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2012-06-10 Best Of 1PDC 2012

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Summary: Solar System\]\] -> Solar System RPG]]

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< * [http://brightonandhoveroleplayers.blogspot.co.uk/2012/04/one-rough-night.html Kelvin Green – A Rough Night at the Dog & Bastard] -- last year I had started running [[Solar System]] and the game suggested a new style of prep: start with an empty page, write down the names of the player characters along the edges. Add abilities, beliefs, advantages or disadvantages you find interesting to the names. Add locations non-player characters, situations, events or items to the page and connect these with the player characters where it makes sense. Make sure that every item you have on the page is involved with at least two other items. It worked for me. It requires a lot of improvisation. This adventure is nothing but a relationship map between the various non-player characters trapped in an inn during a storm: a demon in human disguise, a lady, her ex, a demon hunter, his aide, an assassin, a thief and a wizard. In order to run this adventure, you need to improvise a lot and I'm betting that it will run smoother if you manage to connect you player characters to the non-player characters on the map in multiple ways. This seems ideal for an evening filled with a lot of talking and very little dice rolling.

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> * [http://brightonandhoveroleplayers.blogspot.co.uk/2012/04/one-rough-night.html Kelvin Green – A Rough Night at the Dog & Bastard] -- last year I had started running [[Solar System RPG]] and the game suggested a new style of prep: start with an empty page, write down the names of the player characters along the edges. Add abilities, beliefs, advantages or disadvantages you find interesting to the names. Add locations non-player characters, situations, events or items to the page and connect these with the player characters where it makes sense. Make sure that every item you have on the page is involved with at least two other items. It worked for me. It requires a lot of improvisation. This adventure is nothing but a relationship map between the various non-player characters trapped in an inn during a storm: a demon in human disguise, a lady, her ex, a demon hunter, his aide, an assassin, a thief and a wizard. In order to run this adventure, you need to improvise a lot and I'm betting that it will run smoother if you manage to connect you player characters to the non-player characters on the map in multiple ways. This seems ideal for an evening filled with a lot of talking and very little dice rolling.


http://farm9.staticflickr.com/8143/7162325393_aa203abd9e_n.jpg

When I had finished reading through all the submissions for the One Page Dungeon Contest 2012, I had a list of dungeons I was considering for nominations. We had agreed on twenty nominations but here I was with nearly thirty dungeons and adventures I liked!

The following are short commentaries on the entries I liked. Note that I printed all the entries using a black and white printer. If any of the maps are colorful, I probably missed it.

Also, I’d love to read your take on individual entries you want to recommend. What did you like about them? What is worth imitating in our own games?

warning Spoilers ahead! danger grin

The following list was written for referees that are staring at the pile of over one hundred submissions and wondering where to start. If you only have the time to look at a handful of dungeons, check out the stars.

A final note: Given all of the above, I often felt that a simple way to get more of my attention (I don’t know how the other judges felt) is to have descriptive labels on the map itself so that I don’t have to read the key all the time and to use bold to highlight the important parts of each room so that I can easily skim it (monsters, treasure, anything that’s in your face and easy to spot when players enter the room). I also like my dungeons to have multiple entrances or exits and to provide for more goals, use interesting magic items (simply having an interesting magic item that can be removed by the party would result in two points)… That kind of thing. It’s not easy to balance this with the time and space constraints, I know. My own dungeons wouldn’t score too well using my own system.

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