Okay, so for whoever lurks this thread I've been put in charge of developing the URPG Dungeons. I've already approached some people who were active in the previous thread / I think might be qualified to help out, but if you want to be involved please VM me and chances are good you can get in on this goodness. If you just have a one-off query or comment, feel free to post, though.
Alright, so the first thing I think we need to do is look at exactly what we want to achieve through the Dungeons. HKim has said that (to start with at least) the Dungeons should be self-contained AIM events as opposed to sprawling missions like what the Missions were. The current idea seems to be that a party of 3-5 Adventurers goes into a Dungeon, which consists of some number of floors. I think that's a pretty good start, but we have some things we should nail down first.
- How many floors? Should it vary?
- What will the gameplay be like more exactly?
- How will they be run?
I'm probably missing some, but that's all I've got for now. Anyway, below are my opinions so far on the above questions. Everyone, feel free to give your impressions / raise your own questions / VM me if you want to get in on the development team.
-How many floors? Should it vary?
I think that to start with we should keep them consistent. Anything inventive or overly ambitious should be put on hold for now, at least until we have the general plan down and some number of successful tests under our belt. Three floors sounds about right for now.
- What will the gameplay be like exactly?
I know people have been excited about some kind of turn-based grid-locked PMD-esque system, but I think that's going the wrong way. There's too many problems with it, like for example the Dungeon Master taking a long time to perform calculations, or how exactly we make / use the grids, etc. I think the best way to go about this is to make them like Team FFAs. Have a DM and a group of Adventurers and they send moves to the ref, who refs it. We can add special rules and stuff to vary it up. The Pokemon the Adventurers encounter can either be pre-determined or randomly rolled, I'm not fussed, I like either way as long as the floors get progressively harder. Regarding floors themselves, I think each floor should just be an FFA instead of involving separate rooms. A 2x2 or 3x3 grid are so small it would be pointless, and anything larger would take too long.
- How will it be run?
Not as important right now, but here it is. I think the best thing to do here would be to leave it to operate like battles do (Adventurers would organise a group and then go searching for a DM). We could have a forum thread to help people find each other, but an AIM Blast Chat would probably be just as good.