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First time making a "serious" dungeon! How do you do it?
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<blockquote data-quote="Quickleaf" data-source="post: 7035846" data-attributes="member: 20323"><p>Thanks. Yeah, having some grasp of how monsters dynamically inhabit a space is really important to support player creativity. </p><p></p><p>If the players decide to infiltrate the slaves in the sulfur mines and sneak through the main gate when the slaves are recalled for meals, then it helps to know that slaves bearing sulfur are taken by guards to the alchemy lab where that sulfur will be used.</p><p></p><p></p><p>I love those evocative examples! They go a long way towards evoking the feel of the sunken dungeon you created. </p><p></p><p>Having little random descriptions like that is a great idea. Usually I end up imagining/writing specific areas, but the truth is that my players enjoy exploring on their own terms. I might have a great description of a room prepared and they might not care at all because they're more interested in teasing the halfling PC for some cursed object he has. And I never know when some small detail is going to inspire them, immersing them into a scene where they'll want more details. I think your approach here really embraces that sort of organic waning/waxing of focus and facilitates players going off on exploration tangents.</p><p></p><p>I also appreciate how you include little traps/tricks/treasures into the mix. Consider the approach borrowed <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7035846, member: 20323"] Thanks. Yeah, having some grasp of how monsters dynamically inhabit a space is really important to support player creativity. If the players decide to infiltrate the slaves in the sulfur mines and sneak through the main gate when the slaves are recalled for meals, then it helps to know that slaves bearing sulfur are taken by guards to the alchemy lab where that sulfur will be used. I love those evocative examples! They go a long way towards evoking the feel of the sunken dungeon you created. Having little random descriptions like that is a great idea. Usually I end up imagining/writing specific areas, but the truth is that my players enjoy exploring on their own terms. I might have a great description of a room prepared and they might not care at all because they're more interested in teasing the halfling PC for some cursed object he has. And I never know when some small detail is going to inspire them, immersing them into a scene where they'll want more details. I think your approach here really embraces that sort of organic waning/waxing of focus and facilitates players going off on exploration tangents. I also appreciate how you include little traps/tricks/treasures into the mix. Consider the approach borrowed :) [/QUOTE]
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First time making a "serious" dungeon! How do you do it?
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