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Wanted to get a thread going about calendar megadungeons. Some blogger made a thing about it a couple years ago but it's existed for much longer.

The premise is simple: You write a dungeon room every day. Each month of rooms make up a floor of your dungeon. Never skip a day, but you can go back and edit as much as you want.

Why? Writing everyday is good for you. Helps you stay creative and exercise your brain. Also, this is deceptively challenging. If you've written a lot of dungeons or mega-dungeons before, you may find that this forces you to stretch some creative muscles you'd forgotten about.If you've never written a mega-dungeon before because you found it too daunting, this breaks it up into little bite sized chunks.

Some variations that people seem to like:

Each week's rooms are a cluster and directly tie into each other. Layout can be whatever you want.

Draw your rooms directly on a calendar so that the rooms vaguely fill the space (see pic).

Write a room 6 days a week and then use the 7th to design a unique monster, faction, or artifact that ties into the cluster or one of the rooms you wrote that week.
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>>97660060
>Wanted to get a thread going about calendar megadungeons.
Why would you want to do that?
We only talk about lore, stories, and worldbuilding here.
>>
>>97660277
Do you only like to talk about lore and stories because you're shy or unsure how to get started writing content for your hypothetical game?

I'll help you get started if you want to write a mega-dungeon, anon. It'll be fun.
>>
>>97660295
Anon, he's just a passive aggressive bitch butthurt about anything not explicitly dealing iwth game mechanics. Don't indulge the soulless robot.

This is a nice idea, sadly we're dealing with cyberpunk 2020 and exalted, so I'm not sure a classic dungeon formula may apply. I can see interiors for the cyberpunk games having the potential, but exalted doesn't strike me as a good experience for a dungeon crawler.
>>
>>97660336
>cyberpunk 2020
The father of all data fortresses?

I see what you mean, this is definitely a concept that doesn't apply to all forms of ttrpg. Though I will say that one of the interesting things about it is that it takes a long time to mature. If you start now you could have a neat change of pace ready to go in 6 months.

March is month/floor 6 of my project, hoping to start recruiting and running soon.
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>>97660351
The father of all data fortresses?
The campaign is most definitely at street level for now, no big names except for the mostly powerless city mayor that's trying to do something about the rampant corruption and cartel control of the streets of a mexican trade city. The players did hijack a zeppelin though. From the original hijackers.

I'm sort of getting a dungeon itch anyway, I want to find a good fantasy system that allows for some build autism withouth being d&d, for the times when there's a vacant session to fill with something. We constantly had someone or other not being able to make it this last month, so had to put oneshots together every week. A dungeon we can pause and resume could be nice.
>>
>>97660364
Maybe I'm misremembering cyberpunk 2020, isn't that the one where hacking has like, fireball.exe to shoot at firewall daemons and datafortresses to run through?
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>>97660430
Yes, but that usually translates to the netrunner player playing a separate game alone while the rest of the party has to wait for the resolution to progress or just do something else, defeating the point of being together for the game. We don't really like to deal with shit like that, luckily no one wanted to be a netrunner.
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>>97660441
Sorry anon, wasn't a serious suggestion. Just thought it was an amusing joke to make.
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>>97660450
I must admit that the irony was lost on me.
>>
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>>97660455
>I don't have a need for mega-dungeons, I'm running cyberpunk 2020
>haha just write an enormous data fortress haha

Hopefully my retarded sense of humor doesn't reflect poorly on my endorsement of this as a writing technique. Onwards and upwards.

Some of the challenges I experienced:

Avoiding anything that felt too close to a previous idea gets harder as the number of ideas goes over 100.

If you draw directly on the calendar (like I do) you find that East-West connections feel easier than North-South. Writing something with yesterday in mind feels easier to connect than writing something while trying to recall something from last week. Alternately this can be useful if you feel like you have a cool idea and want to marinate on it for a sec. In either case, keeping your layouts varied is important.

Learning to write open-ended ideas. This format works a lot better if you are willing to write questions for your future self to answer. Keeping elements fluid when you are uncertain feels "lazy" but tends to create the best stuff when you circle back and realize how the idea should relate to what you're writing now.

