The future of Dungeon


Dungeon Magazine General Discussion

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There was a seminar on the future of Dungeon and Dragon magazines at GenCon this morning:

http://www.gamingreport.com/article.php?sid=18275&mode=thread&order =0

Pertinent upcoming highlights:

- The third AP will start 4-5 issues after AoW has finished; planning has already started.

- In the next year or two there will be a full-issue adventure (100 pages long).

- Two high-profile WotC/TSR authors will do "revision advenutures" in the vein of Maure Castle.

- Oriental Advenutes module in issue #132.


Thanks for the fast on-the-spot update!


Obscure wrote:
- Two high-profile WotC/TSR authors will do "revision advenutures" in the vein of Maure Castle.

Did they give any hints as to which modules are going to be updated?

--Ray.


derek_cleric wrote:
Obscure wrote:
- Two high-profile WotC/TSR authors will do "revision advenutures" in the vein of Maure Castle.

Did they give any hints as to which modules are going to be updated?

I wasn't actually there at the seminar, but apparently there were no further hints.

Liberty's Edge

I hope HOUSE ON GRYPHON HILL will be one of them...
Man, that would be cool!

Or DESERT OF DESOLATION, and CASTLE AMBER (yeah, the really old stuff).


Some thoughts:

The transcript makes it unclear whether or not there are two high profile authors working on two revision adventures or if they are collaborating on one.

I'm wondering if the full magazine adventure will be a revision. Someone (I think it was Erik Mona, but I can't find the article anymore) said that when they were planning to the first one, they wanted to revise "Expedition to the Barrier Peaks", but that it would have taken up about 400 pages.

Some adventures I'd like to see:
- White Plume Mountain
- Lost Caverns of Tsojcanth
- Hidden Shrine of Tamoachan
- (This is just wishful thinking, but...) Tomb of Horrors

Hunter


Dryder wrote:

I hope HOUSE ON GRYPHON HILL will be one of them...

Man, that would be cool!

Or DESERT OF DESOLATION, and CASTLE AMBER (yeah, the really old stuff).

I also vote for the Desert series to be updated, but split my own vote to include Baltrons Beacon I-7!

Liberty's Edge

Hunter wrote:

- (This is just wishful thinking, but...) Tomb of Horrors

Hunter

Really?!

I never understood how someone could like to DM this, this...well, THING!
There is a "Return to the ToH" boxed set available, or has been, which was far better than the original (which is added to the box as a faximile).
This is just a plain player killer, nothing else. I never talked to someone who played it and wasn't annoyed...
But I am sure the guys at paizo would manage to make it far better than the original is!

edited:
And just learned, that it is called CHATEAU d'AMBERVILLE, not CASTLE AMBER ;)

Liberty's Edge

drunken_nomad wrote:
...I also vote for the Desert series to be updated, but split my own vote to include Baltrons Beacon I-7!

Now that's the 3rd time I hear about BALTRONS BEACON. Can you tell me what this is, or give me link where it is discussed, a pic can be seen, etc.

Would be great ;)


Although I don't think it will happen, I'm holding out hope for the Master of the Desert Nomads (X4/X5/X10) series. I've always said that these three modules could be put together into a "super-module" and rewritten into an amazing campaign. I'm running a highily modified version that I converted into 35e for my group now. I had to OCR them and do some major hacking/editting on the modules but I'm more certain than ever that it's true (now that the campaign is almost over).

All that being said.... I would guess that it's going to be another Gygax module. Tomb of Horrors? (I hope not, AIR, everyone dies in the ToH.)

--Ray.

Liberty's Edge

derek_cleric wrote:
Although I don't think it will happen, I'm holding out hope for the Master of the Desert Nomads (X4/X5/X10) series.

Are these those modules where the buuts in the monsatery were introduced. The ones with the juggernaut in the desert? I ask, because I only know the german titles...

derek_cleric wrote:


All that being said.... I would guess that it's going to be another Gygax module. Tomb of Horrors? (I hope not, AIR, everyone dies in the ToH.)

