a box submerged in a lake of acid. Stuff for the players to play with and come back to.
As long as I have those things I'm happy, so as I'm iterating I'll look at my list and see if there's anything I need to add or spice up. And then once I'm at the table, I'll often find I want to make changes and I'll tune things between sessions. Nothing is set until the players have observed it, so if I find my players are coming up to a wing of the dungeon and I'm not happy with how I expect it'll play out, I can always change it.
Introduction to the OSR
what's an OSR? it's a game that's kinda like old-school D&D. or is old-school D&D. or is compatible with old-school D&D. an OSR game generally has some or all of the following principles:
low character power with highly lethal combat. in old-school D&D a 1st-level fighter has d8 hit points and a longsword does d8 damage, and you die at 0HP. this is not to ensure characters die all the time but to emphasize the next bullet point:
emphasis on creative problem solving. most situations cannot be solved by straightforward use of your abilities (such as charging into every situation with swords drawn, if a fighter), so the game tests lateral, outside-the-box thinking.
emphasis on diegetic progression. spells are found, not obtained automatically on level-up. you get XP by finding gold more than killing monsters. most of your cool abilities come from magic items. making alliances & hiring followers is encouraged.
focus on managing inventory, resources, risk, and time. the players are constantly faced with meaningful decisions; this is the heart of the game.
very sandbox-oriented. the focus on creative problem solving means the game must be accommodating to players taking a course of action the GM didn't plan for. use lots of random tables to generate emergent story. some elements of new simulationism.
high tactical transparency, i.e., the optimal course of action is rarely system-specific, and ideally very possible for a new player to intuit.
usually semi-compatible with old D&D, but not always. usually rules-lite, but not always.
what does the OSR mostly NOT do?
focus on character builds. these change the focus too much to be on the rules than the fiction, can create situations where stuff everyone should be able to do is an ability locked to one class, and impede tactical transparency.
resolve everything with a die roll. combat uses dice to be scary, unpredictable and most importantly not your default course of action. everything else should bring up dice rarely - dice are your plan B when your plan A fails. the best plans need no dice.
use linear storytelling or put players into a writer/GM role. linear storytelling gets in the way of the decision-making so core to the playstyle; letting players write details into the setting is mutually exclusive with them discovering it.
rules for everything. 400 pages of crunch is worse at simulating a believable world than the GM and players' shared understanding. OSR games rely constantly on GM ruling.
mostly still applies to all the above. making your system a "pure" OSR game comes second to doing what's best for your game.
Kafkaesque…