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Dungeon Crawls - How much is too much?
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<blockquote data-quote="seasong" data-source="post: 583753" data-attributes="member: 5137"><p>Arrange short-term goals within the dungeon.</p><p></p><p>For example, set up three "actions" that they have to perform in the dungeon, and then spend 2-4 sessions on each action. For example...</p><p></p><p>They know that there is a ghost in the dungeons who is reasonably friendly and can help them defeat the grand villain they are hunting. (They may know this because of someone else who was in the dungeons and failed). They also know that they need a particular artifact that opens up a weakness in the grand villain (or his most powerful minion). The trouble is, they don't know where the ghost and artifact are...</p><p></p><p>If they go for the ghost first, the powerful minion will make their lives hell in the meantime, but the ghost will both help them <em>and</em> help them find the artifact; if they go for the artifact first, they're likely to wander around lost a lot before they find it, and then they still need to find the ghost.</p><p></p><p>Let them figure out which they want to do first (and they may change their minds), and then focus the adventure on that goal for a while. When they complete it, focus on the other. And then, you can focus on the final drive to the bottom of the dungeon, where they will face their nemesis.</p><p></p><p>Breaking it up into distinct goals, each achievable in a reasonable amount of time, will help prevent monotony.</p></blockquote><p></p>
[QUOTE="seasong, post: 583753, member: 5137"] Arrange short-term goals within the dungeon. For example, set up three "actions" that they have to perform in the dungeon, and then spend 2-4 sessions on each action. For example... They know that there is a ghost in the dungeons who is reasonably friendly and can help them defeat the grand villain they are hunting. (They may know this because of someone else who was in the dungeons and failed). They also know that they need a particular artifact that opens up a weakness in the grand villain (or his most powerful minion). The trouble is, they don't know where the ghost and artifact are... If they go for the ghost first, the powerful minion will make their lives hell in the meantime, but the ghost will both help them [i]and[/i] help them find the artifact; if they go for the artifact first, they're likely to wander around lost a lot before they find it, and then they still need to find the ghost. Let them figure out which they want to do first (and they may change their minds), and then focus the adventure on that goal for a while. When they complete it, focus on the other. And then, you can focus on the final drive to the bottom of the dungeon, where they will face their nemesis. Breaking it up into distinct goals, each achievable in a reasonable amount of time, will help prevent monotony. [/QUOTE]
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