I hope it will NOT BE a Gygax module!

--Ray.


Dryder wrote:

Really?!

I never understood how someone could like to DM this, this...well, THING!
There is a "Return to the ToH" boxed set available, or has been, which was far better than the original (which is added to the box as a faximile).

Bah. I was referring to Return to the Tomb of Horrors. By far the most engrossing adventure I've ever read. But I think it would be far too long to publish in one issue even if they removed every article/adventure/comic/ad.

I also second the DESERT OF DESOLATION. It was 3 adventures, so maybe we could see it as a campaign arc?

Hunter


Dryder wrote:

Now that's the 3rd time I hear about BALTRONS BEACON. Can you tell me what this is, or give me link where it is discussed, a pic can be seen, etc.

Would be great ;)

Dunno about pics or links...but this is one of my all-time favs. I have played thru it once and DMed it 3-4 times (changing the monsters and puzzle locks). John Simcoe (I think) mentioned that he wrote out novel forms of a module adventure in the "Tips for Contributors" thread...and I did the same thing for this module. ***SPOILERS***

S

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This one starts with an ancient wizard sending an animal companion to find the PCs and then asking them to roast some seeds in a Black Flame! I dont remember why they needed to do that...spell component?? The flame is located in this trackless swamp, though a ghostly light shoots up from a tower in Baltrons Keep. The remains of a crazy wiz experiment gone horribly wrong. Theres the obligatory lizardmen and trolls wandering the swamp and I think a shambling mound in the courtyard. There is also a scarab of death hidden somewhere in the keep. I can't remember if there is a vampire mist or belker in the keep, or if that was something I added. When the PCs get in the basement there is a super hallway of puzzle doors. This may be the best series of puzzles ever put on paper! OK, maybe not, but it was pretty amazing! Seems like those doors protected a book of endless spells, but maybe not...too long ago. Finally, the PCs go to a flooded crypt with skeletal lizardmen and then a room with the Black Flame. There is a demon (type 1 or 2) trapped in a gem that gets freed and a really cool transporting platform that allows the DM to expand the mod to include lots of diffrent locales (some are described, but some are up to the DM to flesh out). All in all, a super adventure!


Lost Caverns of Tsojcanth!! Yes, totally!! I bet that's one of Steve Greer's favorites, he he

Also, I would love to see the whole Slaver series redone--maybe over the span of a year or two, as whole issue adventures. Those 4 modules are my absolute favorites!

The Lost City
Against the Giants and the whole Drow series
The Sentinel & The Gauntlet (very cool adventures)

If I was a billionaire, I would buy Paizo the license to the Middle-Earth role-playing stuff and have them completely redo all of ICE's Middle-Earth stuff as "official" D&D stuff.

How cool would a fully official Middle Earth D&D campaign be?

Okay, I have to stop daydreaming.


Baltron's Beacan was okay. I bought the original module back in the 80's and put it up on E-bay a few months ago not realizing how very much out of print it was. I got $50 for it from some guy in the U.K. Hope he enjoys it. I'll buy the 3rd edition rewrite if it is done.


Dryder wrote:
Are these those modules where the buuts in the monsatery were introduced. The ones with the juggernaut in the desert? I ask, because I only know the german titles...

Yes. These are the modules that introduce the Bhuts, the second introduction of the Juggernaut (it was also in another module that I can't remember the name of), as well as, the Dusanu, the Geonid, the Malfera, the Mujina, the Nagpa, the Soul Eater, the Spectral Hound and the Tabi.

Lots of good stuff in there. :)

--Ray.

Liberty's Edge

I'm going to be the lone voice of dissent here.

I'm disappointed that Dungeon is going to do a full magazine adventure. I like the 3-4 adventures in each magazine. A super-module might be good, but I can buy it off the shelf. I've bought a number of such adventures, including the set originally produced for 3.0 (Sunless Citadel, et all) and a number of Necromancer Game products (Keep of the Rainbow Mage, etc).

