Archive for the ‘game design’ Category

The Ten Mile Tower

Wednesday, April 7th, 2010

So I’ve been working on an awesome adventure to kick off my new D&D game. The characters are all starting at 11th level, so that calls for something beyond “slay your first orc”, I should think.

The basic idea I have is as follows:

1. The characters receive a mysterious letter from a powerful mage beckoning them to The Ten Mile Tower. She promises to reward them with a powerful artifact if they meet her at the pinnacle of the tower but provides no other details.

2. The Ten Mile tower literally spans 10 miles into the air. It is said that from the top you can see half way around the world and touch the stars.

3. There is a legend about The Ten Mile Tower – that anyone entering its doors must leave the tower within 1 day or the doors will remain closed to them forever, trapping them inside the tower for the rest of their life. I may extend this to mean that the door locks within a day regardless of whether the person is in or outside the tower, meaning anyone may only visit the tower ONCE, but I haven’t made up my mind yet.

4. Different creatures roam the various levels (and there are thousands of levels!). Some of them fled the cruelty of the mortal world, seeking safety within the tower. Others entered the tower for various reasons (treasure, chasing pray, curiosity), stayed too long, and became trapped, unable to leave!

5. There are many stairwells up the various levels. However, at every mile up, there is only one passage up to the next level. It is usually guarded by a powerful monster who rules over the levels under it and decides whether travelers can pass to the next level.

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The Essential D&D

Tuesday, March 9th, 2010

WOTC is coming out with “D&D Essentials”, intended to be a 4e version of the D&D Basic line that ran parallel to 1st edition. Seems like a good time to think about what “D&D Essentials” means.

I have a lot of nostalgia for older D&D versions, and I try to be aware of that nostalgia. Still, it’s hard to pick through and figure out which of my favorite things about old D&D editions were actually cool, and should be brought back or included in future versions, and which were accidents, or nonessential parts of its coolness: elements I love, where my love has more to do with my history with D&D than with their objective loveability.

One of the ways to make this distinction might be to try to separate what I loved when I was a kid newly introduced to D&D, versus what I love now.

My 8-year-old Essentials list:

-Dragons: My first D&D edition was the 1983 red box Basic set, when I was 8 or so. I have a distinct memory of thinking the page of dragons was awesome: their hit die total was so much higher than the other monsters in the bestiary. They were badasses! Also, you could subdue them, which meant that you would have your own dragon. Awesome!
-Dungeons: I liked drawing them as much as playing them. I drew a lot of dungeons, using the dungeon symbol key (squares for doors, dollar-sign S in the wall for secret doors); more dungeons than I ever played.
-Equipment: The idea that you could equip your character for the unknown with wolfsbane and 10′ poles – really be ready for anything – appealed to me. And, of course, I liked the power fantasy of getting magic weapons and items, and the gambling aspects of rolling for treasure on the treasure table.
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