ideas for Wolfgang Baur and the future of Dungeoncraft


Dungeon Magazine General Discussion


so, now that Dungeoncraft is in new hands, don't get me wrong it was awesome when Monty Cook did it, but i think now is a good time for suggestions.
here are mine and i hope other people put in there's.
1. i would like to see more about adventures in the future, all the ones i got where about campaigns and DMing. structure and stuff like that
2. um, well that's all i can think of but i want other peoples opinions so lets here it!
buy the way if Wolfgang could respond that would be great, or if this bugs him or something, any way i think you guys like advice so, I'll just shut up.


Random Encounter Tables... That's what would do it for me. One for every type of land/climate: Cold Hills, Temperate Swamps, Warm Grasslands... You get the drift.

Ultradan


Ultradan wrote:

Random Encounter Tables... That's what would do it for me. One for every type of land/climate: Cold Hills, Temperate Swamps, Warm Grasslands... You get the drift.

Ultradan

sorry to disagree again but, well i would like it to, its not advice but stats and i don't want to see it in DUNGEON, what to other people think?

RPG Superstar 2013 Top 16

Wolfgang did write about the structure of adventures on the Wizards website.

Hope that helps.


Darkjoy wrote:

Wolfgang did write about the structure of adventures on the Wizards website.

Hope that helps.

great, but were on the site?

RPG Superstar 2013 Top 16

dwarflord wrote:
Darkjoy wrote:

Wolfgang did write about the structure of adventures on the Wizards website.

Hope that helps.

great, but were on the site?

I would suggest the rules section, you can always try to search for his name.


Ultradan wrote:

Random Encounter Tables... That's what would do it for me. One for every type of land/climate: Cold Hills, Temperate Swamps, Warm Grasslands... You get the drift.

Only on roll of 30-to-36 in the cold hills terrain generator. ::drum drum cymbal:: ;P

That sounds more like a Campaign Workbook: The Journey than a Dungeoncraft, though I suppose something on how you might tailor random encounters to the game (story, theme, mood, and character level) might be cool.

G-cube

The Exchange Kobold Press

Yes, the Adventure Builder series is still available on the WotC site; it was fun to write, and I've gotten a lot of good feedback on it.

I'm happy to hear folks' suggestions for the column; I suspect I'll be more adventure-centric than Monte or Ray were, though I'll still do a fair bit of more general GM advice and maybe some campaign building.

Encounter tables are great (I wrote some for Frostburn), but I agree with GGG: they belong in a Campaign Workbook.


Hey Wolfgang, really looking forward to reading your articles in Dungeon. Ray and Monte left you some big shoes to fill but I'm sure you're up to the task.

As for suggestions on the kinds of articles I'd like to see Dungeoncraft look at:

1. Discussing incorporating material from various sources in making an adventure.

2. Talking about how to go about converting older D&D/AD&D material to the latest edition, not just things like balancing encounters and treasure but maybe how to alter the existing adventure to be a sequel.

3. The roles of villains and key NPCs - and getting the most bang for your buck before the PCs decide to kill them.

4. Help in table logistics - things like how to organize notes, store/access miniatures, prepare maps in advance or draw them quickly, and so on. I'd love to hear how your game room is setup and what you'd change about it if space/money weren't an issue.

5. Along those lines, how to best organize for running games on the road, when you're the DM but always/usually have to play at another location. The goal isn't to break your back carrying notes, rule/source books and miniatures - how do you optimize to have all you need, plus what you might want for flexibility for when the PCs go off course?

Best of luck!
L


As a relatively new DM, any advice I can get in articles like these is great.

Thanks, Monte Cook, for all the great help!

I loved his column, so I'm sure I'll like this!


I've only been reading Dungeon for about a year, so I'm not sure if an article on this has been written, but what about an article that talks about when big plans go wrong.

An article about what you can do when a BBEG, evil plot, or campaign hook gets "destroyed" due to an oversight on the DM's part on what the PCs can do. I'm not talking about an article that tells you to never let your PCs beat a BBEG fast or solve a problem easier, but rather one on advice for what to do when something causes your ideas to become jumbled up.


What was the chase adventure that Wolfgang did in early dungeon. The one where the players chased the bad guy on horse back.

