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<blockquote data-quote="El Mahdi" data-source="post: 5504531" data-attributes="member: 59506"><p>Big dungeon crawls usually have a ton of plot hooks that accompany the adventure: secrets need to be aquired or discovered to advance, factions within the dungeons residents, different parts of the dungeon have different themes, etc. Frame the game session around one or two of those themes or hooks. Along with recapping the previous session and refreshing the players memories as to what plots, secrets, or factions they are dealing with or searching for, then wrapping up at a natural conclusion or break point, and <em>Voila</em>...you've got an episodic big dungeon crawl game session.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p> </p><p>Also, this isn't a major design flaw of 3E. It may be something that you don't like, or doesn't fit your gaming style, but it works just fine for many others...including me. A major design flaw is something that is objectively and universally <em>bad</em>. Something that bothers only a percentage of users, is specifically about preference and opinion, not design shortcomings...<img src="http://www.enworld.org/forum/images/smilies/ponder.png" class="smilie" loading="lazy" alt=":hmm:" title="Hmmm :hmm:" data-shortname=":hmm:" /></p></blockquote><p></p>
[QUOTE="El Mahdi, post: 5504531, member: 59506"] Big dungeon crawls usually have a ton of plot hooks that accompany the adventure: secrets need to be aquired or discovered to advance, factions within the dungeons residents, different parts of the dungeon have different themes, etc. Frame the game session around one or two of those themes or hooks. Along with recapping the previous session and refreshing the players memories as to what plots, secrets, or factions they are dealing with or searching for, then wrapping up at a natural conclusion or break point, and [I]Voila[/I]...you've got an episodic big dungeon crawl game session.:) Also, this isn't a major design flaw of 3E. It may be something that you don't like, or doesn't fit your gaming style, but it works just fine for many others...including me. A major design flaw is something that is objectively and universally [I]bad[/I]. Something that bothers only a percentage of users, is specifically about preference and opinion, not design shortcomings...:hmm: [/QUOTE]
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