Monday, 26 August 2024

More Dungeon stuff

Here are some more Sandbox-Dungeon-Wilderness links I have found on my travels in the dark and inimical places of the OSR web.

Erebus awaits

Advanced Darkness @ Knight at the Opera - nice thoughts on making light important

The Overloaded Encounter Die @ Necropraxis - a classic solution to Dungeon logistics
The Hazard System - an update

There is no light @ Illusory Sensorium - tracking torches is a false idol 

Movement and action economy @ Traverse Fantasy - why you need a torchbearer

Megadungeon Monday series @ The Angry GM - how to build a megadungeon in many steps

The Forest Deep Part 1 - creepy forests that are out to get you
Choices Information and Meaning - choices should be real, meaningful and informed
Hexcrawls are megadungeons - and pointcrawls too
Make your hexcrawls smaller - and more dense

The classic dungeon crawl theory @ All Dead Generations - a great series on dungeon crawls

More OSR Links @ The Links to Wisdom OSR Wiki

Pointcrawls - The path is more important than the ‘direction’ @ vdonnutvalley

Pointcrawls Applied: The Escalating Encounter Die @ the adventuring day

Some more adventure reviews @ Axian Spice - scroll down for the OSR ones.  
Axian's Falkrest Abbey is a nice little introductory adventure with great organisation.
Also these two pages, here and here, on using Tomb of the Serpent Kings with OSE
Last, some discussion on Lairs & Dungeons using the OSE SRD
 
Some good advice from Reddit on running old school adventures.
 
And an old thread from enworld identifying a key difference between old and new school D&D.  Namely, do you want combat as sport or combat as war.
 
Monster tactics @ The monsters know what they're doing

 

Wilderness dungeons @ signs in the wilderness
 
Adventure reviews and more @  tenfootpole.org
 
Bryce Lynch's adventure design tips @ Into the dark's summary of the tenfootpole approach 

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