When you subscribe to the magazine, as I do, you don't have any control over the content, but you always hope that each magazine will include something useful. A single large adventure is "hit or miss". I'd personally rather not receive it as a subscriber issue (and have one more added onto my subscription). If it is actually any good (60% likely, in my opinion) I'd buy it off the shelf.

Most likely, I'd never use it. It's only $5, but I still don't think it is the best use for Dungeon Magazine. A wide variety of adventures (as they have been presenting) creates the best possible value in Dungeon magazine.


DeadDMWalking wrote:

I'm going to be the lone voice of dissent here.

I'm disappointed that Dungeon is going to do a full magazine adventure. I like the 3-4 adventures in each magazine. A super-module might be good, but I can buy it off the shelf. I've bought a number of such adventures, including the set originally produced for 3.0 (Sunless Citadel, et all) and a number of Necromancer Game products (Keep of the Rainbow Mage, etc).

When you subscribe to the magazine, as I do, you don't have any control over the content, but you always hope that each magazine will include something useful. A single large adventure is "hit or miss". I'd personally rather not receive it as a subscriber issue (and have one more added onto my subscription). If it is actually any good (60% likely, in my opinion) I'd buy it off the shelf.

Most likely, I'd never use it. It's only $5, but I still don't think it is the best use for Dungeon Magazine. A wide variety of adventures (as they have been presenting) creates the best possible value in Dungeon magazine.

Oh, I agree with you, but since Paizo can publish official content, it's going to be the only place to get the "official" re-writes of classic adventures (Maure Castle--Mordenkainen's Magnificient Adventure as an example).

One full-length rewrite issue per year ain't gonna kill you, dude. If you hate it so much, put it on E-bay. If those magazines with full length issues don't sell, the issue will resolve itself in your favor, won't it?

Paizo Employee Creative Director

DeadDMWalking wrote:
I'm disappointed that Dungeon is going to do a full magazine adventure.

We won't be doing a full magazine adventure more than once a year for precisely the reasons you mention; the magazine needs to serve as many readers as it can, and the best way to do that is to continue doing the 3-adventure method.

That said, issue #112 (the first and last time we did a full-magazine adventure) was one of Dungeon's most successful issues ever, and that reason alone's good enough for me to do it again.

Sovereign Court

I like the future of dungeon...so much so I think I'll be writting a check soon.

Dark Archive

Dryder wrote:

Now that's the 3rd time I hear about BALTRONS BEACON. Can you tell me what this is, or give me link where it is discussed, a pic can be seen, etc.

Would be great ;)

Here's a link to the cover:

Baltrons Beacon

I can't remember that this has been translated into german.

Paizo Employee Chief Creative Officer, Publisher

Here's a couple quick hints.

There are two projects, by two authors.

You have all heard of the authors in question. I won't mention who they are, because both projects are merely in the discussion stage at present, and nothing has been signed.

One is not a straight revision, but rather following up on a thread that has existed in D&D since the beginning. The other is of a similar vintage, but is more mysterious.

That is all for now.

--Erik


James Jacobs wrote:
That said, issue #112 (the first and last time we did a full-magazine adventure) was one of Dungeon's most successful issues ever, and that reason alone's good enough for me to do it again.

I can't argue with economics, do what makes you guys the most money. Additionally making you the most money means you are likely making the most people happy.

However, I was more disappointed in the Maure Castle issue than by any other. Not because it was a remake, I thought that was a great idea. Not because it was a full issue, also a great idea. But because it had NO role-playing opportunities associated with it. It was pure dungeon crawl and nothing else.

I would hope that the future ones have more opportunity for story.

Sean Mahoney


I bet we haven't seen the last of the Isle of Dread.

I'd also second or third or whatever the X4 X5 X10 series. Not only was it part Dungeon Crawl, part Overland Trek, but it also had the negotiating and alliance building aspect along with some large scale warfare. Also the Desert setting is something that doesn't get covered much.

ASEO out

Liberty's Edge

Oh, I forgot one - one of the best campaigns I DMed ever:

NIGHT BELOW!

