RangerWickett
Legend
What is it about The Forge of Fury that stands out, in your opinion?
It's just a really good example of a well-designed vanilla fantasy dungeon.What is it about The Forge of Fury that stands out, in your opinion?
I'll also add that I've come to prefer a different approach to bigger dungeons than the megadungeon. That is, rather than deeper, I wish they'd go "broader." When I was younger, I always dreamed of getting to run Undermountain back in 2e. When I finally had a chance to run it a few times for 5e, we all got burned out on it by around its fifth level.
Rather, we had far more fun with Ythrin (from Rime of the Frostmaiden): a sandbox ruined city featuring a number of smaller dungeon sites PCs could explore. It felt more open and intelligible. Like, the PCs could make more informed choices about how to explore and less mired down in any one area. We're starting up Dungeons of Drakkenheim soon, and it's giving me similar vibes, so I'm pretty excited.
It's just a really good example of a well-designed vanilla fantasy dungeon.
- It rewards scouting the external terrain with alternative points of entry (rather than the obvious--but fraught--opening).
- Multiple ways of approaching conflict including stealth, trickery, persuasion, etc. in addition to combat.
- Speaking of combat, there is a good variety of terrain in the dungeon that can introduce novelty into what might be otherwise straightforward fights: differences in elevation, cover, choke points, etc.
- An overall simple story that informs the composition of the dungeon without overcomplicating it. It has an element of Gygaxian naturalism that makes it so the assorted denizens make sense, but not so much that they are predictable.
- There is a variety of challenge levels in it so that PCs don't get complacent. Some encounters are brutal, but they aren't gatekeeping encounters that keep the PCs from proceeding. They're largely (like the Roper) off the beaten track.
- Branching paths within the dungeon. There are a variety of ways to explore and move between levels, making the choices during exploration feel meaningful.
There are probably others, but this is what occurs to me off the top of my head.