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General Tabletop Discussion
*TTRPGs General
dense encounter areas
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<blockquote data-quote="jester47" data-source="post: 1443671" data-attributes="member: 2238"><p>What I mean by this term is an encounter area that carries out several encounters. Like there is roleplay, traps, puzzles, a fight, cool stuff and history all in one room. The area for the encounter has a density to it with the different layers available to the players.</p><p></p><p>For a generic example- </p><p></p><p>A large pillared hall. This was once the throne room for a Dwarven King, but then long after the dwarven king and his band abandoned these halls, humans turned it into a burial chamber. The humans that appropriated the hall added some traps to protect the treasures of the dead. Long after the humans had left thier dead and set thier traps did a necromancer arrive in the halls. Here he hid a valuable treasure under the throne. However, he made it so that only a being who was good could access the treasure. Right before leaving the necromancer animated some of the corpses, and ordered them to gaurd the throne. Recently a Demon has come to claim the treasure (after dealing with the necromancer) but needs a person of good alignment to get it out. He is sitting on the throne waiting for someone with which he can strike a bargain to arrive. </p><p></p><p>Add in material for the different layers of occupation, and you could have a nights worth of adventureing in one room. </p><p></p><p>Has anyone ever tried using this level of detail in thier dungeons or encounter areas? Basicly rooms or areas that are so dense with stuff that they are essentially adventures in and of themselves? I can think of ruins, markets, large social gatherings, etc. where this approach would work. </p><p></p><p>Aaron.</p></blockquote><p></p>
[QUOTE="jester47, post: 1443671, member: 2238"] What I mean by this term is an encounter area that carries out several encounters. Like there is roleplay, traps, puzzles, a fight, cool stuff and history all in one room. The area for the encounter has a density to it with the different layers available to the players. For a generic example- A large pillared hall. This was once the throne room for a Dwarven King, but then long after the dwarven king and his band abandoned these halls, humans turned it into a burial chamber. The humans that appropriated the hall added some traps to protect the treasures of the dead. Long after the humans had left thier dead and set thier traps did a necromancer arrive in the halls. Here he hid a valuable treasure under the throne. However, he made it so that only a being who was good could access the treasure. Right before leaving the necromancer animated some of the corpses, and ordered them to gaurd the throne. Recently a Demon has come to claim the treasure (after dealing with the necromancer) but needs a person of good alignment to get it out. He is sitting on the throne waiting for someone with which he can strike a bargain to arrive. Add in material for the different layers of occupation, and you could have a nights worth of adventureing in one room. Has anyone ever tried using this level of detail in thier dungeons or encounter areas? Basicly rooms or areas that are so dense with stuff that they are essentially adventures in and of themselves? I can think of ruins, markets, large social gatherings, etc. where this approach would work. Aaron. [/QUOTE]
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