But how to organize it then? I'm thinking partially by logic-- how does the temple work, what functions does it need to fulfill? I don't think I've ever designed an adventure around a location that was still functioning, it is certainly different.
But my organization can't be solely logic, right? I'd like the players to have some combats semi-early on, then some puzzles, choices, then harder combats etc. So, I suppose this is game designing, not building a simulation.
I like having brainstormed the possibilities first though, I think I could almost improvise the map, based on the rhythm of action and player interest. That's a little scary though, so I'm hoping to wake up early tomorrow and make the hard decisions.
I think the key is to have a an idea of what players might try (of course you can never predict every possibility) and have clues ready to help them guide their decisions, so if for example, they want to tie two 50' ropes together and descend directly to the lair of "Mah-Kuss", good for them, they'll hear the movement of something very large and the screams of one of the women self-sacrifices that survived . . . umm no longer surviving. If they want to start assaulting any priest in sight, well there are those oddly pale guards in lorica hamata . . . and their buddies that will come running. If they want to wait until night and try to sneak in, I have to think about what will be going on in the temple then.
Here are a few more fruitful marriage quotes:
- And when will there be an end of marrying? I suppose, when there is an end of living! (Tertullian)
- Let us celebrate the occasion with wine and sweet words. (Plautus)