Scarab Sages

ASEO wrote:
I bet we haven't seen the last of the Isle of Dread.

oooooh, I hope you're right, ASEO! Isle of Dread is one of my favorites of all time and I loved Greg Vaughn's treatment and updating of it back in #114!


ASEO wrote:

I bet we haven't seen the last of the Isle of Dread.

I'd also second or third or whatever the X4 X5 X10 series. Not only was it part Dungeon Crawl, part Overland Trek, but it also had the negotiating and alliance building aspect along with some large scale warfare. Also the Desert setting is something that doesn't get covered much.

ASEO out

The Master of the Desert Nomads was pure great for all the reasons you have in your post ASEO. Role-playing from inside the enemy camp was/is simply one of the best RP experiences ever.

GGG


Dryder wrote:

Oh, I forgot one - one of the best campaigns I DMed ever:

NIGHT BELOW!

In my group we rotate DMs. It keeps us from burning out, and I believe everyone shouldn't be a DM all the time.

I just finished Whispering Cairn (the first part of AoW), and one of the other DMs has been running Night Below for some time now. On Thursday we will continue where we left off and play for a month or two.

Peace and smiles :)

j.


Great Green God wrote:
ASEO wrote:

I bet we haven't seen the last of the Isle of Dread.

I'd also second or third or whatever the X4 X5 X10 series. Not only was it part Dungeon Crawl, part Overland Trek, but it also had the negotiating and alliance building aspect along with some large scale warfare. Also the Desert setting is something that doesn't get covered much.

ASEO out

The Master of the Desert Nomads was pure great for all the reasons you have in your post ASEO. Role-playing from inside the enemy camp was/is simply one of the best RP experiences ever.

GGG

First off, hello everyone. This is my first post, so if there is anything I need to know, please inform me. That said, the RPing inside an enemy camp does sound awesome. Being one of the younger readers for both Dungeon and Dragon, I am not at all familiar with the older adventures, but I was wondering how they compare to current products like City of the Spider Queen, and recent adventures in Dungeon.

By the way, Jaws, my group also rotates. It is very nice to change from DMing a huge campaign (right now I am close to the end of a Eberron campaign that I am running, that has taken the players from 1st to 13th so far) to being able to play a character and have someone else be in control of the story and world for a change!

WaterdhavianFlapjack

Dark Archive

WaterdhavianFlapjack wrote:
I am not at all familiar with the older adventures, but I was wondering how they compare to current products like City of the Spider Queen, and recent adventures in Dungeon.

You may want to take a look at Dungeon 116 which reviews the 30 of the "greatest" modules, and has some discussion about adventures from different periods.

15-20 years ago the adventures were less sophisticated than they are today, but then so were we :) Looking back with 3rd Edition eyes some of the early modules will seem quite simplistic, but if you look at them over time you can see the modern style developing.

Even when adventures weren't set in dungeons the style was quite dungeon-oriented, ecology & psychology weren't big concerns, it was "a world where demons were demons, dungeons were deathtraps, and assassins hung out in the Player's Handbook. The treasure was piled high and every room held a damn good reason to roll for initiative".

Early adventures were fun and, well, adventurous. How do they compare with modern adventures? Don't compare them, they're different beasts, enjoy them differently -- the early adventures were distinctive and individualistic, and at the time they stood out enough to stick in our minds for the next twenty years.


Callum Finlayson wrote:
WaterdhavianFlapjack wrote:
I am not at all familiar with the older adventures, but I was wondering how they compare to current products like City of the Spider Queen, and recent adventures in Dungeon.

You may want to take a look at Dungeon 116 which reviews the 30 of the "greatest" modules, and has some discussion about adventures from different periods.

15-20 years ago the adventures were less sophisticated than they are today, but then so were we :) Looking back with 3rd Edition eyes some of the early modules will seem quite simplistic, but if you look at them over time you can see the modern style developing.

Even when adventures weren't set in dungeons the style was quite dungeon-oriented, ecology & psychology weren't big concerns, it was "a world where demons were demons, dungeons were deathtraps, and assassins hung out in the Player's Handbook. The treasure was piled high and every room held a damn good reason to roll for initiative".