Pic is an example, not from my dungeon (unsure if my players are lurking)
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>>97660336
If you hate passive aggression so much, don't ignore people's arguments by screeching "nogames" or "just play vidya".
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>>97661418
What the fuck are you even on about?
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>>97661450
you triggered the bot
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>>97661454
He wishes he was half as good as a bot. I've seen generals who had to stop using a specific word, because that triggered an actual bot that started shitposting with tens of post that even replied to each other, making the thread unusable. Courtesy of some butthurt autist.
This fucker is just incompetent and sad.
>>
>>97661450
Don't pretend you don't do it.
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>>97661471
If you hate sad incompetence, you should kill yourself.
>>
>>97661454
You're just mad that I'm right.
Nobody likes talking about games, it's just comics, movies, literature, lore, and worldbuilding.
>>
>>97661508
I'll give you a hint: there are many posters that have Anonymous as their name, but they are not all the same person.
Now that we have that cleared, you seem to be saying that you're on a now...months? Years? long quest to look like a little bitch because someone long ago told you something you didn't like. That's why you get called a bitch. You might not be ready to use the internet. Look at this.
>>97661512
Whoever this is, if it's you it's actually irrelevant, it doesn't actually deserve much of a reaction.
Oh no, anon told me to kill myself. Shall I start a months long quest to tell every anon that they're being mean? No, I think I'll just laugh it off and go on with my day. You're on 4chan anon, get used to finding things you don't like.
>>97661560
>Nobody likes talking about games
People have been doing it for years anon, you not liking how it is done is hardly a reason to change anything.
>it's just comics, movies, literature, lore, and worldbuilding.
All part and parcel of the board, yes. There's a game design thread if you want to stay on the crunchy side, I guess. Personally I'm not in favour of generals here, outside of the obvious benefit of having a collage of useful links, but it's the way it is.
>>
I've been away for a little while but damn, is this board unusable? Can we use it anyway instead of trading insults? I'd much rather discuss dungeons.

Floor 6 of my mega-dungeon exists in between the other 5. I'd been hinting at the ability to establish magical portals for faster movement for a while but decided to make the portals all connect to a realm of pure energy and chaos. Once the PCs learn the secret of cyclopean runes from the ghost of the last sorcerer by defeating the Aboleth on level 3 and preventing it from eating the calcified remains of his brain they can start fixing the rune circles they find and opening portals. Before these were going to just be mundane fast travel opportunities but I decided to make them intersect through an entire floor with weird magical shit.
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>>97661616
Aside from all the ineffective bitching and tone policing, you'd have a point if quests were still allowed here.
Since you seem to be such a newfag, I'll explain: there were collaborative games once allowed on this board, and these games were heavy on narrative, and run very much like narrative systems have always been run.
In 2018, likely long before your time on this board, quests were deemed non-/tg/, and therefore not games. Thus, stories, lore, and worldbuilding, which were massive parts of quests, can't be /tg/ according to cause and effect.
It's just a matter of consistency.
These things that have been proven unrelated to games are being talked about, and thus I have pointed out nobody likes talking about games.
There is no "part and parcel" when it comes to what's on-topic. That's the way it is.
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>>97662176
ntayrt
Have you tried reporting all cases of
>stories, lore, and wolrdbuilding
and seeing them necssecarily removed fo being off topic? It would be an obvious thing if you're cause and effect consistency theory were true.
>>
>>97660060
>why does this place have so many broomclosets, gm-anon?
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>>97660336
>cyberpunk 2020
That's neighbourhoods, gang turf and corpo districts, with community centres, trap houses and offices, adding NPCs and connections and jobs on odd days.

>>97660487
>Avoiding anything that felt too close to a previous idea gets harder as the number of ideas goes over 100.
Simply don't.
On the last day of each month, flick back through the year so far and hunt for repeated ideas. Note the iterations and improvements, what kind of themes or plots are developing, and decide if you want to consciously include or avoid them in the future.
Basically be more deliberate with the marination thing.

I've actually always used my leftover empty space in my work business diary for daily/weekly writing jams, so I like your idea of varying the layout to drive variations in the core ideas, that's cool.
Mine also has saints' days and phases of the moon and public holidays marked, which can be handy for a nudge on blocked days.
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>>97662602
>Simply don't
Almost got me

>On the last day of each month, flick back through the year so far and hunt for repeated ideas
This is great advice for anyone feeling like they are having a problem with repetition. My comment was intended to give people a few things to keep an eye out for.
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>>97662176
Anon, when I started coming here there were raffles for plushies and a real community here, something you don't seem to be familiar with.
You like quests, there's a board for them. Something being related to quests, when quests have been removed from /tg/, doesn't mean those things also have to be removed, as is patently clear in the way the board still works. If you have a problem with this take it up to the moderation and see what happens.
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>>97662848
Repeating concepts is not a problem if you work them enough to be distinct.
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>>97663002
Correct, but there's only so many times you can insert a legally distinct but thematically similar idea into unconnected dungeon-rooms before your players get wise to it.

