tag:blogger.com,1999:blog-3226298509613481208.post1778046386935850447..comments2023-08-18T02:10:12.564-07:00Comments on Saturday Night Sandbox: Quitting QuasquetonBigFellahttp://www.blogger.com/profile/03052419088140204154noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-3226298509613481208.post-88309984573540399662010-01-22T18:30:21.755-08:002010-01-22T18:30:21.755-08:00Hey, thanks for stopping by Delta.
Yeah, I notic...Hey, thanks for stopping by Delta. <br /><br />Yeah, I noticed that 1/3 principle kind of coming out in the Labyrinth Lord dungeon stocking table too, in terms of empty vs. trap vs. monster. <br /><br />I'm totally with you on your 2nd. to last paragraph here. Choice points are the interesting part of hallways. (Well, that and wandering monsters. I think traps in hallways are a negative, as they encourage the "inchworm" style of exploration, but I digress.) This is why cavern maps are kind of a boondoggle too. They look cool on a page, but really all the players care about are the branches, not how aestetically wiggly they are.BigFellahttps://www.blogger.com/profile/03052419088140204154noreply@blogger.comtag:blogger.com,1999:blog-3226298509613481208.post-24470800761773153712009-12-28T22:13:29.912-08:002009-12-28T22:13:29.912-08:00Hey BF, getting some time in the holidays to actua...Hey BF, getting some time in the holidays to actual take a deep breath and some game-related read/writes. Interesting post, I just played some Quasqueton two nights ago now.<br /><br />One of the notes I made for myself from that session is that indeed, I would prefer not to have the ultra-wiggly (and smashed-together) corridor designs from the game's early days. You see this both in B1 and things like the Dungeon Geomorphs package. <br /><br />Thing that occurred to me is (probably occurred to many others over the years): If there's no decision to be made (no branching), then there's no great good in spending time with wiggly this-way, that-way turns. I actually started omitting some of the kinks from my descriptions, and want to likewise avoid them in my own map designs.<br /><br />I also ran into some expectation for more monsters. Even if you do stock the dungeon in advance, you'll notice it only recommends 16-20 monsters in 56 keyed locations. That's actually very much in synch with early game dictums (OD&D, Basic, Geomorphs, DMG, etc.) that have monsters in about 1/3 of available rooms. That's sort of a deeper philosophical/ ecology thing that will definitely wierd out more modern game players.Deltahttps://www.blogger.com/profile/00705402326320853684noreply@blogger.com