Two dungeon levels per designer is a great idea! I think this is a must. Pits would not be allowed if you use just one level, or on the bottom level if you use two.
My post is about two more hurdles I'd like to bring up and see everyone's thoughts about: the difficulty/experience curve, and itemization (loot).
sevenbirds wrote:Finally, I believe that the first and last floors need to be special in some way. the first needs to be both a nice introduction to whatever overall "story", present the premise of such a...varied dungeon and also be interesting without being so difficult that it dissuades players from going any farther. The last level could be many things, and until we have a good portion of the dungeon it will be hard to say what it could be. I think that a lot of custom content would be best for the last level; something completely different and new.
The way I see it, many people would contribute to this as a Frankenstein combination of contributions. (I'll call it the Community Frankenstein Dungeon for now.) So you wouldn't necessarily know beforehand what was going to be submitted, by who, or which level it would be. Well the "Endless Dungeon 2012" could be planned out step by step, one level at a time by one designer at a time. Or it could be a random assortment of puzzles without having to consider the difficulty/experience curve. Personally I would prefer a system that (1) allows everyone to participate without waiting their turn or being pre-approved (within reason), and (2) uses a difficulty/experience curve and all the elements of the vanilla game. Oh and (3) allows the final product dungeon to be a surprise even to other designers/contributors. This may not be the way things end up, and that's fine. I just wanted to reveal my preference because my hurdles/solutions proposed below are written assuming this sort of community dungeon is the end goal. So! Onto the 110m hurdles!
The first huge hurdle is monster level and experience earned being out of sync. The best (simplest) solution I can think of is to have every submission come with two reference numbers:
-
difficulty index (highest difficulty fight on the level)
-
total experience available on the level
The first could be decided by an objective table of the level the party is expected to be to be able to fight monster X. For example:
snail 1
troll 5
etc
So if the hardest fight on a dungeon level is a single troll, the dungeon level gets a "difficulty" rating of 5. If the hardest fight on a dungeon level is TWO trolls, it could be a rating of 5 + (1/2) * 5 = 7.5. That is, there is a 1/2 modifier for extra monsters that must be fought at once. A troll and four snails would be 5 + (4) * 1 * (1/2) = 7. This way during submissions there could be a histogram showing which difficulty dungeon levels are already plentiful, and which are needed.
The second, the total experience index would be found by simply counting up the monsters on the dungeon level. If you have spawners, you'd have to estimate how many monsters will be fought by a party.
These two numbers together would serve two uses. First, they would let the person compiling the dungeon levels together see what has to fit where. Or a program could be written to randomly order the dungeon levels keeping with a viable difficulty/experience curve. Second, they could be used to give a histogram report, for part way through the submission period, of what dungeon levels were still needed. For example:
Difficulty Index | Number Submitted | Total experience | Submissions Remaining
........Intro
..................1
........................N/A
.....................-closed-
........0-1
....................1
......................1 level
....................-closed-
........1.1-2
.................0
......................0 levels
......................1-2
........2.1-3
.................0
......................0 levels
......................1-2
........3.1-4
.................2
.....................1.1 level
...................-closed-
........4.1-6
.................4
.....................1.5 levels
.....................1
........6.1-8
.................5
......................4 levels
...................-closed-*
........8.1-10
................1
.....................0.5 levels
....................0-1
........10.1-13
..............1
.....................0.5 levels
.....................1
........13.1+ (endgame)
...5
......................4 levels
..................-unlimited-
........N/A (puzzle-only)
...3
......................0 level
...................-unlimited-
........Finale
................0
........................N/A
.........................1
Here we can see that spots are still open for dungeon levels of difficulty 1.1-3, and a little for 8.1-13. *One or more of the difficulty index 6.1-8 levels should be ramped up or dropped down to a different tier, or just consider it to fill the 8.1-10 tier as well. The N/A difficulty tier are for levels that only contain puzzles and no monster fights. These can be inserted anywhere within the overall dungeon. The 0-13 tiers are limited, so people using these tiers should be limited on how much experience they are allowed to give the party. Any extra submissions beyond these will have to be in the puzzle-only or endgame tiers. Perhaps this sort of histogram report could be posted every week of submissions until the dungeon is ready for release!
I separated out an Intro and Finale submission just to allow someone a spot to put introductory/credits in-game, and end on a level that has a congratulations room rather than a deadend into a broken down staircase. These would both be small levels without any real game content besides scrolls and wall text and maybe fancy lighting effects or something.
The other big hurdle I see is how to handle itemization in a simple way. Or put another way, how do you support every potential character build throughout the Community Frankenstein Dungeon? If a player makes a dagger-wielding-rogue, they should be able to find progressively more powerful daggers as they progress in the dungeon. The same is true for axe-fighters, sword-fighters, mace-fighters, crossbowmen, bowmen, unarmed, fire magic, ice magic, poison magic, lightning magic, etc etc. This makes it seemingly impossible to arrange a viable dungeon from random submissions. Well I see two ways it could be handled:
1) Simply require every designer to support 75% or so of the possible builds with loot on their level, and by chance it
should all even out to 100% for the whole dungeon. This could be frustrating for the player who chooses a build which happens to have a long dry spell on relevant loot. But that's the kind of fun you get when you play the Community Frankenstein Dungeon!
2) Show loot relevant to each build in extra columns accomponying the histogram report (as described above). Although less simple, I would prefer this solution because it allows designers to smooth out holes where one build isn't supported for too many levels, and it also allows designers to forgo loot entirely and not include ANY on their level if they don't want to. This doesn't stop the possibility of three designers in a row making a special room for the Sword of Nex, but that would just be comedy gold!
So that's about it. I'm happy to draft some submission forms if this is the sort of thing we end up doing. Although the vanilla game's content (both monsters and items) have to be assigned a difficulty index first. We could just use the dungeon level that they first appear on in the vanilla game and see if that works well enough.