As I feared, the most difficult part of the #Dungeon23 project (for me) isn't writing a room every day, it's posting the work on a timely basis.
Between spring landscaping projects, freelance writing projects, and running two D&D campaigns (one weekly campaign online and one bi-weekly campaign irl), most of my free time is spent creating the D23 content. The content is done, I just haven't had much extra time to post it to the blog.
This posting (for week #9) still puts me a full week (#10) behind, which becomes two weeks if I don't post again by this weekend (the current week is #11). My goal is to finish this week's rooms, take pictures of my completed pages, transcribe the pages into a doc, and then post the last two weeks by this weekend (or early next week). That will completely catch me up. I predict falling behind again, though.
I'm fairly pleased with the development of the dungeon so far (one-fifth of the total). It's holding my daily creative interest, and I've sketched out the entire thing in broad strokes, so that's a great sign for being able to complete it.
I was trying to create Tunnels Beneath the Earth completely from scratch (stealing just a few unused ideas from old notebooks which seemed to fit the theme), but elements from my Deep Vaults megadungeon concept began bleeding heavily into TuBE. I finally came to terms with the fact that I will likely never get around to finishing DV, so I may as well just merge the two concepts together.
It's not a wholesale union; the factions are all different, for example, and TuBE's scale utterly dwarfs DV's, but I'm stealing many of the sci-fantasy elements I liked from DV (particularly the crystals and some of the weird technology). I introduced a bit of that material in Level 3 (starting this week), and I started calling the "impervious blue metal" by its new, super-obvious name: impervium.
I have some regrets about how I structured the dungeon at the beginning. I wasn't thinking about the calendar dates; I was looking at the project as 7 rooms per section, with 52 sections total over 12 levels. I did not take into account that each month doesn't have 28 days (only one does, in fact...who knew??). I don't want to just switch over to the calendar-less format because I like the conceit of having a
monthly level theme.
This isn't that big a deal, structurally, but it means most of the weekly blog postings will cover pieces of two different sections, instead of one clean section at a time. Then at the end of the month, I have to add 2-3 "bonus" rooms to close out the calendar month/dungeon level.
If I could do it over, I would key my rooms to the calendar date. I think a lot of people did it that way, but I am dumb and took a weird approach to the structure. I may try to fix that situation here shortly.
On to Week 9. Fingers crossed I can get everything else posted by the weekend...
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"The Upper Caves"
Level 2 (FEB) – The Caves Between
Section 4, Cont. (02/22 – 02/28)
Scale: Each square = 20x20 ft.