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Dungeon Crawls - need pointers and help.
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<blockquote data-quote="jester47" data-source="post: 623560" data-attributes="member: 2238"><p>I have thought about using a flowchart, and even flowcharting published dungeons. And I ussually do play it by ear. </p><p></p><p>I think from talking to you guys that my problem is going from the description based to map based and back to decription based. </p><p></p><p>I think part of the trick is the situations where an attack is not immediately evident. I like to maintain a feeling of continuity. So say the PCs enter a room where some orcs are hiding in the back behind some crates. The orcs don't immediately attack, but if you start laying out the field of battle they players will react differently. Basicly they will start preparing. I think the key here is to have it be clear what each character is doing once they are in the room. Have certain things in clear places. in our example, dont have the crates all over in different places in the room, have one set of crates, in the back. </p><p></p><p>One thing I do do is I have each player roll a d20 10 times before we start the game. I keep track of the characters flat footed AC, listen, spot, and saves. This way if there is somting hiding or somthing they are supposed to see, I dont have to say, roll a spot check. I can say "Sypa, you think you just saw somthing out of the corner of your eye moving in the darkness."</p><p></p><p>Another thing that has thrown me off in the past that I am now just getting around because I reread the rules is the problem of constant searching. The first dungeon that I ran with these people they started searching for traps everywhere. Down the halls, in rooms etc. They stopped when I explained that searching constantly slowed them from 300ft per minute to 50ft per minute. Also, I switched from a 5'x5; search area to searching whole areas if the player says to do so. </p><p></p><p>Anyways, I think I am getting it now, thanks for the help.</p><p></p><p>Aaron.</p></blockquote><p></p>
[QUOTE="jester47, post: 623560, member: 2238"] I have thought about using a flowchart, and even flowcharting published dungeons. And I ussually do play it by ear. I think from talking to you guys that my problem is going from the description based to map based and back to decription based. I think part of the trick is the situations where an attack is not immediately evident. I like to maintain a feeling of continuity. So say the PCs enter a room where some orcs are hiding in the back behind some crates. The orcs don't immediately attack, but if you start laying out the field of battle they players will react differently. Basicly they will start preparing. I think the key here is to have it be clear what each character is doing once they are in the room. Have certain things in clear places. in our example, dont have the crates all over in different places in the room, have one set of crates, in the back. One thing I do do is I have each player roll a d20 10 times before we start the game. I keep track of the characters flat footed AC, listen, spot, and saves. This way if there is somting hiding or somthing they are supposed to see, I dont have to say, roll a spot check. I can say "Sypa, you think you just saw somthing out of the corner of your eye moving in the darkness." Another thing that has thrown me off in the past that I am now just getting around because I reread the rules is the problem of constant searching. The first dungeon that I ran with these people they started searching for traps everywhere. Down the halls, in rooms etc. They stopped when I explained that searching constantly slowed them from 300ft per minute to 50ft per minute. Also, I switched from a 5'x5; search area to searching whole areas if the player says to do so. Anyways, I think I am getting it now, thanks for the help. Aaron. [/QUOTE]
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