A few sessions ago I started running Dungeon of the Mad Mage on Roll20 with player buy-in. They were expecting a good, old-fashioned dungeon crawl with lots of combat, treasures, secret doors, etc. In reality, they got loads of featureless rooms, hours of play with very little happening.
I am comparing Mad Mage to other dungeons I've run in the past several months, such as Frog God Games' Rappan Athuk or Tegel Manor, and it doesn't come close.
I picked Mad Mage because I wanted something "official" that was available on Roll20 with minimal design I would have to do. (Other dungeons like Rappan Athuk aren't available on the platform, and I would need to build it from the ground up for the VTT format.) Now my players are bored, asking if I can steer them to "exciting" parts of the dungeon.
Anyone else have a similar situation with Mad Mage? Any other suggestions? (I did look through the "enhancing Mad Mage" thread, but it's mostly about putting in treasure in a dungeon that has few traps, few monsters, few memorable areas, but just a plethora of corridors that go to 30' square, featureless rooms.
I am comparing Mad Mage to other dungeons I've run in the past several months, such as Frog God Games' Rappan Athuk or Tegel Manor, and it doesn't come close.
I picked Mad Mage because I wanted something "official" that was available on Roll20 with minimal design I would have to do. (Other dungeons like Rappan Athuk aren't available on the platform, and I would need to build it from the ground up for the VTT format.) Now my players are bored, asking if I can steer them to "exciting" parts of the dungeon.
Anyone else have a similar situation with Mad Mage? Any other suggestions? (I did look through the "enhancing Mad Mage" thread, but it's mostly about putting in treasure in a dungeon that has few traps, few monsters, few memorable areas, but just a plethora of corridors that go to 30' square, featureless rooms.