Tuesday, August 8, 2017

Star Wars Shiz: Death Star Mega Dungeon! - Quick Update

I need to preface this post by stating that I might have bitten off more than I could chew when coming up with the concept for this adventure. Initially, it was meant to be this huge thing with a bunch of modular parts, and cool tables and all that jazz that goes into a mega-dungeon. As a creator, I just don't think I'm there - and I feel comfortable admitting it. The last thing I'd want to do is put out some half-assed content with my name on it. If I got your hopes up with this, I apologize.

Alright...moving on, this was the original concept for generating the dungeon that the players would be exploring.

At this time, there are 4 main bits you need to generate before play can start
1: The section of the Death Star that your players will be exploring. You could roll up several, and introduce some hex crawling between destinations, too.
2: The condition of the section that fell, perhaps it's mostly intact, and surprisingly stable, or the complete opposite.
3: The orientation in which the section landed, miraculously the section landed right side up, or maybe the hallways become vertical tunnels since the section landed on its side.
4: Finally, you need to determine how far away the survivor's escape pod/shuttle landed from the wreckage.

I still like the general idea, so I'm going salvage what I can. I'l be updating the previous post to reflect the below changes.

Setting: I originally had it set on the Death Star II, with the players landing on Endor. I like the idea of the Death Star I above Yavin 4 better. I feel like it give more options for continuing the story in the Imperial Era after the funnel.

Objective: The original plan was to have the characters scout the fallen wreckage and recover Imperial secrets. This will remain as the player's primary objective, in addition to the following secondary objective - Locate and detain a group of rebels who managed to escape the destruction.

Con Options: I had a cool idea for running this at conventions. It would require two groups of player at two tables. One group would play as the Imperials, while the other group played as the Rebels. The objectives would remain the same for both sides. Recover the Imperial secrets, with the Rebels trying to escape, and the Imperials trying to capture them.

Current progress: I'm wrapping up the area maps, which include a death star segment and a map of the Yavin jungles. After that it's just detailing the encounter areas, and writing some "box text" descriptions. I'll soon be ready to lay this beast to rest.

My goal is to have this out by the end of this month, but I've had Black Powder Black Magic on the mind lately, and have been prepping for a game that I'll be running soon. Expect to see some of that content before the Star Wars Shiz is finished.

Catch ya on the flip side.

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