Legend Quest was first published in 1991.
Honestly, it didn’t do so good that first year at GENCON, though we did
sell more than the guy a few booths down from us who kept carrying boxes of
games out every night to make it look like he was selling something.
So
we felt we needed some form of marketing campaign for GENCON 1992. Not being a great marketer, I decided to try
and play to my strengths: game
mastering. So instead of building up a
flyer or an ad, I decided to run The Endless Dungeon across every slot at
GENCON - that’s 60 hours, at least it was then.
But don’t think we kept running the same mission over and over. No, The Endless Dungeon was my second ever
“mega-dungeon”.
We
started first thing Thursday morning at 8:00 and ran four, four-hour
slots. Every four hours most of the
players would change and fairly often players who had played earlier in the
show would come back, admittedly if they couldn’t get into another game, but
they really saw us as being the perfect Plan B, and I can accept that.
But
coming back, you could find the character you wanted to play might be dead or
have been maimed or something. Sure,
sometimes you found out they now had a more powerful magic item too, but bad
news was more common. All in all, I
think we averaged about 9 people per slot, so we ran 125-150 people through the
event. It was so well received (back in
the book selling area) that we began publishing The Endless Dungeon in parts.
This
month’s Blog Carnival theme is mega-dungeons, and I have been thinking a lot
about The Endless Dungeon. It’s no
longer in print, because most people seem to prefer our generic stuff, and it
is unquestionably laid out for Legend Quest rules. I’ve been reading some other mega-dungeon
posts, and I think this falls into what they’re calling a “node-based”
mega-dungeon (one of their maps looks way too close to The Endless Dungeon map
for it to be anything else). That means
that the original “mission” is to go after some goblin slavers. At some point, you figure out that the
slavers are working for someone else, though I don’t think you can figure out
who right away. Then you go back home
with the freed slaves only to find out that the long tunnel you didn’t have
enough time (or healing) to explore leads to another set of slavers who are
also working for the mysterious “big bad” that you know is coming. All the missions are linked physically and in
the overall theme, but they are distinct places connected by tunnels, and not
one enormous set of rooms after rooms.
I
always thought this method made sense, because I do believe you need to retreat
and rest up during a huge dungeon. The
multiple entrances into what became an underground city made sense, and allowed
for the standard leave and train style of adventuring. I hate letting parties “camp” inside a
dungeon, and I had plans that they were to be attacked by overwhelming forces
if they tried this too often. (Taking an
hour to recover half your Fatigue is one thing, but trying to sleep all night
was out of the question. Then again, we
weren’t playing that original game.)
So
the point of this blog post is more sentimental than informative, except for
this: I have considered redoing The
Endless Dungeon and reissuing it. I’ve
also considered reissuing The Goblins of Kadafere Pass (I know I spelled that
wrong, but while I have the original form of the adventure, I cannot lay my
hands on the version that wound up in the binder set.). You might think this would be a cake walk -
just put them out, people will love them.
But I can’t. I will have to go
through them with a fine toothed comb - editing, improving, etc. Still, I’ll do it if there is any interest in
it. The first Endless Dungeon mission is
Blood in the Slaves Pits, and I’m telling you - I honestly think that is one of
the best missions I ever wrote. It shows
goblins as used by nearly every GM when they first start (the lazy goblins that
tend to get their hats handed to them) alongside a goblin mercenary force that
can show you how effective “weak” creatures can be with just a dash of
strategic planning.
So
yeah, we have a mega-dungeon, I’m just not convinced that it’s what GMs are
looking for. It makes sense, it runs
well, but if the party is as stupid as the first tribe of goblins, they don’t
stand a chance!
No comments:
Post a Comment