That's why the key is to make them connected in some way, so instead of being a hack you're establishing themes.
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>>97663023
I don't know anon, if you change the layouts and resking levels, I don't think you players are going to instantly realize that a room in the crystal cave in floor 6 has a mist that impairs movement like the jungle overgrowth in floor 2
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Do you prefer to draw your dungeons top down or sort of isometrically? I tend to mix the two, isometric for rooms where the angle makes the idea more clear and top down when the layout is simpler or something else is the focus.
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>>97662536
For the magical brooms that clear dead bodies and reset traps, I suppose

>>97663109
I was thinking of something more specific, but you make an excellent point. Got trapped in the unspoken example in my head.
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>>97663174
What did you have in mind?
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>>97660060
I gladly welcome the effort of an OP actually trying to stir creativity.
I imagine if I'm going to run another game it'll probably be something like Traveller and I don't know how exactly a mega dungeon would work out. Not saying impossible, after all sprawling pirate bases in hollowed out meteors or ancient alien ruins so in fact exist. I'd have to give it some thought on how I would want this to be
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>>97663304
Traveller is shifi right? Dungeon of the endless was a nice little game that had escaping from a scifi dungeon as a premise, but from what I remember it was mostly defeating waves of monsters rather than dealing with environment and exploration. Still, there's a good number of inspiration sources for dungeon crawling in scifi, from alien to dead space to space hulk.
As a matter of fact, there was a whole deathwatch splat dedicated to fleshing out space hulk exploration, and an old thread here on /tg/ had a lot of nice stories and tips to spook your players. You might not go for horror, but abandoned spaceships have a charm all their own that naturally lead to a sense of dread and impending danger.
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>>97663351
And a link to the thread
https://archive.4plebs.org/tg/thread/65239075/#q65239075
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>>97663230
I apparently have some latent desire to fill dungeons with light and shadow puzzles. I keep them fairly distinct but I've also discarded an idea or two because I'm "full" on them.

>>97663304
Unfortunately mega-dungeons and dungeon crawling in general seem to be fairly rare in the hobby these days. Nothing wrong with it, people like what they like. I considered bringing this up in one of the AD&D/OSR threads but they seem to be pretty busy screeching at one another.

You could use the premise to populate a sector though I suppose, putting a star or other astronomic feature in every box. I think the main goal, to write every day, is more important than what genre you're writing for.
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>>97663569
I'm sort of on the fence regarding puzzles. On one hand I can see how they could work with the right group, but on the other I always wonder how to handle the cases where the party doesn't come up with the solution.
If they want to rull to solve it, there's no point in presenting the puzzle to the players when the characters can just take their time and do it, it's a long prelude to a skill check. If I don't hand them the solution after the roll, but just hints, I can pass as wanting to drag this out. If I just tell them the solution, it's just pointless masturbation on my part. If they can't solve it and I don't help them, they're locked out of whatever the puzzle blocks.
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>>97660060
Seems like a cool idea, though I kind of wish this thread had come up on the first day of this month so I could've started one then. It's not like there's anyone enforcing rules here, so I think I'll make 5 rooms today and then continue daily for at least until the end of this month to see how I like the process.
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>>97663624
Or you can just start and finish on the 5th/6th whatever it is in your timeline now
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>>97663351
Yeah it's SciFi, not particularly locked to hard science but not full star wars/trek (unless you get to some X tech level worlds).
I think for something like this the idea might be better to try and pit players against the environment and a focus on survival in harsh locations. Less in the way of overt traps and foes and more trying to escape the real fatal matters of space, things like radiation exposures, part salvaging to get their own ship out of there and hopefully back to civilized space. Thanks for the link to that thread, it does look promising, I love some of the spooky stuff that can just happen out in a pressurized can in the edges of infinity.

