LoginSearch the site |
How Does This Site Work?Dungeonaday.com provides content for fantasy roleplaying games. Members of Dungeonaday.com enjoy access to all the content of the site, which includes the following:
To become a member, click here. It's easy, and then this steady stream of cool new game material will be all yours. To get a peek at the some of the rooms of the dungeon, click here, and then use the "Next" button to make your way through the first six rooms. They are all available to non-members. Also, be sure to check out the dungeon design assumptions, and some of the first few blog entries. You can also look at the Player's Intro, the room format description and the Dragon's Delve Resources. UpdatesMembers will find a new room added to the dungeon every weekday, the blog updated multiple times each week, and bonus encounters added monthly. The more members there are, the more bonus encounters I'll create. Members should be aware that some bonus encounters will cycle--eventually, as new ones are added, older ones will be retired. Members that join early and stay for the long term will be the ones that get all of the bonus encounters. The home page will always display the newest articles, but if you want to look specifically for the newest dungeon room, go to the link for that level on the left (currently Level 1). Likewise, you can always check Dungeon Blog, Bonus Encounters, and so on for the newest entries in those categories. Some links on the site link to rooms not yet presented on the site. These links lead to error pages until the update that details that room. Many of the documents available on the site, such as the Glossary, the Surrounding Environs, or the Secrets and Rumors, are living documents. They will grow as the dungeon and the campaign grows with new entries and details. Specific details won't change, but they may be elaborated upon. On that note, all articles are subject to minor change as time passes. If members find something in a certain encounter unclear, for example, I'll rewrite it to clarify. I'll try to keep members updated regarding all of these changes, probably on the forums. Frequently Asked QuestionsQ: How much does it cost? A: Dungeonaday.com provides a number of different subscription plans. You can pay $10 per month in a monthly, auto-withdrawal plan. However, members willing to pay a year in advance pay only $96--that's just $8 per month. In between these two is the Quarterly plan, which costs $27 for three months. Q: What do I get for my money? A: You'll get access to all the content. It starts with a number of encounters ready to use on day one, plus a new encounter every weekday. Plus you'll get monthly bonus encounters, access to the blog, the forums, the handouts, and much more. Q: A big dungeon? That's it? A: Well, we're using "dungeon" in the oldest respect. Remember how old-school dungeons used to frequently have gates to remote outdoor locales, other planes, or entrances into even stranger places? Well, whether you remember that or not, Dungeonaday.com will provide you with these kinds of adventures as well. In the first year, for example, there will be a trip to a mysterious island, a foray into another dimension, and a tesseract. And that's just for starters. As the project progresses, we'll also be detailing a nearby town (that will have adventure opportunities of its own, as well as offer the PCs a place a rest, recuperate, and re-equip) and interesting, unique, random encounters that can be inserted into the dungeon. Basically, it's a whole campaign. Q: So, won't some days just be "Room 74: Empty Room. There is nothing in this room?" A: Nope. Each day's encounters will be significant and interesting, providing extensive details and original concepts. In many cases, a day's "room" will be a small complex of related or linked rooms. Each will have something of interest, and most will be fairly elaborate. Hopefully they'll all be interesting and exciting. There may be empty rooms in the dungeon, but they won't be the focus of a day's update. Dealing with "empty" rooms, however, is the kind of interesting topic you'll find discussed in the blog and on our forums. Q: So I have to wait until it's done before I can use this dungeon? A: No way. We start out with twelve rooms, and then give you another each day so by the time the first weekend comes around, you'll already have sixteen rooms--enough to get started right there, depending on your group. Each "room" that you get in a day is a substantial encounter, often actually composed of many rooms. The typical group, even in a longish game session, will get through no more than 6-10 of these encounters in a session (and often probably less). So a month of Dungeonaday.com will provide you with at least two if not three game sessions worth of encounters. Since the rooms just keep on coming, you probably won't have to worry about your players reaching as yet undetailed areas. (Groups that play a very long session once a week or more will probably want to wait a little longer