1. I want a dungeon that forces us to make several difficult choices along the way, and none of them should EVER be "meta". 2. I want a dungeon that entices us to take a path leading away from the direct route to the end, and leaves us all saying, "THAT. WAS. AWESOME!" when we return to the main path. 3. I want a dungeon that then does the above more than once before we get to the end. 4. I want a dungeon with NPC's that we HAVE to talk to (and actually pay attention to what they say). 5. I want a dungeon with a single room that makes us roar with laughter. 6. I want a dungeon with a wide variety of random events that might derail us from our "expected" course. 7. I want a dungeon that has unlockable areas that are tied to quests outside the dungeon. 8. I want a dungeon that GIVES us external quests. 9. I want a dungeon that rewards the party sticking together. 10. I want a dungeon that teaches that running ahead alone is a great way to get killed. 11. I want a dungeon that requires that players actively search for something hidden. 12. I want a dungeon that does its best to prevent players from knowing where things are in advance. 13. I want a dungeon that looks like it was built for a specific purpose and actually makes logical sense in how it is laid out. 14. I want a dungeon that requires gathering clues along the way. 15. I want a dungeon that rewards thinking your way through a situation (and by this I *don't* mean mere fight mechanics). 16. I want a dungeon with lots of lore that tells you about its history, since the builder of a dungeon and the occupier of a dungeon can be very different. 17. I want a dungeon where the lore you find is an important factor in getting through it. 18. I want a dungeon that makes it extremely painful to just brute-force your way through certain situations, even for the most BiS players. 19. I want a dungeon that requires bringing a light source lest you be eaten by a grue. 20. I want a dungeon that very strongly tempts players to go "off the beaten path", even if it means more danger. 21. I want a dungeon that makes players choose between multiple unknown dangers. 22. I want a dungeon that leaves players uncertain as to which way to proceed, even when they replay it. 23. I want a dungeon that gets players jumping at shadows. 24. I want a dungeon that entices players to constantly search for hidden doors, objects, or traps. 25. I want a dungeon that gives players a strong incentive to watch their backs as they proceed. 26. I want a dungeon that gives players a strong incentive to move stealthily. 27. I want a dungeon that sometimes forces players to go to "Plan B", which they might have to formulate on the fly. 28. I want a dungeon where players will find it difficult to definitively say, "okay, we might get derailed at this point."
Post edited by hustin1 on
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30. Dungeons that require 'down-dressing' to lower IL equipment to complete (similar to the profession/MW mechanism that penalizes players for using high-end tools/artisans instead of relying on chance/risk). This could be applied to all the pre-mod 14 dungeons and SH, utilizing the lower IL gear as is instead of deleting/transmuting it.
But as a whole, I support what the OP listed, more story less running - more thinking and strategy, less independent movement.
House Miliskeera in exile (NW)
Sereska Miliskeera, Lvl 70 OP - Devotion (Just.)/Protection (Just.)
Shizlee Miliskeera, Lvl 70 DC - Divine Oracle (Right.)/Anoited Champion (Faith.)
Finithey Miliskeera, Lvl 70 HR - Stormwarden (Combat)/Pathfinder (Trapper)
Maya Sik-Miliskeera, Lvl 70 CW - Spellstorm
Irae Sik-Miliskeera, Lvl 70 TR - Master Inflitrator
Member - Houseclan t'Charvon (STO)
Shiarrael e'Tal'Aura t'Charvon, LvL 60, Rom Sci
S'aana ir'Virinat t'Charvon, Lvl 60, Rom Eng
T'Lyra, LvL 60, Fed, Vul Sci
Ta'el, Lvl 60, Rom Tac
I think this would be a great thing to aim for totally!