>>97663569
>You could use the premise to populate a sector though I suppose, putting a star or other astronomic feature in every box.
Oh trust me I definitely love doing that, the sector creation rules are so damn fun to kind of keep playing Yes And when it comes to rolling the dice and consulting the tables. They give you all the raw parts but it's fun to try and weave these into a world
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>>97663657
>but not full star wars/trek
As in no aliens? You can use tech for traps and environmental threats. Or just some good old human resources.
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>>97663669
Trav has aliens but doesn't need them. You can very easily toss in whatever ancient alien race that leaves pyramids full of traps all over space if you want to though
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>>97663669
>As in no aliens?
Oh no there are tons of aliens, Sophonts, in the setting. I mean more like in the vein of FTL travel and therefore information flow is very restrictive. Jumps taking one week no matter the actual distance meaning that information is always a week old atleast when you get it. No distinctly supernatural events happen, at most there are optional rules for Psychics but they (in the official traveller universe) are highly regulated and shunned and don't reach the level of being a force user of rhat makes sense. Hell, the most effective weapon for repelling a boarder is still a damn pike and Cutlass unless you have laser reflective materials in your walls so you don't punch holes in your own ship with that or a slug thrower.
A space hulk would be a really good way to do an adventure though, I love the idea of ship graveyards so stumbling upon one of those if you ever get lost in space due to your jump drive or engineer fucking up is always a plot hook a referee has to have in their back pocket
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>>97663624
I technically started on October 4th with 4 consecutive rooms so you're definitely good to start. Let us know what you come up with!
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>>97663603
One of the perks of a well made mega-dungeon is that there aren't really hardcore linear paths that must be followed. A puzzle can block off a section of the dungeon or hide some treasure, so if your players can't solve it then they just go in another direction. It'll still be there later if they come up with a new idea on how to do it and if they don't, they can still go down/up floors and interact with tons of other stuff.

As for puzzles in general, personally I don't think a die roll has any place in a puzzle. You should solve a puzzle by understanding and interacting with it, not by rolling high.
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I find that overly planning what I want a floor to be like is detrimental to both the process and my enthusiasm. Vague concepts and themes make writing flow more easily. Some floors I wrote my room every day by noon, others I was sitting at my desk at 11pm passing a kidney stone.

How much pre-planning do you guys like to do for projects like this? Is an improvisational nature better or worse for you?
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>>97663569
>I think the main goal, to write every day, is more important than what genre you're writing for.
I did "smalltown USA 23" instead of Dungeon23, and I was indeed genuinely surprised at how much it helped to be habitually actively creating stuff.
By the end of the year, when I was sort of desperately seeking inspiration points to avoid this >>97663023 problem, it was actually very successfully rewiring how I look at fiction and news media to pick out interesting gameable concepts.

>>97663569
I've always been hesitant to run obviously visual puzzles like light/shadow stuff.
Does it work at your table?
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>>97664993
Haven't tackled something like this yet, but for similar things I think you can just think in advance in small ways like a two or three room set, maybe get to five or six if you're particularly inspired by a them like the usual "one room for every element/cardinal direction". Anything more defeats the purpose of doing one room every day and adding in small incremental steps. At that point you're just drawing a normal dungeon and if anything you're making it worse by breaking the thought flow.
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>>97664993
>How much pre-planning do you guys like to do for projects like this?
I don't play megadungeons, meaning I'm not looking to turn out a single giant coherent lump from the project, so this is maybe not exactly what you're seeking, but:
I don't plan at all, and I only use structural prompts (like "Monday is a biome, Wednesday is an NPC") for when I'm really blocked on something to write and nothing has come up while reading the newspaper or looking at the book spines in one of the free libraries I pass on the way to work.
Over the course of a year it is more likely that the stuff you write early either grows and diverges into two or three separate projects alongside each other, or the uninteresting ideas wither on the vine - forcing yourself to keep boring stuff going for too long will just dull your interest in the whole writing and creating process.
Don't treat it like a chore or a job, do it as brain use practice.
>>
It's a cool idea, but it's already March 6th.
There are over 60 rooms worth of lost time to make up for.
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>>97665062
I don't tend to run the "beam of light has to bounce here and there" style puzzles, but I've seen these used well irl and online. My light and shadow puzzles/challenges tend to be a little more abstract so I don't hit a lot of the same problems.

>>97665075
I tend to come up with a broad concept, which worked amazing for floors 3, 4, and now 6, but somehow felt forced for floor 5. I guess the concept was just worse. I agree that overly committing to a layout or plan makes the design worse.

