Sunday 23 March 2014

Is there room in the boat?

I am thinking about creating a megadungeon for Labyrinth Lord (as well as one potentially for DCC), but with excellent products like Barrowmaze, Stonehell, and the Castle of the Mad Archmage available, is there still room in the boat?

What do you think? Is this an idea worth pursuing?

14 comments:

  1. Sure. While there's lots of good stuff out there, there's always room for more. Especially if it's something a little different.

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    1. Thank you for your response. As the first respondent, would you mind terribly if I referenced your name somewhere in the project?

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  2. I agree with David, I think there is room for more. All three of the megadungeons that you mention have very specific and unique feels to them.

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  3. Heck yeah! The more the merrier I say.

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  4. Go for it! It's always nice to have another megadungeon around!! There's still room and there will still be more room after yours.

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  5. There is always room for more!

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  6. If the question is whether another megadungeon would find buyers, sure it would. If it’s well written, there’s plenty of room for it to stand out from the competition in people’s minds, when they recommend it to others, too.

    Sounds like you already have some plans for this and developed ideas for it, when you offered to put the first commenter’s name into it. If that’s the case, how large would something like this be (rooms, levels, sandbox encounters outside the dungeon) and how long do you think it would take to produce and cost?

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    1. Well, Level 1A will be 186 encounter areas, not including sublevels.

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  7. I think so, Barrowmaze is heavily undead focussed.

    Stonehell does a little bit of everything but it's formulaic organisation and map design loses many of the elements which can make a megadungeon so much fun for me (namely interesting terrain to explore/overcome, route choices and multiple entry to different levels.

    Any new megadungeon just needs to fill it's own niche and not retread theirs.

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  8. I think the 'hook' is crucial. It has to have some theme or quality that helps it stand out to succeed in a narrow market.

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  9. I second Nate McD's feeling that it's not the megadungeon itself that sells, but the feel of it. The theme will be the thing that brings it home for me.

    The world can always use more sprawling complexes in which to gleefully murder gleeful murderhobos

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  10. Hells to the yes. I also 4th the idea of coming up with a theme to highlight your megadungeon. Something to make it fun and different.

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  11. Absolutely! A dcc version is especially intriguing, as it seems to lend itself to episodic play. I'd enjoy seeing your thoughts on how to incorporate megadungeon play into a dcc style game.

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