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How much do you want dungeon crawls?
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<blockquote data-quote="bento" data-source="post: 3302848" data-attributes="member: 36597"><p>Encampment. Done to rescue others. Your response makes me think I'm right in my estimate. </p><p></p><p>I have two main problems with GMing dungeons. </p><p></p><p>The first is the internal logic of the place. I don't create my own dungeons since modules are so readily available. I find that while there may be a theme or story throughout the dungeon to give it some flavor, often those elements are above and beyond what the players will ever be able to uncover. Maybe it's just the set up of DCCs, but I find for the most part there's a lot of wasted "back story" that will never see the light of day. Getting this story to be more apparant is often a often a waste of my attention and it focuses the players on non-essential areas.</p><p></p><p>The second is after a while there's a loss of player motivation. After a couple of sessions, the "why are we here again?" comments start up. Even I get this way after a while.</p><p></p><p>If (and when) I use dungeons in the future, they will be smaller and fit in with the larger story that the players have already bought into.</p></blockquote><p></p>
[QUOTE="bento, post: 3302848, member: 36597"] Encampment. Done to rescue others. Your response makes me think I'm right in my estimate. I have two main problems with GMing dungeons. The first is the internal logic of the place. I don't create my own dungeons since modules are so readily available. I find that while there may be a theme or story throughout the dungeon to give it some flavor, often those elements are above and beyond what the players will ever be able to uncover. Maybe it's just the set up of DCCs, but I find for the most part there's a lot of wasted "back story" that will never see the light of day. Getting this story to be more apparant is often a often a waste of my attention and it focuses the players on non-essential areas. The second is after a while there's a loss of player motivation. After a couple of sessions, the "why are we here again?" comments start up. Even I get this way after a while. If (and when) I use dungeons in the future, they will be smaller and fit in with the larger story that the players have already bought into. [/QUOTE]
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