It occurs to me that if people are intending to extend the game mechanics in their dungeons, it might be a good idea to have a place to discuss that in a more general sense and possibly develop a shared set of changes to provide consistency between different dungeons. That is, I'd like to discuss what kinds of changes would be good to make and how to integrate them together so that they feel consistent, and so that they don't mess up things that a given dungeon might rely on.
The upside about doing it this way is that players don't have to relearn as much of the system for each separate dungeon - if three dungeons are all going to have a 'Wall of Fire' spell for example, then this way it can use the same runes each time, have the same skill requirements, etc. Furthermore, if we make those extensions imply a lot of different viable party combinations, then it might give people more inspiration to try a bunch of different dungeons to try out different party compositions (this, imo, is a bit of a problem with the current mechanics - there's not that much variation in what kinds of parties work by the late-game, and its mostly driven by weapon availability).
The downside is of course for those who want discovering the fundamental game mechanics to be a part of their dungeon's gameplay this means that players can import knowledge that they haven't earned in-game (e.g. rune combinations), but of course nothing is stopping someone from modifying parts of the system if its really important for them to do so.
I'd say the place to start is to figure out the basic assumptions underlying the gameplay that we should try not to violate. For underlying assumptions, I mean things like:
- We should not make spells that break certain kinds of puzzles - no spells that let you change elevation or teleport past barriers/pressure plates/etc.
There may or may not be other such things we'd want to directly exclude, regarding e.g. things which make food a non-issue, things which auto-detect secrets without requiring the player to notice them by eye, etc. Then we can look at filling in places that seem a bit sparse (earned traits for skills, Earth spells, etc), and then maybe consider new classes/etc once the existing stuff is more versatile.
There's also a question of whether we want to try to change underlying mechanics at a deep level, e.g. amplify the influence of Evasion versus Protection, change how the stats work to make them more broadly relevant (e.g. 1% cooldown reduction per point of Dexterity, Willpower reduces duration of negative status effects, etc).
What do you think?