OgreOgre said:
BTW, there's an alien skeleton in the Glow.
Aliens = Canon. j/k
I thought that was in SAD.
As for dungeons, I'd like to have uses for ropes, spikes, ten foot poles, etc.
No handholdey crap about "you may be able to attach a rope here".
There should be multiple potential workarounds, etc.
The object interactivity of Wasteland or Ultima VI would be a good direction.
(sure most of it was useless, and the Wasteland stuff was scripted as hell- but its a start)
One of the Durlag levels reminded me of Sleeper Base.
(split the party to open doors)
I would like to see monsters regroup, add barricades and traps, hide treasure, send for reinforcements, and perhaps even evacuate in between forays by the party.
Patrol Paths. Daily Routines with semi-random variations.
Patrol Paths. Daily Routines with semi-random variations.
Patrol Paths. Daily Routines with semi-random variations.
Have dungeon denizens feed back on each other.
Emergent behaviors.
Ecosystems.
General stuff not directly dungeon related:
Have a barter system, perhaps with a consignment option so that items the merchant can't buy could be sold to someone else in the future for a split profit.
Also, make the merchants make economic sense.
Also I want to be able to climb through windows, run across rooftops, etc.
I want everything lootable. (houses, shops, etc.)
Also people should have gossip/yell for the watch etc. regarding seeing trespassers, murders, etc.
Back to dungeons:
Some of the treasure may be heirlooms, stolen from caravans, etc. and there may be claimants who challenge ownership, merchants who accuse sellers of robbing from caravans, etc.
Also, some thieves and bandits may prey upon wounded, treasure-laden adventuring parties on their way back to town.
Remember that scenerio from 1E DM's Guide where the thief stalks the party in hopes of stealing it's treasure?
The Commandos games had incredibly tight and complex levels and some interesting AI.
Even swimming through rain drains on one level.
And they had an excellent camera.
Oh yeah: Z-Axis.