Okay, we're less than half-way through the book - 331 pages out of 850+. But everyone reading probably gets the gist. Since plugging in 5th edition stats would be pretty easy, what's the POINT of the BackerKit?
This isn’t just a reprint, it’s a total overhaul of the legendary record-breaking megadungeon, fully modernized for 5E and today’s gamers.
Every corner of the dungeon has been reexamined for a new generation. Encounter pacing, experience progression, and the structure of each region have been rebalanced to ensure that every room matters. Whether you're navigating cursed hallways or taking down one of the 18 epic bosses, you'll feel the tension at every turn.
The entire first level has been completely reimagined and rewritten by acclaimed designer jim pinto, offering a brand-new experience for veterans and newcomers alike. The rest of the dungeon has undergone multiple rounds of editing by a team that includes professional dungeon masters, veteran RPG authors, and sharp-eyed language editors to ensure clarity, flow, and mechanical excellence.
They've doubled the page count. That's something that could be done to add more description to the vast number of rooms without any description at all.
I understand that the products depicted are a mock-up and may not represent the final product, but take a look at the maps in this picture:
That's the same map as before - even the graphics placement is the same. Notice those huge rooms with no detail at all? I mean, in this case it looks like the numbers are also missing, and the 'vegetation graphic' is slightly better than before, but otherwise it's virtually the same. ACTUALLY, there's one section on the original map that was a different color of yellow that now looks like the rest of the Dungeon.
But imagine for a moment that you're creating an adventure using this map. Let's further say that you want to create basically the same adventure that the folks at the World's Largest Dungeon wanted to create. A group of Celestials and a group of Inevitables is working to contain a prison that slowly deteriorates around them. Cut-off, facing a desperate last stand, surrounded by enemies on all sides.
I defy you to try to make that scenario fit into that map in any kind of sensible way. Do you see a fortress-like bastion that has no connection to other regions (anything connecting to the edge of the map) that looks like it could be held by carefully controlling choke points? Do you see anything that look like 'charging stations' where the wards must be maintained that brave and desperate angels could try to surreptitiously visit? Or a series of exits that they must hold while the inmates have the run of the interior?
Take a look at the giant green room in the center of the map. Note that it is the largest room (by far) and due to the bright coloring, the one thing people will IMMEDIATELY notice about this map. What would you do with something that seems to be the focal point of the entire dungeon region?
Well, if you're the World's Largest Dungeon (original version) you'd do this (edited slightly for length, but not to remove ANYTHING of interest):
This large room appears to be an interior garden. The ceiling
is masked with a blue sky, complete with a sun and the occasional
storm cloud. The floor is covered with dirt and plant life abounds.
In the distance you hear creatures moving through the forest and
you swear you hear rain falling somewhere in the room. Someone
put a very large forest in the middle of this dungeon.
For the GM:
This Room is one giant forest with little in the way
of landmarks or features. If the Room were larger one could easily get
lost in it. The creatures that inhabit it are largely nomadic wanderers that
have little in the way of dens, so there are no specifically important
regions of the Room.
Treasure: None of the creatures of the Lost Garden have anything
of value.
Creatures: Celestial Shambling Mound (CR 8), Phantom Fungus (CR 3), Violet Fungus (CR 3), Shrieker Fungus (CR 1)
Like, literally your party walks in, sees some plants, and if they walk around enough, they see some good-aligned Shambling Mounds that won't hurt them unless they attack the garden. Technically there is a celestial corpse with treasure, requiring a DC 35 search check to find. Do you know how long it takes to search a 5x5 square? A full round. Do you know how many squares there are? Who is even able to hit a DC 35 Search check at that level, let alone often enough to search the whole place. Let's say that you're a generous GM with very little understanding of the rules and let them make a SINGLE search check for the entire place, and conveniently decide that they're 'within 10' of the surface or object to be searched
and they fail. The one thing that could have been even MILDLY interesting doesn't have any clues to know to look for it, and if they fail, they get nothing (because f*ck you, that's why).
