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<blockquote data-quote="Nagol" data-source="post: 6869565" data-attributes="member: 23935"><p>Enough information for the players to make sensible decisions and deductions and not an iota more. Every introduced fact, event, and interaction competes for time and attention. Every piece needs to be examined by the players to determine how it fits with other things they know/assume/have been told. Player groups will rarely read multi-page world backgrounds and retain almost nothing after the first session even if they do. Depending on session duration and frequency, players will tend to forget/blur together events and personages experienced inside the campaign so subtle clues and background events are a poor way to provide data. Remember the players get to experience the world third-hand for a few hours once in a while and then a lot of life gets in the way. </p><p></p><p></p><p></p><p>There are a wide variety of ways to run dungeons. As an AP, I think you'll find you'll need to use most of the encounters to drive the progression to match the PC growth rate. The size and detail of the dungeon depends on the DM's style, session size and frequency, and group preference for gaming. For a simpler method of dungeon design take a look at <a href="http://roleplayingtips.com/readissue.php?number=156#1" target="_blank">The five room model</a>. Here is another link that builds on the concept some: <a href="http://www.gnomestew.com/tools-for-gms/the-nine-forms-of-the-five-room-dungeon/" target="_blank">http://www.gnomestew.com/tools-for-gms/the-nine-forms-of-the-five-room-dungeon/</a>. </p><p></p><p>Other groups like the older-style dungeon-crawls. Even in these, try to avoid random dungeon populations in favour of appropriate inhabitants for the role the location plays inside the world. Why does the dungeon exist? What features does it have? What population has it attracted? How has the dungeon affected the world around it?</p></blockquote><p></p>
[QUOTE="Nagol, post: 6869565, member: 23935"] Enough information for the players to make sensible decisions and deductions and not an iota more. Every introduced fact, event, and interaction competes for time and attention. Every piece needs to be examined by the players to determine how it fits with other things they know/assume/have been told. Player groups will rarely read multi-page world backgrounds and retain almost nothing after the first session even if they do. Depending on session duration and frequency, players will tend to forget/blur together events and personages experienced inside the campaign so subtle clues and background events are a poor way to provide data. Remember the players get to experience the world third-hand for a few hours once in a while and then a lot of life gets in the way. There are a wide variety of ways to run dungeons. As an AP, I think you'll find you'll need to use most of the encounters to drive the progression to match the PC growth rate. The size and detail of the dungeon depends on the DM's style, session size and frequency, and group preference for gaming. For a simpler method of dungeon design take a look at [URL=http://roleplayingtips.com/readissue.php?number=156#1]The five room model[/URL]. Here is another link that builds on the concept some: [url]http://www.gnomestew.com/tools-for-gms/the-nine-forms-of-the-five-room-dungeon/[/url]. Other groups like the older-style dungeon-crawls. Even in these, try to avoid random dungeon populations in favour of appropriate inhabitants for the role the location plays inside the world. Why does the dungeon exist? What features does it have? What population has it attracted? How has the dungeon affected the world around it? [/QUOTE]
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