Showing posts with label Demonspore. Show all posts
Showing posts with label Demonspore. Show all posts

Thursday, December 21, 2017

On Adventure Design

Back in December of 2011, I did a review of a module penned by Matt Finch called Demonspore. In it I stated that is the best module produced by the OSR. In the most critical way, I still maintain this position: Demonspore remains one of the very few modules written in the last ten years I have actually used at the table and would do again in a heartbeat.

The reason is quite simple. Whereas there have been some amazing ideas out there that form the foundation of some great material (many of which blow Demonspore out of the water), very few adventures go out of their way to be as flexible as Finch’s Demonspore. In Matt’s own words:
The module is extremely flexible in terms of how to fit it into an ongoing campaign; there are four possible approaches to the Halls of the Toad-King, two of which are underground passages that can be linked to one of your own dungeons or might simply lead to the surface. There are also two river entrances, one of which is guarded, allowing a frontal assault or a negotiation type of adventure, and the other of which is more difficult to enter, but is not guarded. This second river entrance might be used if the adventure is to be more of an infiltration.
In other words, I could drop this module into my existing megadungeon without a hitch and had several sessions of great adventuring that ultimately led to the story behind why stirge meat is a delicacy in Headwaters in my Lost Colonies campaign.


At the time, I challenged other adventure designers to follow suit. Indeed, I hoped enough folks would produce similarly designed material that could be pieced together seamlessly as an ever growing community designed megadungeon that could be dropped into any campaign. Alas, Demonspore remains one of the more obscure adventures in Matt Finch’s library and no one (to my knowledge) heeded my call.

In thinking about how to do my own version of ToEE, it occurred to me that I had an opportunity to head my own advice. I will release the various pieces and parts of my version of ToEE as individual adventure modules under the moniker of Adventure Tools. Like Demonspore before them, they can be dropped into any campaign, stand on their own, be an add-on to a extant dungeon or collected together and run as the semi-megadungeon that I am in process of putting together. At some point, I’ll do an omnibus edition where all of them are stitched together as the module I originally had in mind, but I really want to highlight this idea of flexibility and usability in an adventure module.

Hopefully, someone besides me will see the value in this simple design concept.

Wednesday, February 6, 2013

Dwimmermount, 3x5 Geomorphs, The Tome of Adventure Design & Boring Adventure Design

There has been a confluence of events and ideas lately that are all peripherally related and I wanted to chew on them all in hopes of putting them all together in a way that will give every one a means of meditating upon the megadungeon/dungeon adventure if not a tool with which to make one.

Let me first break my silence about the Dwimmermount project by Mr. Maliszewski. There has been a great deal of disappointment when it comes to this project, not the least of which is the dead lock the project is in due to personal circumstances. I have four things to say:

  1. In my line of work, I deal with disease and death on a regular, if not daily, basis. It can be emotionally debilitating and (especially in a culture that does its best to avoid the issue at almost all cost) the grieving process is a long and difficult road. And I am not even talking about what happens to the people I council and help through this process. When it happens to one of your own (as it has with me on more than one occasion) it is devastating. As such I am more than willing to give James as much room as he needs to get through this time of his life. Speculating about if and when the project will be done is not helpful and may very well make the process of grieving that much more difficult.
  2. I am a backer of the project. I took a capital risk in order to get a glimpse into a world and campaign that I have been following for years. Even if the rest of the project never sees the light of day, I have gotten my money’s worth with what has been released to backers. It is easily one of the most comprehensive and well crafted megadungeons ever to be shared with this community and I am very much looking forward to playing it one day. The material I have in hand is, frankly, exactly what I was expecting and what I paid for.
  3. I consider Dwimmermount, even in its current state, to be a major success. As an experiment with OD&D as written with the basic assumption that it is not wrong, we have all had to seriously wrestle with the concept of the dungeon and the megadungeon. One meme that is making the rounds is that the first levels are “boring.” The most insightful of these meditations is by Roger of Roles, Rules & Rolls
  4. Patience is a virtue everyone desperately needs to reacquaint themselves with.

Personally, I have only recently started to read all the material available to Dwimmermount backers, and in context of what is available I do not see the first level boring at all, but (again) I got what I was looking for. However, I do appreciate the conundrum, especially since my own attempts at a megadungeon in my Lost Colonies campaign met with mixed results.

