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A Return to the Dungeon
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<blockquote data-quote="Aberzanzorax" data-source="post: 5141160" data-attributes="member: 64209"><p><strong>Dynamic!!!!</strong></p><p></p><p>I think that Lanefan raised several good points about "what if they leave and come back" etc.</p><p> </p><p> </p><p>To which I suggest both the dungeon/adventure be dynamic as well as PC recharges.</p><p> </p><p> </p><p>They want to leave? O.K.</p><p> </p><p>They want a 15 min adventuring day? O.K.</p><p> </p><p> </p><p>BUT THE DUNGEON MECHANICS RESPOND.</p><p> </p><p> </p><p>So a well build dungeon/adventure has built in "recharges" as well. These could include:</p><p> </p><p>Under the heading of "the dungeon resets"</p><p>-Goblin recruits showing up/zombies being made from the bodies of the dea.</p><p>-Traps being reset</p><p>-Diplomacy checks becoming harder or needing to be rerolled. ("Ya said ya'd take on my job of ridding us of undead...that was three weeks ago...what ya been doin?!")</p><p>-beings get summoned</p><p> </p><p>Under the heading of "dynamic reprecussions"</p><p>-assassins/trackers are sent after the pcs.</p><p>-the pc's names are smeared requiring diplomacy checks </p><p>-an alternate group beats the dungeon, removing the reward as potential from pcs</p><p> </p><p> </p><p>I think, for all gaming, and especially for dungeons, that STATIC is NOT the way to go.</p><p> </p><p> </p><p>So, if we use the idea of "gm gets certain allocated resources to develop a dungeon" among these should be recharge resources as I've mentioned...but also keeping in mind that these must fit the rule of STUFF BESIDES COMBAT.</p><p> </p><p> </p><p>Edit: So the question then becomes: when do the players recharge and when do the dungeons recharge?</p><p> </p><p>My opinion is for players to recharge after a certian amount of time and/or after acheiving obstacles...with full recharges being ALL obstacles or a long rest outside of a dungeon. Whereas, the dungeon could recharge at a certain rate based on time...but that rate would be different depending on how many obstacles had been overcome.</p><p> </p><p>e.g for dungeon recharge...players have done 90% of obstacles then leave the dungeon. Day one it recharges 10%...so is at 80%. Day 2 it recharges 20%...so is at 60. Etc...but maybe not SO exponential. Here the idea is that the more the players push on, the less resources the dungeon has to self replenish. The less of a dent they make before resting, the easier it is for the dungeon to replenish.</p></blockquote><p></p>
[QUOTE="Aberzanzorax, post: 5141160, member: 64209"] [b]Dynamic!!!![/b] I think that Lanefan raised several good points about "what if they leave and come back" etc. To which I suggest both the dungeon/adventure be dynamic as well as PC recharges. They want to leave? O.K. They want a 15 min adventuring day? O.K. BUT THE DUNGEON MECHANICS RESPOND. So a well build dungeon/adventure has built in "recharges" as well. These could include: Under the heading of "the dungeon resets" -Goblin recruits showing up/zombies being made from the bodies of the dea. -Traps being reset -Diplomacy checks becoming harder or needing to be rerolled. ("Ya said ya'd take on my job of ridding us of undead...that was three weeks ago...what ya been doin?!") -beings get summoned Under the heading of "dynamic reprecussions" -assassins/trackers are sent after the pcs. -the pc's names are smeared requiring diplomacy checks -an alternate group beats the dungeon, removing the reward as potential from pcs I think, for all gaming, and especially for dungeons, that STATIC is NOT the way to go. So, if we use the idea of "gm gets certain allocated resources to develop a dungeon" among these should be recharge resources as I've mentioned...but also keeping in mind that these must fit the rule of STUFF BESIDES COMBAT. Edit: So the question then becomes: when do the players recharge and when do the dungeons recharge? My opinion is for players to recharge after a certian amount of time and/or after acheiving obstacles...with full recharges being ALL obstacles or a long rest outside of a dungeon. Whereas, the dungeon could recharge at a certain rate based on time...but that rate would be different depending on how many obstacles had been overcome. e.g for dungeon recharge...players have done 90% of obstacles then leave the dungeon. Day one it recharges 10%...so is at 80%. Day 2 it recharges 20%...so is at 60. Etc...but maybe not SO exponential. Here the idea is that the more the players push on, the less resources the dungeon has to self replenish. The less of a dent they make before resting, the easier it is for the dungeon to replenish. [/QUOTE]
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