Woo II - Dungeons
Dungeons no longer have the responsibility of delivering the story line that forms the mythos of the game. That now occurs in Questing. Instead, each dungeon has its own story ... related to the primary mythos, but not essential to understanding it.
There are two primary categories of dungeons: Progression and No Boss. Progression dungeons feature the standard "big boss at the end with huge treasure" format, and they increase in difficulty as the players progress through them. No Boss dungeons are a lighter, "more fun" kind of dungeon designed to accommodate groups without pure tanks or healers.
These are the standard dungeons that make up the backbone of the current game. Players start at the lowest level and, with success, gain the Resiliency and Torque enhancements that they need to move to the next dungeon on that level. Releveling allows teams to choose dungeons on any level and play them with the appropriate skills, gear, resiliency and torque.
"No Boss" dungeons depart from the standard model of dungeons that culminate with a major boss encounter. NB dungeons are built from a set of modules, each of which presents the group with a problem or experience, and any of which may contain treasure, monsters, traps, puzzles, and so on. During play the group makes choices that determine a path through the dungeon, thus not all modules will be entered.
Since there is no "big boss" there is no need for the standard tank/healer team formation. NB dungeons can be completed by groups of damage players, all of who can self-heal to some extent, or groups that contain one or more "hybrid" players who can both do damage and heal. There is no penalty for bringing a pure healer and/or a tank, but it is not necessary.
When the dungeon is created, the game generates the modules and places them with some randomness, but according to a template or selection function. This process can be adjusted to produce easier or harder dungeons. Similarly, while the modules have stock templates, the game will randomize the locations of treasure, monsters, and so forth as the modules are generated. The goal in this is not to increase the difficulty, but to keep the dungeons as fresh and interesting as possible.
Some, perhaps all, NB dungeons will have a time limit - probably from 45 to 90 minutes. The notion is that these are "fun" dungeons that force you to make quick decisions and play at a steady tempo. If the team dies in a module, members will rez at the door to that module for their next attempt ... though, depending on the dungeon's layout, they may choose to take a different path at that time. WOO II's looting rules will help keep up the pace, but sometimes the clock will force a decision between attempting to capture a treasure and moving on to the next module.
NB dungeons will probably work best for 5-player teams. For bigger teams, the modules would likely have to be larger, in order to hold more monsters, traps and puzzles.
(Note that these modules are similar to those that are available in the Theme Parks and might be usable there.)
These dungeons for five-player pick up teams include both boss and no boss setups. These are one of the primary ways that Raiders gain leveling achievements, and they also provide currency and enhancements for players who are not yet skilled enough to tackle the larger venues. The no boss dungeons are recreational, while the boss dungeons are preliminary runs for progression.