Johnn Four asked on Google+: “I haven’t run a treasure-based XP game in a long, long time. I have also never designed one. What’s the general process for planning out a treasure-based adventure?”
=> on Google+
I said that I find the key to be the following:
Thus, if players are level 5 and want to keep fighting goblins, they will practically not gain a level anymore. If they want to level up, it’s time to face those trolls or rob that castle…
It’s harder to design the minimum number of rooms per levels for a megadungeon and the mean treasure parcels you want per level. You can do that, sure. I hate this kind of work. That’s why I just design open ended dungeon (if at all): if you explore further, I’ll add further! (Between sessions)
#RPG #Old School #Sandbox #Megadungeons #Treasure
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