Sorry I will find the issue in the morning.

I am sure I will look foward to this article every time I he writes it!


MaxSlasher26 wrote:

I've only been reading Dungeon for about a year, so I'm not sure if an article on this has been written, but what about an article that talks about when big plans go wrong.

An article about what you can do when a BBEG, evil plot, or campaign hook gets "destroyed" due to an oversight on the DM's part on what the PCs can do. I'm not talking about an article that tells you to never let your PCs beat a BBEG fast or solve a problem easier, but rather one on advice for what to do when something causes your ideas to become jumbled up.

Monte Cook did a series of three articles around issue 130 on winging it(making stuff up in D&D), one on stats, one on adventures and one on being ready for things to go wrong. someone can find the exact issues if you want.

Dwarflord

The Exchange Kobold Press

Tim Crowe wrote:
What was the chase adventure that Wolfgang did in early dungeon. The one where the players chased the bad guy on horse back.

I think it might have been "Fire Giant's Daughter", around issue 39 or so.

Sovereign Court

Hello Wolfgang,

it is sad that Monte decided to quit. When I thought on who could fill this gap, the only name coming to my mind was yours, though. There aren't that many veteran D&D designers who are still actively in the D&D/ d20 industry, are there?

So despite feeling sad for Monte's parting, I am also feeling very enthusiastic about your arrival and am eagerly looking forward to your articles. Which is the subject of this thread: Which content to read there?

I'd like to read some of the topics supposed to be fundamental to adventure creation, but which are hard to be found anywhere in written form. And I am all the more curious on your approach to these topics.
E.g.:


  • How many encounters do fit into one session? (I know this is one of the most basic articles imaginable, but why is this topic always just briefly mentioned in subordinate clause?)
  • How to build up tension in these confinements (you wouldn't want to stop a session without giving your players a feeling of accomplishment - o.k., usually you wouldn't want to...;-) )
  • Tips on improvising (How to create a stat'ed npc on the fly when you realize that there has to be one more combat encounter? Which stats to ignore/ improvise and which ones to create more carefully?)
  • How to facilitate/ accelerate combat encounters!
  • How to liven up the ever same monsters/ npcs having grown more and more clichéd after constant use
  • How to make unique and distinguishable npcs (there are articles on speech patterns, others on describing npcs, and even more on setting their agendas and perspectives, but which article combines all these elements in an easy to use manner?)
  • After your recent experience of bringing a veteran D&D module back to (3.5) life, I second one of the above proposals: How to transform 1st and 2nd edition modules to 3.5 (i.e.: which stats to labourously convert, which to maybe improvise, and which to dismiss and replace. There are so many old Dungeon adventures waiting for the unprepared new players, not to mention all the AD&D modules available in the Paizo shop...)

O.k. Just a few suggestions. Better I stop myself from ranting on and on...

It is great to read you regularly in Dungeon, even more so of doing this in my favourite section of Dungeon Magazine!

Greetings from Germany,
Günther


Ultradan wrote:

Random Encounter Tables... That's what would do it for me. One for every type of land/climate: Cold Hills, Temperate Swamps, Warm Grasslands... You get the drift.

Ultradan

This is not a dungeon craft style article. I think these articles should shy away from crunch. There is another section in the back of Dungeon that might fit the bill for this sort of thing - though I think they would reject this particular project as not interesting enough.


Well I thought the designing a role playing encounter article at WOTC was excellent.

* Some in depth look at creating and running non-combat encounters and even non-combat adventures might make for an interesting change of pace.

* One or more articles taking a good look at the skill system and discussing the use of the skill system in designing and running adventures.

Grand Lodge

Wolfgang Baur wrote:
Yes, the Adventure Builder series is still available on the WotC site; it was fun to write, and I've gotten a lot of good feedback on it.

The Adventure Builder you wrote has become my new personal holy bible for game preparation! It's amazing how much it has changed my way of thinking and my players like it :) I can see me adding future dungeoncraft articles to it pretty soon ;)

As a thought it would be great to be able to purchase a downloadable version of previous dungeoncraft or as a paperback compilation. A resource like that would find pride and place shelved next to most DMGs.

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