>>97666030
Start today anon. I started October 4th, you aren't married to the calendar or obligated to follow a path. You can get calendar/planners that start mid-year or off the Jan-Dec cycle. You can also get an old planner and start writing in January today if you really want, the date isn't as important as writing everyday and thematically linking clusters of concepts.
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>>97664993
>How much pre-planning do you guys like to do for projects like this? Is an improvisational nature better or worse for you?
For larger dungeons I tend to lay out a few themes and tones I like, pick a limited cluster of random tables because otherwise I have too fucking many, and go from there. I find a rough outline or elevator pitch helps bring together the random results and gives the ideas that come from that something to build with.
>largely improvisational procedural with thematic structure
has worked the best for me.
Don't have a good picture of the last dungeon, will post it if this is still up when I get back home.

desu the one day at a time thing never worked for me. Laying out the floor, usually with a premade map I modify, keying the rooms with general contents then taking a few days to tie the ideas together works better ime.
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>>97666282
Are you sticking to "one room per day, one floor per month"?
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>>97666382
I am, yeah. On month/floor 6 currently.
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>>97666396
That may be the reason why you felt forced once. Sometimes a project is just finished, working on it more may just feel like a chore. But stopping early might tilt the calendar.
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>>97666411
That's possible, I had a rough month for personal reasons which didn't help. I think the end result of level 5 is good but I expect it to get hit hard in editing. I stand by the decision to do 6 months. Originally it was 3 but my players had stuff going on so I had time to fill. 4 was an amazing month and one of my favorite levels, but it left more unresolved than resolved so I wanted to do another. 6 is another resolution of scheduling issues combined with numeral autism and feeling really hyped about my concept. I am stopping at 6.

If I just can't kick the habit at 6, I'll star work on another project that I've had on the back burner.
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>>97666425
Nothing wrong with putting ideas on paper
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>>97663119
I realize that in this image, the person didn't use a calendar, they drew a calendar in a moleskin. Is it me or is this the most pretentious shit ever? Also why didn't I think of that? It has a vibe that fucks, and I cannot deny it.
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>>97660060
Dungeon 23 was just that but very few people finished.
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>>97669165
By finished do you mean 12 months or just finished a dungeon and ran it?

Did you try it?
>>
what even is the appeal of a megadungeon? Just some endless labyrinth of small rooms with varying amounts of goblins in them for fat old grognards to wargame through while drinking beer and talking about the time they almost got laid in 1987?

Pass.

Try playing something with substance OP.
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>>97669165
>>97669453
>By finished do you mean 12 months or just finished a dungeon and ran it?
I'm the smalltown anon from up-thread, I got through a full year doing work on 90% of days, and I haven't run a campaign in my town - but I did use multiple sites, characters and missions/jobs in other stuff that got developed further into things that I did run.
The 'point' isn't really to make and use a dungeon of unwieldy size, as far as I'm concerned, it is to put you in good writing and creativity habits.
>>
>can only upload images of 8mb
>no pdfs STILL
how upload dungeon?
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>>97671315
>The 'point' isn't really to make and use a dungeon of unwieldy size
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>>97660060
While cute at first glance, I think this idea kinda sucks because a good dungeon shouldn't just be a random collection of different rooms, but rather have some coherent concept and design behind the entirety of it: in how the rooms connect to each other, in how you can progress through the dungeon, in the lore behind the whole place and how it reflects on the rooms themselves etc.
You will basically always create something much better if you come up with a good, polished concept for dungeon (both for it as a place and for it as an experience) and sit down to map it down as a coherent thing in its entirety while it's still fresh in your mind; as opposed to just stitching together 365 random concepts for obstacle rooms

That being said, the whole "1 small RPG thing a day" could work pretty nicely for other things, like for example:
>1 idea for a side quest or one-shot scenario a day
>1 location or important NPC for a town/region you're developing a day
>1 cool item a day
>1 interesting enemy or encounter you could use somewhere later a day
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>>97672569
>random collection of different rooms
I feel like this was explained in some of the other posts in the thread, but I'll clarify in case I didn't explain myself fully:

You aren't trying to write something random every day. You're supposed to write something. The context of what you've written (and what is swirling around in your head) informs what you write next. Sometimes you wrap up a room with an open-ended statement that just says "local faction uses this feature to protect their territory". Then when you realize that X and Y rooms heavily inform the concept, you can come back and tie it all together. Sometimes this happens while you're writing the rooms, sometimes the end of month check gives you the top down view you need to tie ideas back in together. Sometimes what you think of when an idea has been baking in your brain for 2-3 days ends up being the best part.

