Hey guys! I've come back with the beginnings of what may be the RP's biggest feature: [b]Dungeons[/b]. Some may already be known by the time the story begins, others (or most) will have to be discovered over time. But the way dungeons will be implemented was rather up in the air for a while, and it essentially has a major bearing on the game as a whole. So naturally I'm starting with an off-kilter option to see how that goes for a while. You see, the bare minimum might be something like just written descriptions whereas the most experienced GMs might look to using their online dungeon-generator of choice. But me, I'm currently leaning towards the poor-man's dungeon map, finagling tables once more, but this time into a simple square grid formation. Keep in mind that some of this might be subject to change. Below you'll find a sample for 10 columns and 3 rows, representing 1 floor of a dungeon. Number of floors and even the total spaces a floor can have will vary from dungeon to dungeon.[list] [*][u]Active Cells (Highlighted Spaces)[/u] are for rooms where the player party is located. Can the party split up in a dungeon? Not sure. Should they? Probably not. But we'll cross that bridge later. [*][u][color=black]█[/color] Black Full Blocks[/u] just mean a completely unknown and (currently) unreachable part of the map [*][u]█ White Full Blocks[/u] refer to open spaces, and one or more blocks alongside each other make an open room. [*][u]╬ Box Drawing Characters (Double Lines)[/u] are for pathways and corridors within a dungeon [*][u][color=Gray]█[/color] Gray Full Blocks[/u] are also unknown parts of the map, but ones reachable by players from adjacent spaces[/list][hr] [hider=Dungeon Sample] [center][h2][u] Dungeon Sample [/u][/h2][/center][table=bordered][row][/row][row][cell] [center][h3]█[/h3][/center] [/cell][cell] [center][h3][color=black]█[/color][/h3][/center] [/cell][cell] [center][h3][color=gray]█[/color][/h3][/center] [/cell][cell] [center][h3][color=black]█[/color][/h3][/center] [/cell][cell] [center][h3][color=black]█[/color][/h3][/center] [/cell][cell] [center][h3][color=black]█[/color][/h3][/center] [/cell][cell] [center][h3][color=black]█[/color][/h3][/center] [/cell][cell] [center][h3][color=black]█[/color][/h3][/center] [/cell][cell] [center][h3][color=black]█[/color][/h3][/center] [/cell][cell] [center][h3][color=black]█[/color][/h3][/center] [/cell][/row][row][cell] [center][h3]█[/h3][/center] [/cell][cell] [center][h3]═[/h3][/center] [/cell][cell=active] [center][h3]╬[/h3][/center] [/cell][cell] [center][h3][color=gray]█[/color][/h3][/center] [/cell][cell] [center][h3][color=black]█[/color][/h3][/center] [/cell][cell] [center][h3][color=black]█[/color][/h3][/center] [/cell][cell] [center][h3][color=black]█[/color][/h3][/center] [/cell][cell] [center][h3][color=black]█[/color][/h3][/center] [/cell][cell] [center][h3][color=black]█[/color][/h3][/center] [/cell][cell] [center][h3][color=black]█[/color][/h3][/center] [/cell][/row][row][cell] [center][h3][color=black]█[/color][/h3][/center] [/cell][cell] [center][h3][color=black]█[/color][/h3][/center] [/cell][cell] [center][h3][color=gray]█[/color][/h3][/center] [/cell][cell] [center][h3][color=black]█[/color][/h3][/center] [/cell][cell] [center][h3][color=black]█[/color][/h3][/center] [/cell][cell] [center][h3][color=black]█[/color][/h3][/center] [/cell][cell] [center][h3][color=black]█[/color][/h3][/center] [/cell][cell] [center][h3][color=black]█[/color][/h3][/center] [/cell][cell] [center][h3][color=black]█[/color][/h3][/center] [/cell][cell] [center][h3][color=black]█[/color][/h3][/center] [/cell][/row][/table] [/hider] [hr]I hope this setup is easy to read, even if it isn't particularly pretty to look at. It's the best I could come up with at this point, and I believe that, in this way, I can incorporate some of the additional features we've come to love about PMD's dungeon crawling. Course for now, I'm not fixing to make combat overly stat based, perhaps only things like equipment, level, typing and moves factoring into a player's own storytelling. What harder rules I do have in mind center around things like resource management and (maybe) a light use of RNG tables. I'll of course explain more in future updates. TTRPGs were never my scene, and I'm sure it shows. But even if there was a guarantee that I'd pull this off flawlessly, I feel like there might be some level of disappointment towards this direction. Doors are bound to close with decisions like this. Regardless, all I can say is that I'll try my best to make it work, till the very end or until something I hadn't accounted for makes me reexamine what I want from the RP (it's been known to happen). Anyway, I wish you all the best until I come back. Take care.