to get started just to be sure.) Of course, some users will want to just take some of the dungeon rooms and use them piece by piece, in adventures of their own creation, or just take small sections of the megadungeon and use them as short dungeon adventures. That's fine too, as the material here was also created to be easily modular. Q: Anything special about the way you'll be presenting the dungeon? A: Yes! The material is presented in the most user-friendly manner possible. Each room contains a summary at the beginning that gives you all the pertinent details right up front and then expands and explains them in the order in which you'll need them. You'll get information on what the PCs see and hear in each place, what the inhabitants do, where they might go, and how they act or fight. And because we won't be constrained by page space (because this isn't a book), there's room for extensive detail. Many encounters also include a "Revisit" section that details what will happen in the PCs come back to the same room after exploring it once. New monsters may have moved in, traps may have reset, or the whole area might be underwater now! You never know, for this dungeon is a dynamic place, where the actions of the PCs influence everything that happens. Lastly, many encounters include an "Upping the Ante" section with specific ideas on how to make it tougher, if need be. And of course, some rooms will have entire blog entries written about them as well with further tips, suggestions, and background or behind-the-scenes material. Plus, of course, everything is linked together, so a reference to another room will have a link that you can follow directly and immediately, if you wish. Game rules references link to the Hypertext d20 SRD. This makes for less clutter with things like stat blocks and rules descriptions in the text itself but still insures that you'll have everything you need with just a click. Q: What other content will there be? A: As previously stated, I will be frequently updating a site blog that talks about design issues of the dungeon, DM advice, and so on. Of course, every dungeon needs maps, so Dungeonaday.com will provide those as well--from award-winning cartographer Ed Bourelle, no less. Some rooms will also come with diagrams to help understand a complicated trap, tactical situation, or something else. There will be handouts for the players. There will often be new game content in the form of monsters, magic items, feats, and spells. You'll get extensive, ever-growing background material detailing the history, surrounding areas, and even the nearby town. There's even a hypertext glossary for all the significant people, places, and things in the dungeon. There will be photos showing the dungeon built with Dwarven Forge Master Maze products. I will even occasionally produce podcasts and maybe even videos to supplement the material here. Lastly, the forums provide a way for members to interact with me and other members. Q: You said something about monthly bonus encounters? What's that? A: Every month there will be bonus encounters that won't be a standard room, but an interesting wandering encounter that can be placed anywhere, a location in the nearby town, or something else out of the ordinary. As the number of members grows, we will increase the number of bonus encounters presented each month. So the more of your friends you recruit, the more content you'll get for the same subscription cost. Q: What game system is this material going to be for? A: 3.0/3.5 edition, mostly because of the ease of use of the Open Gaming License and the availability of the rules online. But you know what? Let me just talk gamer to gamer here. No sales pitch, just the truth. Whether you're using an older or a newer edition of the game, or some variant system, or an entirely different game system altogether, if you just like dungeons, you're going to find Dungeonaday.com completely useful. The amount of time focused on game mechanics is very, very small. The focus is on cool encounters, weird tricks and traps, fun battles, unique locations, and all those great things that go into really fun dungeon adventures. It's not about feats, THAC0, or healing surges. It's about imprisoned demon lords, facing off with an evil swordsman over a pit of boiling lava, and magical cubes that suck you into a tesseract prison. Right? What's more, I plan on frequently posting conversion ideas and details for other versions of the game, where needed, where possible, and where legal. These will be tailored to user feedback. For example, it turns out that a large percentage of the members use the Pathfinder rules, so I got Jason Bulmahn himself (designer of that game) to write an article for us each month talking about using those rules with Dungeonaday.com. Q: What are you going to do with the information I have to give you to be a subscriber? A: Absolutely nothing. It's just for payment purposes. We'll never share that information with anyone. Never. Q: How do I get to be a member? Art by Eric Lofgren |