To that end, let me call attention to a number of my older posts and bring them into the context of the long shadow of Dwimmermount:

  • I did a review of Matt Finch’s Demonspore. I highly praised its modularity — it was specifically designed to be placed into an extant dungeon and not a complete dungeon in and of itself. This modularity made it possible for it to be utilized as part of my megadungeon and ended up being a highly entertaining episode in my long-running campaign. My challenge to adventure writers and publishers to duplicate this modularity has thus far fell on deaf ears.
  • In my own forays into improving my craft as an adventure designer and maker of megadungeons, I came up with the idea of the 3x5 geomorph. As a concept, it duplicated the modularity found in Demonspore on a smaller scale. Each 3x5 card has more room and flexibility than a normal geomorph and each can contain its own function and backstory. The dungeon maps that I made for The Slave Pits of Abhoth used this method. I challenged folks to start working on 3x5 geomorphs, but that, too, has thus far fallen on deaf ears.
  • I recently purchased another of Matt Finch’s publications, The Tome of Adventure Design. In it, with the use of dozens of tables and a lot of sound advice, Matt lays out a formalized way to utilize the very modularity that I found in his adventure Demonspore and I tried to create with my 3x5 geomorphs. You can roll on a series of tables to determine the characteristics and size of a particular section of a dungeon, including what it looks like, how many rooms, what size those rooms are and how they are arranged. There are also tables for coming up with various kinds of landmarks that differentiate this particular section of dungeon from every other part of a dungeon. In essence, the results of each of these series of die rolls is something that could theoretically fit on a 3x5 geomorph. String a bunch of these together in various patterns and one can come up with several fantastic-looking dungeons that have a suggested history and use because of all the various landmarks that dot each section of the map. Not only is it a gratifying way to build a dungeon, I believe that the end result is much better than some of the more traditional ways of putting together a dungeon.

This brings me to my current project, my re-imagined version of The Caves of Chaos from B2: The Keep on the Borderland. I used The Tome of Adventure Design heavily as I constructed my vision of the caves and the result was a series of small dungeon sections which I pieced together to come up with what I feel is and rather exciting 1st level adventure with the potential to become a megadungeon should anyone want to take it that far. No boring here.

A huge reason that I feel this way about the dungeon is the fact that simply looking at a section of the map, with a title taken from a landmark derived from a random table is truly evocative. I could run this adventure on the fly simply from looking at these maps. For example:


This map is just brimming with possibilities and could be used in all kinds of different contexts. Indeed, it is specifically designed to do exactly that.

Thus, I challenge everyone, instead of whinging about how your latest Kickstarter is behind schedule get out a pack of 3x5’s, draw some maps, label them with evocative landmarks and titles, put them out there for people to use and let us see the fruit of this re-examination of the megadungeon that Dwimmermount has so successfully and beautifully done. I pray this challenge does not fall on deaf ears.

Finally, I need to acknowledge that both James and Matt have made me a better player and a better dungeon designer. I’d like to take the time to thank them both.

Friday, December 16, 2011

Review: Demonspore (and a Challenge for the OSR)

The short: Demonspore by Matt Finch is the best module produced by the OSR to date. Period. Full stop.

The long: Potential module designers of all stripes pay attention.

There are other modules that look better (see anything by Paizo which probably has the highest production values in the industry). There are other modules which are far more clever and weird (Matt Finch’s own The Spire of Iron and Crystal is better). There are other modules that have a better and more thought out back story (though the idea of growing your own god is awfully cool, I think the background for James Boney’s The Chasm of the Damned has a lot more potential and Michael Curtis has done a more thorough job with Stonehell).

The reason why I love this module so much can be summed up in Matt’s own words:
If the Referee has a different sort of sinister enemy in mind rather than toadstool-creatures, it is certainly not required to use Stone Cyst of the Shroom Priests as the sequel. Other than the fact the the insidious corruptors of the Toad-Men have some skills in alchemy, no facts about these deceivers are revealed by the material in this module.
Demonspore is actually two separate modules that are connected, but as can be seen above they need not be. Coupled with the fact that Matt has given us three different ways to connect the first part of Demonspore to any extant dungeon/ruin/whatever that happens to be in our own campaign world means that this module wasn’t designed to have a high production value, to be clever and weird or to have an incredible back story. Rather IT WAS DESIGNED TO BE USED.

To me, this is by far the most valuable asset of any module I purchase. While the other three are valuable (and, trust me Demonspore has them in spades) they are rendered meaningless if I can’t actually use the adventure. As a testament to how easy it is to use Demonspore, the very same afternoon that I had skimmed my copy I had seamlessly integrated the entire module into the tentpole megadungeon for my Lost Colonies campaign and it made my own megadungeon better. My players may be exploring Matt’s creation as soon as our next session.

Whether he knows it or not, Matt has stumbled upon the best way for our community to publish a megadungeon. Matt dispenses with any information about where this module is located, other than the fact it is part of a dungeon. He provides several ways that his module connects to the rest of this dungeon. The rest he trusts us with.

Now, imagine if we had available a dozen or so modules written by any number of designers who shared this same format. We, the end users, would then be free to piece them together however we wish in order to form our own unique megadungeon. How much of this megadungeon is our own homebrew and what is published is entirely up to us. The result, I believe, would not only give our generation of gamers the common cultural experience of gaming with broadly used modules, but also allow all of us to have that experience be truly unique to each campaign because of the freedom we would have to use them to construct our own unique megadungeon.

Therefore, I would like to throw down a gauntlet and challenge all of the would-be designers of the OSR to do just this: use the format of Demonspore and produce good quality modular adventures that I guarantee will get used because at least this gamer will gleefully attach them to an existing megadungeon.