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 Ideas on how dungeons will work

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SmashBasher123
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PostSubject: Ideas on how dungeons will work   Tue Mar 10, 2015 12:24 pm

See title

/posting now before I forget but sorta in a rush right now so share any ideas you have on dungeons plzkthnxbai
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Laonoone
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PostSubject: Re: Ideas on how dungeons will work   Tue Mar 10, 2015 12:26 pm

One thing's clear, I think, and that's that there needs to be some kind of 'Dungeon Master', whether that be the owner of the dungeon or some kind of third-party to the adventuring first-party.
Though it'll sometimes be a second-party, but nobody gives a shit about technical perspective.

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Death-chan Mobile

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PostSubject: Re: Ideas on how dungeons will work   Tue Mar 10, 2015 12:27 pm

My idea on dungeons is that they get their own subforum. "Missions" would be replaced by "Dungeons". More info when I get home to a computer.
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Zerdark
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PostSubject: Re: Ideas on how dungeons will work   Tue Mar 10, 2015 12:39 pm

Well I think each dungeon should get its own subforum. Either all dungeons are grouped together in another subforum, or each dungeon subforum is kept within the area they exist in.

As for how other dungeons work, I guess that's up to the dungeon creators. Not everything has to be the same. I mean look at Narrator's place. Different dungeons can have different rules. While writers will probably act as a dungeon master for their own dungeons, Narrator acts as a sort of in-game dungeon master (I of course still pull the strings since I write him, but still). Changes it up slightly. Of course there can still be the run of the mill dungeons where you kill some shit and walk away with a small treasure, but there can also be more unique dungeons with different rules. We can of course explain how basic dungeons work, but having a clear cut formula of how all dungeons work would be a disservice.

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PostSubject: Re: Ideas on how dungeons will work   Tue Mar 10, 2015 5:37 pm

A subforum for each dungeon? Unless it's the sort that's going to get multiple runs, that seems overboard. Though, some of them might need something like that I suppose. Would work better than having a second run by another group in the same topic without a clear divider to those who didn't read the first for whatever reason.
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PostSubject: Re: Ideas on how dungeons will work   Tue Mar 10, 2015 5:58 pm

well not necessarily each and every one. As you said, it can just be the ones that'll be visited more than once. :0
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Laonoone
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PostSubject: Re: Ideas on how dungeons will work   Tue Mar 10, 2015 8:54 pm

Maybe we could have a forum "Repeatable" with subforums for each and "Event" forum with topics

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Zerdark
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PostSubject: Re: Ideas on how dungeons will work   Tue Mar 10, 2015 8:56 pm

Repeatable dungeons in their own forum? I can live with that.

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PostSubject: Re: Ideas on how dungeons will work   Fri Mar 20, 2015 4:00 pm

Anything else on dungeons to be discussed? :v
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PostSubject: Re: Ideas on how dungeons will work   Fri Mar 20, 2015 4:17 pm

This goes more in the general 'battle dynamic' kind of thing but I would like to raise the concept of 'can't-lose' so we can address that in some way. I understand that even in the later days of Cipher we had some 'losses' but I do worry about the possibility of some characters never losing even when they theoretically should.

Aside from that, a more specific idea is that maybe we could keep certain hazards secret until they're encountered by a party, and then list that hazard(or just what the party discovered) in the original post, along with who encountered it.
So if Jacques was knocked unconscious on Floor 3 near the blue chipmunk statue, and later found himself unharmed outside the dungeon, the OP would have something like

Hazard: Characters near the blue chipmunk statue may be knocked unconscious and ejected from the dungeon, unharmed.
Encountered By: Jacques

Of course, people would likely only know if the victims talked about it, but I'd imagine the grapevine is swift.

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Zerdark
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PostSubject: Re: Ideas on how dungeons will work   Fri Mar 20, 2015 5:52 pm

Hmm...well unless we work in some sort of respawn system, I don't know how to deal with the "can't-lose" problem. No one is going to want to kill off their characters in a dungeon when they theoretically "should" die.

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PostSubject: Re: Ideas on how dungeons will work   Fri Mar 20, 2015 5:56 pm

Nor do I expect anyone to. Lose can mean anything from having to retreat to total death.
Of course, total death isn't exactly an option outside of plot requirements, but there are degrees in between, such as temporary incapacitation of a portion of the party and such.

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Zerdark
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PostSubject: Re: Ideas on how dungeons will work   Fri Mar 20, 2015 5:59 pm

I can live with that. I don't think many will be traveling alone anyway. Party members can probably drag a person out before they die. For people that do travel alone, they'll just have to be smart enough to retreat I guess.

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PostSubject: Re: Ideas on how dungeons will work   Fri Mar 20, 2015 6:39 pm

Perhaps if you have to retreat from a dungeon before completion, things might be harder? Not as much as it would be with repeated-clear-ramping, but like defenses are strengthened, or maybe things from deeper in are roaming near the front now, etc etc. Would encourage people to try and push on when somewhat injured, while still being wary.
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Laonoone
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PostSubject: Re: Ideas on how dungeons will work   Fri Mar 20, 2015 6:42 pm

Yes, I would imagine the goblins whose dinner escaped because they didn't have quite fatal enough weaponry would make a heated attempt to do better next time, as an example scenario.
Thank you for catching that part.

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Zerdark
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PostSubject: Re: Ideas on how dungeons will work   Mon Mar 30, 2015 9:27 pm

So...anything else to be discussed here?

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Laonoone
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PostSubject: Re: Ideas on how dungeons will work   Mon Mar 30, 2015 9:32 pm

Nothing besides structure, and that's an overall gab.

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