Monday, July 6, 2015

The Underloft-grid-map lessons learned

After a hiatus out of respect for Med-faire season, we resumed the Dungeon Purgatory campaign.

Over the last two sessions, we returned to and completed one of my levels.

The Underloft.
The Underloft may be thought of as the flooded-basement of the castle complex. A vast, subterranean space, wet, cold, dark and dripping.
Something like this image of Dwarrowdelf from LotR, except flooded.












I liked the idea of the Underloft. it was very archetypal. I thought the atmosphere would translate easily, and I thought it would be a good opportunity to use the Zelda-Grid style map.

The players recently made their second expedition to the Underloft, in search of a key which would grant access to new areas.
And I swear, it was the most boring couple of sessions I have run in recent memory.

One of the problems was misuse of a random encounter table. As the party progressed from gridsquare to gridsquare, I would roll away on a d20 encounter table to see what appeared in adjacent grids.
This gave me a lot of nonsense and things that Either I didn't feel like running, or else some nonsense encounter.
Fortunately, the table producd a merchant with a boat for sale. So the PCs could traverse the waters without suffering hypothermia.
Then it so happened to yield the Boss with the McGuffin they were looking for.

I went in thinking that adherence to a random table would produce an organic experience that would surprise everybody. What I got was either nonsense, or unappealing. Really, it would have been better if I had simply plotted to a certain extent.

We are using a spell failure table for this campaign. Spells require a spellcraft check with a difficulty based on the spell level. This makes it possible to fumble spells. Fumbled spells call for a roll on a  d100 table listing various effect, some benign, some terrible.
Somebody failed a spell, and as a result evaporated all water in a 1 mile radius.
This Dried up the whole level. The party was able to walk to the exit.
Near the exit, they stumbled upon the same merchant. How the merchant got there before them was not explored. But the only reason for it was my use of the random encounter table.

I think it would have been better to track the significant objects over time according to the reasonable natures of the object, rather than relying on the random encounter table. It would have created a greater sense of depth to the level. Even if this would have been imperceptible to the players, I would have felt better about it. Adherence to a random table for generating encounters off-the cuff was a bad idea. I use random tables when populating areas beforehand, but I don't obey them if I don't feel like the result is appropriate. Why did I have this temporary lapse? Must have been too long since I last DMed.

Next time will be better.


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