Early adventures were fun and, well, adventurous. How do they compare with modern adventures? Don't compare them, they're different beasts, enjoy them differently -- the early adventures were distinctive and individualistic, and at the time they stood out enough to stick in our minds for the next twenty years.

Thanks Callum. I might just have to get Dungeon 116. I think it would certainly help me understand more of the early years of D&D and how it developed.

WaterdhavianFlapjack


My players are paranoid that the Malgoth will come back and get them, I want them to be right... hint hint:) I got a few of my own ideas, but dungeon will do better with that.


Night Below was really good. I wouldn't mind seeing that one again....Of course I also liked the Rod of Seven parts.


Erik Mona wrote:
One is not a straight revision, but rather following up on a thread that has existed in D&D since the beginning. The other is of a similar vintage, but is more mysterious.

So there are two adventures. This is intriguing.

My guess for one would be:

something to do with the Lost Caverns of Tsojcanth (maybe another dungeon belonging to Iggwilv), because this adventure goes right back to the early days of D&D. An adventure involving Iggwilv would be a good crossover with Dragon's Demonomicon articles, too.

Am I way off?


Callum Finlayson wrote:
WaterdhavianFlapjack wrote:
I am not at all familiar with the older adventures, but I was wondering how they compare to current products like City of the Spider Queen, and recent adventures in Dungeon.

Early adventures were fun and, well, adventurous. How do they compare with modern adventures? Don't compare them, they're different beasts, enjoy them differently -- the early adventures were distinctive and individualistic, and at the time they stood out enough to stick in our minds for the next twenty years.

Were you to compare them though I think you would find them analogous to early and modern MTV. Early on they were really quite new and raw, much like music videos. The rules hadn't quite coalesced and even when they did there was no guarantee that the module was playing by them. Though this allowed the DM a lot of leeway and creative power it also created DM tyrants and annoyed players who needed the safety and structure of hard and fast rules for things like stirrups and such. Early rules offered fewer mechanical options. I never actually left D&D to pursue AD&D which I still dislike for several reasons. AD&D offered more mechanical options most of them though seemed to be glommed on.

Now-a-days scenarios often give you huge doses of anthropology, psychology, and logic for why several dozen trolls might want to live in a stuffy cave with one treasure chest, sort of the Real World effect, or perhaps Dungeon Rules would be more appropriate. The rules themselves are written in positive legalesse terms, a habit taken from computer programing and collectable card games and has resulted in a character building system that resembles deck construction. I'm not sure whether or not player characters now tend to have more backstory, personality and subplots than they did before, that's more of a age/experience/personal style issue.

Anyhow that's my comparison,
GGG

Scarab Sages

While I would love a great underdark adventure against horrific aberrations such as Night Below, I also hope for 'A Return to the Barrier Peaks'. That said,
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any chance on seeing revised 'sheen info since they where referenced in the Clockworks?

Dan F.


Return to Saltmarsh!

Jack :)

Paizo Employee Creative Director

Tatterdemalion wrote:

Return to Saltmarsh!

Jack :)

Check out the DMG II. There's a lot of Saltmarsh in there.


You know, I really liked the Falcon adventures, it gave a good chance to play an offical adventure in Greyhawk City (and its surrounds) and detailed at least a little bit of the city itself.

Apart from that, I'm still waiting on my invitation to do a rewrite of Ghost Tower of Inverness.

I always wondered what happened to the Sage and that Soul Gem...

Frog God Games

Night's Dark Terror, a nice little Expert rules jaunt, maybe the greatest adventure ever written. It had everything. It is on my (massive) list of things to 3.5 update for my home campaign of players who never got to experience the such things as the siege of Sukiskyn firsthand.

The Malgoth, eh, Onrie? Hmmmm....


argh..there are so many potentials.

My own view is that B4 Lost City could be done as a kick-ass full issue 3.5 adventure.

