I'm putting this here in General Gaming because it goes on computer machines, but they're pimping it as being equally suitable for the Beards forum. It looks to be like the GM tools in Neverwinter Nights - create a dungeon, fill it with stuff, and then jump in as GM and talk to the players, direct the monsters, just like a real GM in a tabletop game. I'm not sure how they'll manage that without requiring the GM to have a degree in Videogame Dungeon Coding,* but if they can make it intuitive then I'm interested.
http://www.rockpapershotgun.com/2014/01 ... geonforge/
*Actual degree may not exist
Dungeonforge
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- Throbbing Cupcake
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Re: Dungeonforge
That sounds like it could be rather fantastic.
You build it, test travelling through it and the traps and whatnot, then build a story for it and let people run through it. The stories look like they could be quite easy to build, I guess the quality depends on how easy it is to throw a good story together, I can write a good story but I doubt I would have the time to make it unless you can really hammer through the dungeons without them looking copy/paste shite.
WOTC need to get this kind of shit done for D&D.
You build it, test travelling through it and the traps and whatnot, then build a story for it and let people run through it. The stories look like they could be quite easy to build, I guess the quality depends on how easy it is to throw a good story together, I can write a good story but I doubt I would have the time to make it unless you can really hammer through the dungeons without them looking copy/paste shite.
WOTC need to get this kind of shit done for D&D.
Re: Dungeonforge
You could probably even get away with copy/paste locations as long as there were interesting set pieces every now and then. Look at Roll20, it's hardly graphically advanced but that's not the point. Mind you, I expect the more graphics and interaction there is with the game, the less players will use their imaginations.
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Re: Dungeonforge
I like the idea, much as I really liked the NWN DM tools, but the problem with them was that they either took too much micromanagement to make anything very good, or just looked copy-pasted. With an ARPG model it seems like you'd just rush through carefully-created dungeons without even noticing them. As a supplement to forum-based dungeoning - which can can take months - they'd actually be rather splendid.
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- Ninja Pirate
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Re: Dungeonforge
Many moons ago, the V:tM game redemption did this in multiplayer as well. Reacting on the fly to what PCs wanted to do was a bit awkward, unless you did a lot of extra work/level building/scripting, but when it worked it was brilliant.
Unless it was a random 'net game and the GM was a git. Then he'd drop Caine on your lvl 13 coterie for shits and giggles
Unless it was a random 'net game and the GM was a git. Then he'd drop Caine on your lvl 13 coterie for shits and giggles