fix: Formatting
This commit is contained in:
@@ -1,58 +1,62 @@
|
||||
<p>
|
||||
The concept of a “dungeon” is a common trope in any type of RPG, tabletop and
|
||||
digital alike. Generally, a dungeon is frequently — but not always! — a
|
||||
labyrinthine environment, inhabited by hostile creatures... and often
|
||||
concealing valuable treasures and powerful magical items, or acting as an evil
|
||||
antagonist's lair.
|
||||
</p>
|
||||
<p>
|
||||
In Fabula Ultima, the term “dungeon” is used to indicate a somewhat complex
|
||||
location that is worthy of being explored. It could be an abandoned mill
|
||||
turned into a brigand hideout, a witch’s castle, or a network of waterways
|
||||
guarded by ancient golems.
|
||||
</p>
|
||||
<p>
|
||||
Most of the time, the dungeon itself won’t be that important: why the heroes
|
||||
are there and what can be found within it is what really matters. Other times,
|
||||
a dungeon can be a powerful way to tell a story about those who inhabited it —
|
||||
and maybe hint at some obscure truths or provide an answer to some of the game
|
||||
world's mysteries.
|
||||
</p>
|
||||
<h2>EXPLORING DUNGEONS</h2>
|
||||
<p>
|
||||
Depending on the size and importance of the dungeon in question, the Game
|
||||
Master may adopt any of the following methods:
|
||||
</p>
|
||||
<ul>
|
||||
<li>
|
||||
<strong>Dungeon scenes.</strong> The exploration is run as a succession of
|
||||
key moments rather than an inch-by-inch search of the dungeon. This works
|
||||
best when the layout of the dungeon is mostly irrelevant and all that
|
||||
matters is what lies in its depths. This approach is identical to default
|
||||
gameplay: the heroes discuss their actions and describe what they do, the
|
||||
Game Master describes what goes on around them, and Checks and conflicts
|
||||
take place as normal.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Detailed exploration.</strong> The entire dungeon can be explored in
|
||||
its every nook and cranny. This approach can be quite time-consuming and
|
||||
should only be used if the structure and details of the place tell an
|
||||
important story. For this method to work, the GM should carefully prepare
|
||||
the layout of the dungeon beforehand — reserve it for locations that you're
|
||||
sure the PCs will explore.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Interlude.</strong> The exploration is narrated as an interlude
|
||||
scene, with maybe a single Group Check establishing whether the Player
|
||||
Characters encounter any obstacles or dangers before they reach the depths
|
||||
of the dungeon. Use this approach if you are short on time and if the
|
||||
dungeon isn't particularly important — the typical occasion would be a minor
|
||||
location discovered while traveling.
|
||||
</li>
|
||||
</ul>
|
||||
<p>
|
||||
Additional advice on how the Game Master should prepare material for dungeons
|
||||
can be found starting on <a href="/books/core/#page-258">page 258</a>.
|
||||
</p>
|
||||
<hr />
|
||||
<p>DUNGEONS</p>
|
||||
<h1>DUNGEONS</h1>
|
||||
<div>
|
||||
<p>
|
||||
The concept of a “dungeon” is a common trope in any type of RPG, tabletop
|
||||
and digital alike. Generally, a dungeon is frequently — but not always! — a
|
||||
labyrinthine environment, inhabited by hostile creatures... and often
|
||||
concealing valuable treasures and powerful magical items, or acting as an
|
||||
evil antagonist's lair.
|
||||
</p>
|
||||
<p class="note">
|
||||
In Fabula Ultima, the term “dungeon” is used to indicate a somewhat complex
|
||||
location that is worthy of being explored. It could be an abandoned mill
|
||||
turned into a brigand hideout, a witch’s castle, or a network of waterways
|
||||
guarded by ancient golems.
|
||||
</p>
|
||||
<p>
|
||||
Most of the time, the dungeon itself won’t be that important: why the heroes
|
||||
are there and what can be found within it is what really matters. Other
|
||||
times, a dungeon can be a powerful way to tell a story about those who
|
||||
inhabited it — and maybe hint at some obscure truths or provide an answer to
|
||||
some of the game world's mysteries.
|
||||
</p>
|
||||
</div>
|
||||
<div>
|
||||
<h2>EXPLORING DUNGEONS</h2>
|
||||
<p>
|
||||
Depending on the size and importance of the dungeon in question, the Game
|
||||
Master may adopt any of the following methods:
|
||||
</p>
|
||||
<ul>
|
||||
<li>
|
||||
<strong>Dungeon scenes.</strong> The exploration is run as a succession of
|
||||
key moments rather than an inch-by-inch search of the dungeon. This works
|
||||
best when the layout of the dungeon is mostly irrelevant and all that
|
||||
matters is what lies in its depths. This approach is identical to default
|
||||
gameplay: the heroes discuss their actions and describe what they do, the
|
||||
Game Master describes what goes on around them, and Checks and conflicts
|
||||
take place as normal.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Detailed exploration.</strong> The entire dungeon can be explored
|
||||
in its every nook and cranny. This approach can be quite time-consuming
|
||||
and should only be used if the structure and details of the place tell an
|
||||
important story. For this method to work, the GM should carefully prepare
|
||||
the layout of the dungeon beforehand — reserve it for locations that
|
||||
you're sure the PCs will explore.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Interlude.</strong> The exploration is narrated as an interlude
|
||||
scene, with maybe a single Group Check establishing whether the Player
|
||||
Characters encounter any obstacles or dangers before they reach the depths
|
||||
of the dungeon. Use this approach if you are short on time and if the
|
||||
dungeon isn't particularly important — the typical occasion would be a
|
||||
minor location discovered while traveling.
|
||||
</li>
|
||||
</ul>
|
||||
<p>
|
||||
Additional advice on how the Game Master should prepare material for
|
||||
dungeons can be found starting on
|
||||
<a href="/books/core/#page-258">page 258</a>.
|
||||
</p>
|
||||
</div>
|
||||
|
||||
Reference in New Issue
Block a user