Showing posts with label Gus L. Show all posts
Showing posts with label Gus L. Show all posts

Tuesday, September 5, 2023

Into the Megadungeon Episode 3 "The Problem of Space"

 



I have another episode and reader notes to share with you! But first a couple of announcements. First, Ultan's Door Press is having a September sale, with almost everything at 15-20% off. Get the entire run of Through Ultan's Door and Downtime in Zyan. I even have a small number of Huargo's White Jungle posters available! Head over to the webstore here while it's still open. 

Second, I've decided to start a project connected with the podcast called "The Megadungeon Syllabus". (Forgive the silly pedagogical title, but my day job is professoring and I literally write syllabi all the time, so I'm just going with what I know.) It's going to be a larger ongoing project where I create three versions of a reading/viewing list--short, medium, and long--broken down by different topics. I'll probably create it a google doc that people can download, or just follow the links from the doc itself. I'll certainly share the evolving work in progress doc as it develops here and on my newlsetter, Missives from Beyond the Veil of Sleep. (By the way, if you want to sign up for the newsletter and get these posts straight to your inbox, go here.)

Now on to our real business, Episode 3 of Into the Megadungeon, "The Problem of Space". This time I interview Gus L about his long running HMS Apollyon campaign. We had a lot of fun talking about how dungeoncrawling involves navigating a concrete space, how to make treasure actually interesting, why it's so hard to publish a good megadungeon, and how you can draw on the weirdness of history to get outside of bog-standard fantasy tropes. Without further ado, I present Episode 3 to you on your platform of choice:

Find Episode 3 "The Question of Space" on Spotify here

Find Episode 3 "The Question of Space" on Apple Podcasts here.

Find Episode 3 "The Question of Space" on Google Podcasts here

Find Episode 3 "The Question of Space" on Podcast Addict here.

Find Episode 3 "The Question of Space" on Overcast here.  

Find Episode 3 "The Question of Space" on Pocket Casts here.

You can find a full transcript of the episode here

Reader's Notes 

Art by Evlyn Moreau


As always, here is the extended reader's notes for the interview. 

Gus's Stuff

First, you can find many of Gus' posts about the HMS Apollyon campaign over at his old blog, Dungeon of Signs here. I HIGHLY recommend you download and read Gus' HMS Apollyon Player's Guide, which you can find here. It's a wonderful repurposing of Original Dungeon & Dragons to lean even more into procedural dungeoncrawling and the wild Apollyon setting. 

For Gus' theoretical writings on the procedural dungeon crawl, as well as new gaming projects, you should take a look at his newer blog All Dead Generations here. For Gus' published adventures, like Tomb Robbers of the Crystal Frontier, and Broken Bastion, visit Ratking Productions here. You can purchase Beneath the Moss Courts, an adventure about lawyers and pirates set int he world of my zine here

FLAILSNAILS & Constantcon

At one point we discuss FLAILSNAILS and Constantcon. FLAILSNAILS was a set of protocols whereby GMs agreed to allow players to take PCs from one game and use them in other games. Constantcon was the massive open table schedule of running FLAILSNAILS games that people could play. If you want to know more, I wrote about FLAILSNAILS on track 01 of my Google+ Mixtape here 

Gus's Megadungeon Recommendations

Gus also refered to three published megadungeons that he thinks are each very good in their own way. This is really the first set of megadungeon recommendations on the podcast. 

Caverns of Thracia by Jennell Jaquays, a pathbreaking early hobby massive dungeon notable, like Jaquays' other early contributions for it's evocative flavor, use of factions, and open map design. Gus wrote a review of it for Bones of Contention here.    

Patrick Wetmore's delightful gonzo science fantasy megadungeon, Anomalous Subsurface Environment (ASE) that started Gus on megadungeon gaming. You can still get in print or PDF here.

Gus also praises highly Richard Barton's truly massive The Halls of Arden Vul, which you can find in all it's enormous glory here

History as Inspiration for Adventure Design

Finally, of course, you can find the UNESCO World Heritage list here, presenting you with numerous real world locations to fire your imagination for your location-based adventure design.


Tuesday, December 22, 2020

Prison of the Hated Pretender [Review]

 


Prison of the Hated Pretender is a module published by Hydra Cooperate and written by Gus L. It is available here on DriveThruRPG for the low price of PWYW. It is designed as a first level starter adventure, intended to introduce new players and DMs to exploration based play. Obviously this review contains spoilers, so if you might play in the Prison of the Hated Pretender, you should probably stop now. Also full disclosure: I collaborate with Gus on Through Ultan's Door. (Although if you want to know why, this review explains it.)

