I've made another adventure!
You can order a physical copy and PDF from Cairn Press
HERE Or you can get a PDF from my itch
HERE Fellow Australians (and others) may notice the shipping is pretty steep at the moment. I believe other distribution options are on the way. I'll update this blog as they become available.
So What's it about?
In The Theatre of Bones players can explore an underground/underworld theatre full of skeletons. The skeletons are there to see the show (or perform in it) and the party are there to find a lost adventurer, or end a curse, or possibly stop the Skeleton Queen's un-ssassination.
If a design process is the kind of the thing that interests you and you're not planning on being a player in this dungeon anytime soon, I unpack a bit of how I went about making this dungeon below.
How I went about making this dungeon:
This started as an attempt to make a quick dungeon for an itch jam. I can't find the original jam page because I left it when it became apparent that this project was ballooning outwards and wouldn't be anywhere near done in time. For a title I rolled on a dungeon name generator I made years ago and got, "The Hidden Theatre of Bones".
As the focus of the original jam was DIY art, I was focused on sketching out the dungeon first. So I googled some cross sections of The Globe theatre and began trying to map it out.
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| Developmental sketch based on Shakespeare's Globe Theatre |
I often let my drawing lead the design process: rooms come into being because that's where there's space for a room, a squiggle suggests a detail or a monster and so I resolve it into one etc.
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| Work in progress - rooms and details are becoming more distinct |
Eventually I turn things sideways, at which point I know I've committed to a double page spread and some kind of zine similar to my last project. I'm working digitally so it's easier to revise elements of the design. I'm still drawing the map through play testing. Each time a group runs through the theatre I make adjustments to iron out issues and hopefully make engaging with the dungeon easier (for players not PC's) and more dynamic. My final map looks like this: (SPOILERS AHEAD)
At the same time I was busy populating the dungeon with NPC's and different threads. I find it can be fruitful to merge two broad themes and then riff on those in combination. In this case I had Elizabethan theatre meets the undead.
Changes that emerged through play testing were:
- A prologue section so that PC's could gather info on what they were walking into (being confronted by a 9ft demon straight away really intimidated my first group).
- A second tunnel from the start down to the underground forest area. I like that area and it has some fun tools that could help the party explore but it was getting missed because of the interactive elements in front of it. I didn't want to force parties to interact with it but I did want it to be a little easier to end up there.
- A secret passage to 'The Play of The Dead' (I felt the dungeon needed a big treasure and also more 'out of the way' places to create some space and reward exploration.
- Making the Queen and her consort harder to reach by making a royal box with guards at the stairs (seems obvious but sometimes you ignore the obvious stuff at first).
- Making the Crones kinda friendly: There's so much stuff to 'repel' the players in the dungeon (demonic bouncers, locked doors, cagey conspirators). I needed something that said 'come here' rather than 'go away'. The witches could fill that role by being on the look out for outsiders to help prevent Lacrimosa's un-ssassination and then their entry on the encounter table (a floating. eyeball) could point the party in helpful directions (like the fairy in Zelda games),
Getting help
I had a lot of help as I fleshed out the Theatre and its occupants. Each of my playtesters had great advice to offer and other friends and family helped me weed out typos and asked important questions.
Eventually I had a PDF I was ready to show someone beyond my immediate circle of friends.
Yochai Gal had expressed an interest in seeing what I was working on and, through me sending him the PDF, we got talking about the possibility of publishing through Cairn Press.
I want to say here that it's really great that Yochai is out there doing what he's doing. He seems to have a LOT of drive and energy to create momentum for Cairn and a commitment to supporting independent artists and adventure writers as part of that. There seems to be a vibe in the NSR/Cairn ecosystem of open minded collaboration and a lack of insularity and gate-keeping and that's a very good thing.
After chatting with Yochai, I made some changes in line with his input.
- I changed the title, dropping the 'Hidden'
- I reworked one the 'Break The Curse' hook so it better foreshadowed the Witches.
- I reworked the prologue a bit to make the paths into the dungeon a less linear. The fun upshot of this was that I got to add a giant mud skipper eating a zombie.
Through Cairn Press I also worked with Yossi Krausz as a copy editor who helped polish the wording and the final details. It was invaluable having Yossi poke at my phrasing to ensure that the adventure was as clear as it could be.
So what's next?
Now that The Theatre of Bones is out there I'm turning back to a larger dungeon idea I've been tinkering with.
I want to make something that's a little more classically dungeon crawly, with mastery of the environment being the key to surviving and progressing. I hope it will have more of the 'empty rooms and poking things' feel of classic dungeons. My last two modules have been full of NPC's and highly interactive on that front. I'd like this one to feel more spacious and focused on exploration.
I'd also like to try and develop a small, ticking clock, tournament style offering. So chaos isn't entirely off the menu.
I'll post about those when they become a thing.