>you will basically always create something much better if
If you can sit down and hammer out a project in a couple sittings with no writer's block. If you don't have anxiety or depression or brain fog that has made it hard to write/focus for months. I was having trouble, I found this idea and it helped me micro-dose the thing I was having a hard time doing. In doing so, it helped me get back on the horse and start writing more freely and enjoying it more.

>polished concept for a dungeon
You can 100% do this, I had the basic idea for how the entire dungeon would come together by like day 6. I just left some stuff open-ended so I could connect to it later with cool ideas future-me would contribute. Fortunately, the kind of limited in-concept improvisation and idea-connecting skills that this requires are skills regularly needed by anyone who has GMed a long-term campaign.
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>>97672224
not 100% sure what the local preference is, I think I saw jumpshare referenced in a pdf thread though
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>>97671376
quoted the wrong post>>97672831
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This >>97672569 is exactly why >>97672224 is not just my opinion.

I do think you could make Dungeon2X work (or at least be less obviously incoherent) by putting it all on slips of paper and mapping in out in non-contiguous chunks.
Just write whatever comes on any given day and try to arrange it into a single project later.
Group rooms/regions by environment type, or type of monster therein, stitch those groups together with chasms and portals and tunnels etc.
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>>97672914
Going to try to rescue this from a negative spiral.

I am glad you were able to use things from a "write every day" strategy successfully! I think the idea of disconnecting ideas and rearranging them later would definitely work for some people. The goal is to make something, if that's your process then great!

I do think you're intentionally sidestepping that these ideas aren't supposed to random and would only end up "incoherent" if the person writing them gave 0 care to how they did it. I'm sorry if the idea doesn't resonate with you, I'm glad the idea of writing stuff daily and combining it does.
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>>97673193
Reasonable take on my take.
I guess I was trying to pragmatically acknowledge that there are likely to be days with frustrating writer's block if you pre-designate a target style or concept to adhere to, and even without blocks there is likely to be mission drift over the course of months.

If you're able to hold focus across a whole year and still hit daily production, that is legit impressive - well done.
I found that I needed to take breaks and write something short, weird and totally off-topic every now and then in order to get something on the page that was actually worth writing.
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>>97673229
There are definitely days with writer's block, and I would be lying if I said I never went back and rewrote a thing or two. Sometimes you have an idea that is cool but just doesn't fit where it landed too. I think the earlier comment about writing on slips of paper and ordering them later is a little excessive (for my taste) but the core idea-- that you can move stuff around freely-- is reasonable and fair. Editing isn't a sin, it's wisdom right?

I think I've just gotten a lot, creatively, out of forcing myself to develop story lines over days and weeks. Getting to call back to old ideas and retroactively develops all of them as they move forward wasn't an intended goal but I feel like I've written cooler stuff as a result.

>mission drift
For me personally, the identity of each floor helps with this a lot. The deeper into the dungeon I go, the more I feel free to be a little weird. Floor 1 is mundane (not to be confused with boring) and floor 6 is abstract as fuck. If that's mission drift then I welcome it. My hope is that giving segments identity will help make them feel unique and memorable.

>If you're able to hold focus across a whole year and still hit daily production, that is legit impressive - well done.
It sounds like you've actually done that, so well done to you!
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Mid-thread topic: Dailymaxxers, what did you put in your dungeon/project today?
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>>97663863
I'm sticking with it, but I might have underestimated how much space I'll need. I expected it to spread across a couple pages per month in my notebook, but it's the notes about each room that I really need to learn to truncate. If this thread is still around in a month I guess I'll share the whole thing.