Although it does present a starter homebase (a miserable little village called "Broken Huts"), the bulk of the module is taken up with the titular prison. The dungeon is designed to showcase and teach exploration-based play. Gus has an imagination for locations that I sorely envy as a DM and author. With him nothing is boring straight corridors and square rooms, or featureless caverns. In this case the prison is a ten room, four floor (including basement and roof) affair carved out of rock to look like the crowned head of the hated pretender. 


As they approach the dungeon, right away the players are presented with a meaningful choice, for they can simply walk in the front door, or they can climb a tree up to the eyehole windows on the second floor, or even scramble over the top of the head to a roof that is surrounded by the stone crowned pate of the head. The natural entrance to start with on the ground floor immediately introduces danger and adventure, since the first thing the PCs see is a sigil holding back strange entities within. 

The two opposed factions of the dungeon are interesting and evocative. No skeletons or orcs here! First, the Phantasms of Vengeance, celestial monstrosities that are drawn from the Celestial Thrones to our reality by the sanctified bones (and twice sacrificed souls) of the righteous victims of the Hated Pretender. The Phantasms take diverse otherworldly forms like animate stained glass, tangles of silver wings, or orbs of celestial light. While not very powerful individually, there are many of them, and they reform later if slain. Second, there is the hated pretender, a pitiful if dangerous revenant. Scatterbrained wreck of his former tyrannical self, his desires are pitifully simple: treasure, mortal food, and escape from the torment of the Phantasms of Vengeance. He too is recreated each night if slain. 


One feature of exploration based play the dungeon is designed to highlight is that combat is not its own reward, but something to be avoided where possible, and risked where worthwhile. Fighting through the Phantasms is a deadly fool's errand. While the Phantasms cannot be reasoned with, the Pretender can be spoken with and has interests and desires that allow for negotiation and a source of information about the environment. (The way he's described and drawn I think it would be easy to DM him, and the interactions would be memorable.) In neither case does effective resolution come mainly through combat. 

The whole dungeon is constructed like a puzzle, the solution to which hinges on piecing together the relation of the two different factions to one another and the prison. The key is the day/night cycle, since the Phantasms of Vengeance can only go where there is light, and as a result, the Hated Pretender sticks to darkness. There are campaign altering possibilities here, since the PCs can put the Pretender and Phantasms to rest if they figure out what's going on, or inadvertently free them if they blunder, with large effects on the setting. They can also an artifact to receive prophetic visions of the future with large ramifications, and there is rich (if hard to access) treasure in the dungeon too.   

I am hard pressed to think of a better, more immediately evocative and interesting introduction to exploration based retro-game play. The dungeon is a perfectly constructed little jewel-box of retro-game play. In fact, it's a kind of master class in how to design a dungeon in a way that builds the relation of factions and mysteries to be unravelled in at the ground floor. What's miraculous is that Gus does all this...with a ten room dungeon. 

The idea of the module as a kind of "class" is thematized by the inclusion of side bars that explain in plain terms what style of play is presupposed in the design of the dungeons. Gus the teach' explains why the factions are not "good guys" and "bad guys", why there is no presupposed way the PCs are expected to interact with the environment, and why combat is not a preordained outcome. There is also a conversion to 5E at the end, along with a couple more notes from the teach' on how to run this style of adventure in 5E. It's clearly intended as a bridge to retro-game play, offered in a friendly spirit to 5E. I don't know if it will find its way into their digital hands, but I hope it does. 


The cartography of the module is good, aesthetically pleasing but simple with most of the major features drawn clearly on the map. (Gus' cartography is always good.) The module also has handy extra maps, including one version that is blank (for screensharing) and one with a helpful cheat sheet on it. Gus has also developed a special notation that is meant to help synthesize information at the table, with light sources and traps mentioned up top, notable features bolded in the room's description, treasures italicized, and threats underlined. It's a system of information that I find is helpful at the table, except for large informationally dense rooms where my eyes cross, and I can't parse the different fonts and keep track of their meaning.  

In short, this a perfect low-level module to kick off a new campaign, or introduce players to retro-game play. Even us old hands can learn a thing or two about dungeon design from it. Oh yeah, and while you're on his DTRPG page, be sure to pick up his one page dungeon Star Spire too. It's a real pretty 1 page dungeon usable with any older edition of D&D or their retro-clones. It's a groovy little number that would fit right into a UVG campaign, for example.