Similiarly, B2 Keep on the Borderlands was somewhat botched by TSR on its silver anniversary update.If you wanted a kickass starter adventure updating that to 3.5 in Dungeon and firmly planting it in a campaign world (like AOW does)would be just awesome.


Anyone heard of the adventure 3 Liches and a Baby. My dad made that one:)

Dark Archive

Hunter wrote:

I'm wondering if the full magazine adventure will be a revision. Someone (I think it was Erik Mona, but I can't find the article anymore) said that when they were planning to the first one, they wanted to revise "Expedition to the Barrier Peaks", but that it would have taken up about 400 pages.

Some adventures I'd like to see:
- White Plume Mountain
- Lost Caverns of Tsojcanth
- Hidden Shrine of Tamoachan

Second that.

All of them. ALL OF THEM.


golem101 wrote:
Hunter wrote:

I'm wondering if the full magazine adventure will be a revision. Someone (I think it was Erik Mona, but I can't find the article anymore) said that when they were planning to the first one, they wanted to revise "Expedition to the Barrier Peaks", but that it would have taken up about 400 pages.

Some adventures I'd like to see:
- White Plume Mountain
- Lost Caverns of Tsojcanth
- Hidden Shrine of Tamoachan

Second that.

All of them. ALL OF THEM.

If not, my vote goes to White Plume.

Dark Archive

I really like the Baltron's Beacon idea. Hmmm--Saltmarsh sounds promising also. On the other hand,I can't ever get enough of Tsojconth. Dwellers of the Forbidden City and Tomb of the Lizard King would both be cool. No one could deny the excellence of White Plume Mountain. It seems almost like they can't go wrong with whatever they pick! However, my final vote would have to go to The Forgotten Temple of Tharizdun. Evil god trapped under a temple? CLASSIC!!!


kikai13 wrote:
However, my final vote would have to go to The Forgotten Temple of Tharizdun. Evil god trapped under a temple? CLASSIC!!!

I vaguely remember that RttToEE has this. Doesn't it? I bought the module then gave it away to a friend to read and haven't gotten it back. May be that I am remembering what I think is there and not what really is there.

--Ray.


derek_cleric wrote:
kikai13 wrote:
However, my final vote would have to go to The Forgotten Temple of Tharizdun. Evil god trapped under a temple? CLASSIC!!!

I vaguely remember that RttToEE has this. Doesn't it? I bought the module then gave it away to a friend to read and haven't gotten it back. May be that I am remembering what I think is there and not what really is there.

--Ray.

On the subject of RttToEE, is that adventure worth the $30 dollar price tag?

WaterdhavianFlapjack


Erik Mona wrote:

Here's a couple quick hints.

There are two projects, by two authors.

You have all heard of the authors in question. I won't mention who they are, because both projects are merely in the discussion stage at present, and nothing has been signed.

One is not a straight revision, but rather following up on a thread that has existed in D&D since the beginning. The other is of a similar vintage, but is more mysterious.

That is all for now.

--Erik

Those are hints?!?

How about this: one will be written by a person; the other one might be. They may both include encounters. You won't get them until you get them.

Jack

PS -- Just teasing :P
Actually, 'since the beginning' is probably a big hint.

Contributor

WaterdhavianFlapjack wrote:

On the subject of RttToEE, is that adventure worth the $30 dollar price tag?

WaterdhavianFlapjack

It depends what you and your group like, and your style of play. The group I ran through it is very much a "run in and kill anything that moves" group. They didn't fair too well, thanks to their lack of stealth, and getting over their head easily.

I think it's pretty cool, overall. It can certainly be a bit of a meat grinder, though.


derek_cleric wrote:
kikai13 wrote:
However, my final vote would have to go to The Forgotten Temple of Tharizdun. Evil god trapped under a temple? CLASSIC!!!

I vaguely remember that RttToEE has this. Doesn't it? I bought the module then gave it away to a friend to read and haven't gotten it back. May be that I am remembering what I think is there and not what really is there.

--Ray.

I think it was a bit of a common theme really. In fact powerful creatures trapped at the bottom of dungeons where just everywhere in 1st Edition...It was an epidemic.

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