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General Tabletop Discussion
D&D Older Editions
The Three Pillars of RPGs - How to Integrate into 4E?
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<blockquote data-quote="Spatula" data-source="post: 5812663" data-attributes="member: 2198"><p>Exploring the dungeon is your exploration, right there. You can jazz it up by making the dungeon truly <em>dangerous</em>, as opposed to a collection of encounters. Reward the party for scouting or negotiating. Add in deadly traps. Obstacles that can be overcome with clever thinking. Secret doors. Make the players pay attention to their surroundings, because if they don't, bad things will happen.</p><p></p><p>You can also offer rewards by hiding treasure in places the players might not normally search. Although unless the players know there is hidden treasure, they aren't going to find it.</p><p></p><p>IIRC, that particular dungeon is kinda small, which is going to limit what you can do with it, and doesn't have a lot of role-playing opportunities. You can make some of the enemies open to negotiation, but again, unless the players are aware of the possibility, they will probably just assume that stuff is there to be fought.</p><p></p><p>Finally, be aware that the players may not be interested in a lot of role-playing or in-depth exploration. Find out what it is they find fun, and cater to that, not to someone else's idea of what the game should be.</p></blockquote><p></p>
[QUOTE="Spatula, post: 5812663, member: 2198"] Exploring the dungeon is your exploration, right there. You can jazz it up by making the dungeon truly [I]dangerous[/I], as opposed to a collection of encounters. Reward the party for scouting or negotiating. Add in deadly traps. Obstacles that can be overcome with clever thinking. Secret doors. Make the players pay attention to their surroundings, because if they don't, bad things will happen. You can also offer rewards by hiding treasure in places the players might not normally search. Although unless the players know there is hidden treasure, they aren't going to find it. IIRC, that particular dungeon is kinda small, which is going to limit what you can do with it, and doesn't have a lot of role-playing opportunities. You can make some of the enemies open to negotiation, but again, unless the players are aware of the possibility, they will probably just assume that stuff is there to be fought. Finally, be aware that the players may not be interested in a lot of role-playing or in-depth exploration. Find out what it is they find fun, and cater to that, not to someone else's idea of what the game should be. [/QUOTE]
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