Whipporowill
Erudite
Tags: Minions of Mirth; Prairie Games
That's right folks, this time we bring you all of 13 questions (complete with answers, imagine that!) on the recently announced independent crpg - <A href="http://www.prairiegames.com/games.html">Minions of Mirth</a>. Here's a nibble:
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<blockquote>
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<b>7.)</b><i> One of the features you list are sprawling dungeons. Can you tell us, in your opinion, what makes a good dungeon? What criteria do you have when you go to design one?</i>
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A good dungeon has concentrated gameplay with carefully balanced risk and reward. A dungeon must have an absorbing theme and a purpose for getting to the bottom. It should offer progression with an overall sense of rising danger. There should be interesting things that happen along the way and not just a cool monster at the end. I read "Deathtrap Dungeon" by Ian Livingstone as a kid and was enthralled. If I am capturing some of the excitement I felt back then, I know I'm on the right track.
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</blockquote>
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If there's one thing that a lot of crpgs have failed in implementing, it's interesting and challenging dungeons. Hopefully Joshua Ritter will prove he's got his head screwed on as tight as it seems with Prairie Games upcoming <A href="http://www.prairiegames.com/games.html">Minions of Mirth</a>. The full interview can be found <a href="http://www.rpgcodex.com/content.php?id=105">here</a>
That's right folks, this time we bring you all of 13 questions (complete with answers, imagine that!) on the recently announced independent crpg - <A href="http://www.prairiegames.com/games.html">Minions of Mirth</a>. Here's a nibble:
<br>
<br>
<blockquote>
<br>
<b>7.)</b><i> One of the features you list are sprawling dungeons. Can you tell us, in your opinion, what makes a good dungeon? What criteria do you have when you go to design one?</i>
<br>
<br>
A good dungeon has concentrated gameplay with carefully balanced risk and reward. A dungeon must have an absorbing theme and a purpose for getting to the bottom. It should offer progression with an overall sense of rising danger. There should be interesting things that happen along the way and not just a cool monster at the end. I read "Deathtrap Dungeon" by Ian Livingstone as a kid and was enthralled. If I am capturing some of the excitement I felt back then, I know I'm on the right track.
<br>
</blockquote>
<br>
<br>
If there's one thing that a lot of crpgs have failed in implementing, it's interesting and challenging dungeons. Hopefully Joshua Ritter will prove he's got his head screwed on as tight as it seems with Prairie Games upcoming <A href="http://www.prairiegames.com/games.html">Minions of Mirth</a>. The full interview can be found <a href="http://www.rpgcodex.com/content.php?id=105">here</a>