As a suggestion for shrinking Angband dungeon:
Keep it the same size, but split it into 2 sections. The outer section covers ten or twenty levels, and has a boss of its own. (Can't think of a good candidate for this job, though.) After killing him, the inner sanctrum of Morgoth opens up for exploration.
It should also be possible to use a quest level for the actual opening of the second part.
Resizing Arda
Moderator: Moderator
Indeed I would exchange these skill points for less boring walk through it.
I don't mind the difficulty, but the 'another time the same' feat.
IMO random quests could be replaced with more different 'randomised' optional quests.
For 'realistic' Angband size's explanation: and you think that when someone's going to see Morgy he visits every warehouse, armory etc.?
Maybe if he searches every Angband 'level'. but then, wouldn't be these rooms empty, concerning monsters, or at least, with few orcish guards?
And Tolkien didn't mentioned anything about powerful undead dwelling in Angband.
And finally levels removed from Angband could be somewhat comforted by adding some other high-level dungeons (Barad-Dur, Minas Morgul)
I don't mind the difficulty, but the 'another time the same' feat.
IMO random quests could be replaced with more different 'randomised' optional quests.
For 'realistic' Angband size's explanation: and you think that when someone's going to see Morgy he visits every warehouse, armory etc.?
Maybe if he searches every Angband 'level'. but then, wouldn't be these rooms empty, concerning monsters, or at least, with few orcish guards?
And Tolkien didn't mentioned anything about powerful undead dwelling in Angband.
And finally levels removed from Angband could be somewhat comforted by adding some other high-level dungeons (Barad-Dur, Minas Morgul)
I agree that when you set off to kill someone, it doesn't take you days of wandering through their stronghold to get to them.
As previously suggested, perhaps the large dungeons could be split into sections that cannot be reached without first finishing previous sections, all with a boss of their own at the bottom. One cannot get to the next section until that boss is defeated. Let's say that they drop a "key" to a "backdoor" to the next section, or perhaps a parcment describing the location of the next boss. Of course, the item doesn't have to be used to open the new quest, it's just a flag for the game. Or, I guess a better flag is that the boss is killed... Anyways, once that prerequisite is met, the game would then put the new dungeon on the map so you can automatically enter.
It could also add some surprise to those who had not been spoiled to the fact that Morgoth isn't actually in that dungeon. The scroll could be a letter from Morgoth to his minion, leaving him behind to watch this place while he goes to take care of a business matter elsewhere. You then leave the dungeon, regroup, take care of equipment changes, and go to the new dungeon to take care of Morgoth. It could even be that you go back to the same location, now renamed (or not). Reason being that in the letter he said he would return in four days time or something. When you get back in, the levels would be higher because Morgoth has returned and refortified it.
It could even be that Morgoth returned as you slayed the being he had watching over his sanctuary. There could be a message from the boss you've just dealt a mortal wound to stating: "The FOO laughs evily and states: My master has returned, I can feel him nearing the gates. Enjoy your last minutes of freedom, mortal!" At this point, your character states "I'm in no condition to face him after this battle, I must flee!" Then, the scene could change to the nearest town, or Gondolin, as you're waking up after a night of rest so you can refocus on going out to destroy Morgoth.
I understand this is all giving the game a storyline, but if you have to go through all those levels anyway, why not break it up a bit. Most likely, you'll use a WoR to get out to refresh/heal/ cure black breath or something halfway through. Perhaps this could be a setting in the birthing options: [regular storyline], or [more storyline].
Was this too long? Did I get off topic? Should I post his in a new topic?
I'd like comments on my ideas, critique me all you want. I haven't had any interesting ideas in a while, so I'd like to hear what you all think.
As previously suggested, perhaps the large dungeons could be split into sections that cannot be reached without first finishing previous sections, all with a boss of their own at the bottom. One cannot get to the next section until that boss is defeated. Let's say that they drop a "key" to a "backdoor" to the next section, or perhaps a parcment describing the location of the next boss. Of course, the item doesn't have to be used to open the new quest, it's just a flag for the game. Or, I guess a better flag is that the boss is killed... Anyways, once that prerequisite is met, the game would then put the new dungeon on the map so you can automatically enter.
It could also add some surprise to those who had not been spoiled to the fact that Morgoth isn't actually in that dungeon. The scroll could be a letter from Morgoth to his minion, leaving him behind to watch this place while he goes to take care of a business matter elsewhere. You then leave the dungeon, regroup, take care of equipment changes, and go to the new dungeon to take care of Morgoth. It could even be that you go back to the same location, now renamed (or not). Reason being that in the letter he said he would return in four days time or something. When you get back in, the levels would be higher because Morgoth has returned and refortified it.
It could even be that Morgoth returned as you slayed the being he had watching over his sanctuary. There could be a message from the boss you've just dealt a mortal wound to stating: "The FOO laughs evily and states: My master has returned, I can feel him nearing the gates. Enjoy your last minutes of freedom, mortal!" At this point, your character states "I'm in no condition to face him after this battle, I must flee!" Then, the scene could change to the nearest town, or Gondolin, as you're waking up after a night of rest so you can refocus on going out to destroy Morgoth.
I understand this is all giving the game a storyline, but if you have to go through all those levels anyway, why not break it up a bit. Most likely, you'll use a WoR to get out to refresh/heal/ cure black breath or something halfway through. Perhaps this could be a setting in the birthing options: [regular storyline], or [more storyline].
Was this too long? Did I get off topic? Should I post his in a new topic?
I'd like comments on my ideas, critique me all you want. I haven't had any interesting ideas in a while, so I'd like to hear what you all think.
I fits this topic just fine, ofc if your not trying to tell us that PC should go through Angband X times
Indeed it fits the 'dungeon within dungeon' idea i've started the topic off. Angband could be split into dungeons like
Angband: Halls (levels 70-92), where all those special levels are located, guarded by Gothmog, Angband: Inner Sanctuary (levels 99-105)- home of Morgoth, unaccessible when Sauron lives (and Sauron resides in Barad-Dur - levels 93-99) and Angband: Lower Pits (levels 106-127).
Thus we got back to the execution of 'main dungeon complex' - scattering the plot into many smaller dungeon gives more freedom to player.
(but then no more random quests)

Angband: Halls (levels 70-92), where all those special levels are located, guarded by Gothmog, Angband: Inner Sanctuary (levels 99-105)- home of Morgoth, unaccessible when Sauron lives (and Sauron resides in Barad-Dur - levels 93-99) and Angband: Lower Pits (levels 106-127).
Thus we got back to the execution of 'main dungeon complex' - scattering the plot into many smaller dungeon gives more freedom to player.
(but then no more random quests)