And if they do exhaustively search every single part of the jungle and they do succeed on the check they get:
There is one possible source of treasure: in the southeastern
corner of the Room a tree's roors have covered the corpse of a hound
archon, but a DC 35 Search check is required to find the body.
On the body are a silver dagger, 6 + 1 arrows, a mighty composite longbow
(+2 Str bonus), and a spiked chain.
I am literally blinded with rage right now. Please excuse any typos, because I can't even see what I'm writing. Good thing I'm a decent touch typist!
So let's say I believe that I believe them when they say:
The rest of the dungeon has undergone multiple rounds of editing by a team that includes professional dungeon masters, veteran RPG authors, and sharp-eyed language editors to ensure clarity, flow, and mechanical excellence.. If I believe that, like WHAT WOULD THEY EVEN DO. How did they make this room 'significant'? How does it 'really matter'? If they provided a SAMPLE of an updated room that helps me understand what they mean by 'improve', that'd be SOMETHING. But instead we just are supposed to believe that the same folks who did such a mind-numbingly mediocre job the first time around have been able to shine that turd enough to resemble a diamond,
and they did it all using the same god-damn lame-ass boring cubic-grid random-dungeon-generator caliber maps that are better suited to a kid's menu at an Olive Garden than a D&D game?!?!?!?!?!?!?!
Okay, I took a break for the red to clear so I can consider evidence in a more even-handed way. [Deep Breath]
No, you'll have to excuse me. I can't and won't believe that. In fact, I'm going to READ some of what they helpfully included in their request for money.
So we have some 'updated text' there on page 5. For those of you that have trouble with reading small images, under
Scale it says:
Scale is a bit of a mixed bag here. In the original printing, the maps needed to be at least six feet tall (marketing demanded it) when fastened to the wall. As such, there were limits as to how big the Region maps could be. The original intent was for the dungeon to be many square miles. But if you do the map, it's a lot less than that.
As such, the maps were initially designed to be 5-ft by 5-ft squares, which was also the baseline for the third edition. However, making them 10-ft by 10-ft squares, in fact, gets the size of the dungeon closer to the original mark. However that makes a lot of these hallways gigantic. So, there are a few suggestions on how to apply scale to these maps.
The simplest answer is the maps are not to scale. They give a general idea of the placement and size of a hallway or room, but the DM is free to mix things up however and whenever. When the mapping doesn't line up, that's on par with what the celestials intended.
All of the squares are 5 by 5 or 10 by 10. Done. Don't worry about it.
The space under the mountain does not match the space on top of the mountain. It doesn't have to make sense. It's magic.
Region H is problematic when you try to ascertain how remote this prison is. If the PCs never visit Region H, it is irrelevant. Alternatively, Region H is 10 miles east of where it appears on the map. Problem solved.
Doing any of these requires some different visualization, but none of it reduces the dungeons' playablity. There are still rooms, doors, hallways, monsters, traps and the occasional treasure.
They have $505k pledged to 'upgrade and improve' their original product
and that's the best they could come up with'? Hell, if marketing required that it be AT LEAST 6' feet tall, why didn't they make it 12' tall? The could have doubled the number of squares and kept it at the 5' scale. Or maybe that's a typo (or a damned lie) and marketing wanted it a MAXIMUM of 6'?
Not that the map is even that important... I mean, it's good to know how rooms connect to each other, but since so many of the rooms were blank or described in ways that are incompatible with what's depicted, the GM was going to have to make a number of judgement calls. If they wanted to make this some type of 5th-dimensional-hyper-cube that can't be mapped via traditional means, they could have just had a bunch of individual sections that connect as if through teleportation and it wouldn't matter that technically they'd occupy the same space if they were laid out in poster format.
Half the people who have 'testimonials' in the backerkit say 'I'd never use a mega dungeon, but there's a lot of pieces, and I'd use some of those'. I just don't understand spending $400 to have a nibble or two. Especially when there are so many free resources! And that's assuming that future encounters are more than 'there's a jungle room with a celestial shambling mound who probably won't hurt you'.
There are a lot of reasons that I despair for the future of humanity at this moment. And yet, somehow, this seems to be the thing that has convinced me there is NO HOPE.