Lessons learned from Super Meat Boy, Part One

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3 Responses

  1. danvolodar says:

    When I design dungeons (or any places my players can venture into, for that matter, too) I first think of their function, and then design the space to fulfill it. So, if it’s an underground temple we’re looking at, and it’s far from any settlements, it’d have living quarters, a prison for sacrifices, possibly, a lot of storage space… That kind of thing.

    Now, making the results interesting is just a question of putting the right furniture. A giant ominous statue here, a fire extinguisher the opposition turns on as the runners walk under it, the works.

  2. Fascinating article. I posted a follow-up question on “tactile history in environments” over on RPG.stackexchange.com (basically asking how we can use your recommendation of a gritty visceral tactile history of an environment beyond the dungeon?

    (I’d love your take there, too. :) )

  3. mxyzplk says:

    I like the “gore” point. It’s not applicable to just blood, but I have some basic dungeons that I reuse over the years, and when each PC group goes in I make a note of the actions they take that affected the environment and update the dungeon for the next run. It’s entertaining to see the next group try to make sense of it. “Why would someone set fire to a couch?” It makes the areas seem very organic and “busy” – people have clearly been here before.

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