Monday, August 23, 2010

Gaming Schedule

So then, Sundays are for continuing campaign play.

Starting on August 30 (one week from today!) at Tapiolan Pelikauppa (formerly Puolenkuun Pelit Espoo) I will have my first of a series of in-store games. I'll be crafting shorter "weird" adventures specifically for these.

But I want something different too. I want to resurrect the Wednesday games (or perhaps follow through on some plans I have not yet thought through well enough), but I want it to be different. So I'm taking the rest of this month to work on a proper megadungeon. The catch? Everything will be randomly generated. I have a shit-ton of A3 sized graph paper I got on my last Estonia trip and I've just put together a kludge of tables based on various random dungeon generators so I'll be drawing maps all day today and tomorrow. I'm coming up with a mish-mash of room content tables, including encounter tables that'll direct me to AD&D encounter tables, Labyrinth Lord encounter tables, of course the Random Esoteric Creature Generator, and the Mythmere Adventure Design Deskbook #2, plus my own complex treasure tables. I'll get this going for a few days, and then with all these charts and tables I'll be able to keep ahead of player activity with no fuss no muss.

Premise? "The city council was having this new area excavated to put in a new public bathhouse, but, ahh... we found a door. We sent some guards to investigate but we heard a scream and they didn't come back. So anyone who wants to go clear out the hole can do so, in exchange they keep any treasure found within tax-free."

Little does the city council know just how big this hole is!

Other scheduled events:

I have a podcast interview tonight that I have to be up at 2am to do. yikes!

Writing the Death Ferox Doom manuscript from the completed and playtested notes: September.

Writing the monster book from the notes and ideas and snippets of things I've used in my games over the past four years: Through October.

And possibly foreign conventions in September, October, and November.


  1. One never knows what sort of godawful holes one may find in a public bathhouse.

  2. A 100% randomly-generated dungeon is the best way a person can make a dungeon on his own, and yet not have it resemble his other dungeons. The randomness does things that his own imagination never would have done.

  3. I'd love to play in that mega-dungeon campaign. Alas, I fear I won't have time for another weekly game. :(