>>97674073
Room with a couple goblins that stab you with spears from slits in a set of false walls, with some nearby equipment from previous victims.
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File: dailyplannermonthly_3.png (1.3 MB, 2496x1296)
1.3 MB
1.3 MB PNG
>>97674338
I have a calendar planner with pages for the days of the week.

pic related is messy but the basic idea is that you draw in the calendar squares and then use the diary part to add detail.
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>>97660336
Exalted's Megadungeons would be Cirst Age Tombs and/or Ruins.
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>>97674073
Not exactly to the letter of the law, and I'ev been pretty slack about it, but:
I'm doing some Delta Green/genericised X-Files campaign stuff for the year, rather than one truly coherent dungeon project, so yesterday I took a procedurally generated mission and filled it out a bit, and now I'm workshopping it combatively with a guy that hates linear scenario structures in the Delta Green thread here.
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>>97674946
I am unfamiliar with the concept of a "procedurally generated mission". Does the system you're using include randomization tables for making a mission skeleton or did you pump something into AI?
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>>97663119
Top down for large mega dungeons with multiple floors, and I like isometric for the intial entry/hub/cover. I'm not very good at isometric drawing though so that might be part of it
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>>97675829
The former - though it isn't 'the system'., it is a guy that made a bunch of of random tables that basically boil down to
>Go to Location1 to find MacGuffin, instead find Clue1, which directs you to Location2
>where Adversary has laid Trap/Encounter to prevent you reaching Clue2 leading to Location3
Very linear, but not a huge amount of work to crunch into a 'proper' scenario that is a bit less monodirectional.
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>>97676313
So long as you use it as a jumping off point, it seems very useful to get an outline from nothing. Is it deltagreen coded or could you use it for any mystery/investigation?
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>>97676581
You can find it via "obtuse delta green scenario generator".
It is a little DG-coded, but there is nothing difficult to excise/swap.
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>>97660364
If you wanted to do a CP2020 Calendar Dungeon, you could do something like The Raid, or the 2012 Dredd movie, where the "dungeon" is a Housing Complex that's been taken over by Gangs or something like that. A big ass, twelve tiered ghetto of building.
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>>97674073
Original: The end of this corridor expands into a wide, perpendicular wall with 5 doors. Each door has a symbol on it, they are [Earth], [Fire], [Air], [Water], [Death]. Each door opens into a 50' corridor that passes through the plane in question, Elemental Earth, Fire, Air, Water, and the Negative Energy Plane. At the end of each area is another identical door out.

Earth: This long corridor has spiky outcroppings of crystalline clusters. The corridor itself expands and contracts, as if it were breathing. If the players linger here too long, or move through it too slowly, small earth elementals the size of pebbles begins to emerge from under the crystal clusters. They begin to mass, growing larger and larger until able to attack. [Hazard: Enemies growing/regenerating by reforming, spiky crystal impalement, contracting corridor forcing players into crystals or elementals]

Fire: Pools of magma and air hot enough to boil water instantly. [Hazard: Basically they have an answer for this or they don't, needs more]

Air: This corridor has no walls, floor, or ceiling. The hazy outline of another door. The winds are fierce and may push flying players off course. While there is nowhere to "fall" to, players unable to move under their own power end up caught in the gale force winds until rescued (or starved). [Hazard: similar to fire, except different tools will help-- might put a giant fuckin bird in here if I feel like it is boring]

Water: This corridor also has no walls, etc and instead opens into a temperate water reef. Sharks and Sahuagin patrol the reefs looking for food. The door is hidden somewhere among the coral. [Hazard: enemies and/or drowning creates tension, finding the door is a race]

Death: This corridor is pitch black, no magical sight or darkvision can penetrate it. There is a persistent enervating energy that permeates the corridor, and the sound of raspy breathing can be heard somewhere within. [Hazard: somethin spoopy, enervation]
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>>97677775
The variant idea, if the 5 doors ends up feeling clunky, is one door with a big wheel on it the players can turn to change which path the door leads to.

Also, if unclear, the symbols aren't explicit so the players may need to deduce what door goes where.
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>>97674573
Certainly, but it's not a lack of ideas that makes me question this, I don't see the game as usually played translating well to dungeon crawling from one room to another.
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>>97677698
Right, I saw the movies but didn't think about that. I might use it on a smaller scale in case I need a one shots of cops or something
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>>97677775
>It's hard to write enough stuff to fill a dungeon this size
>writes 5 rooms in one

Retardation or power move?
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>>97660060
It helps me to have an end date. How long do people typically do this for?
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>>97678877
You can set your own end date, I am going for 6 months personally, a lot of older versions of this were 6, 8, or 12 months. The "dungeon23" thing from reddit that someone referenced upthread was 12 months.

>>97678786
I am definitely more retarded than powerful
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>>97678877
it can be whatever you want in a game of pretend anon
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>>97677775
gay, stupid, and you missed quads. God does not approve of your shitty contribution



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