Hello! First off, not dead. Secondly, I'm back after a while to post my progress after what time I had to work with. There was some finagling here and there over how a dungeon's details should be laid out, especially considering how certain elements like the number of loot items and enemies can vary significantly over the course of the campaign. Now of course, I've never made anything like this before, but I believe I have something approaching a functional template, which I arrived at by piecing together what significant bits came to mind for that first lowest rank dungeon, and then stripping it all out, leaving just the formatting behind. Have a look!
I thought about showing you all the full version for the first dungeon, but I kinda thought to keep it a secret for just a little longer. In it, I've taken to using plenty of abbreviated text for the finer details. Perhaps more annoying still, I very much intend to see all tables forcibly extended horizontally for accommodate everything included in later dungeons. The online references (bulbiedia and such) I used had additional things recorded, but I hope I've zeroed in on the most relevant. There may be changes in the future.
And of course, since I imagine an eyebrow or two has been raised because of the last of that checklist, I'll say that it's by no means a new concept when it comes to dungeon crawling, but I liked the idea enough to feature it in the future, with a decent idea of how to implement it. It isn't that I'm looking to push players to go through dungeons faster, merely that I like the tension that it brings. Needless to say, this info is for the DM's eyes only, you understand. Anyway, that'll be all for now. Sorry again for the delay. Till next time.
I thought about showing you all the full version for the first dungeon, but I kinda thought to keep it a secret for just a little longer. In it, I've taken to using plenty of abbreviated text for the finer details. Perhaps more annoying still, I very much intend to see all tables forcibly extended horizontally for accommodate everything included in later dungeons. The online references (bulbiedia and such) I used had additional things recorded, but I hope I've zeroed in on the most relevant. There may be changes in the future.
And of course, since I imagine an eyebrow or two has been raised because of the last of that checklist, I'll say that it's by no means a new concept when it comes to dungeon crawling, but I liked the idea enough to feature it in the future, with a decent idea of how to implement it. It isn't that I'm looking to push players to go through dungeons faster, merely that I like the tension that it brings. Needless to say, this info is for the DM's eyes only, you understand. Anyway, that'll be all for now. Sorry again for the delay. Till next time.