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B2 Return to the Keep 4e
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<blockquote data-quote="Hussar" data-source="post: 4755294" data-attributes="member: 22779"><p>Well, I ran the World's Largest Dungeon a couple of years ago, so I've got a bit of experience with massive dungeon crawls. <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>Here's a few things that might help:</p><p></p><ul> <li data-xf-list-type="ul">Make sure your monsters FIT in the room. Look at the size of your room then look at the size of the monster. This is something I've seen in more than a few modules - six minotaurs in a 20x20 room. Doesn't work.<br /> </li> <li data-xf-list-type="ul">Place encounters in the hallways. Don't have encounters begin at the door. Trigger about a third of your encounters between rooms.<br /> </li> <li data-xf-list-type="ul">Use three dimensions as much as possible. Don't have each level be relatively flat space - stairs, chutes, whatnot can really add to a dungeon. Also, remember those monsters that don't have to walk - climb works REALLY well in dungeons. Nothing like englobing a PC from above and beside to make his day really, really sad.<br /> </li> <li data-xf-list-type="ul">Drop maps and map fragments on your players OFTEN. It gives the players so much more sense of accomplishment when they aren't just stumbling blind around, picking random corridors. Don't be afraid to make "mistakes" on the maps either. <br /> </li> <li data-xf-list-type="ul">Have some sort of mechanic in place for replacing dead characters. This really helps. Trying to parachute a new PC into the party when they are on level 15 and can't extricated themselves from the dungeon for the next three sessions is a major issue. Don't be afraid to drop prisoners and whatnot all over the place.<br /> </li> <li data-xf-list-type="ul">Early on, give the party a guide. Some sort of NPC that works as a source of exposition from time to time. I used an intelligent (if somewhat senile) dagger in my WLD game to great effect. <br /> </li> <li data-xf-list-type="ul">Make sure there's stuff to talk to. While blatting baddies is fun and all, it can get really repetitive. Don't leave out non-combat encounters.<br /> </li> <li data-xf-list-type="ul">Work with your group to come up with some time saving standard proceedures. I don't play 4e, so I don't know how important this is, but, in my 3e game, scouting followed a fairly set pattern, as did searching. Set the SOP's early and you can get them out of the way nicely. While searching a room is fun and all, after 17 levels, and several hundred rooms, even the most creative person gets a trifle jaded. <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=":)" /></li> </ul></blockquote><p></p>
[QUOTE="Hussar, post: 4755294, member: 22779"] Well, I ran the World's Largest Dungeon a couple of years ago, so I've got a bit of experience with massive dungeon crawls. :) Here's a few things that might help: [list][*]Make sure your monsters FIT in the room. Look at the size of your room then look at the size of the monster. This is something I've seen in more than a few modules - six minotaurs in a 20x20 room. Doesn't work. [*]Place encounters in the hallways. Don't have encounters begin at the door. Trigger about a third of your encounters between rooms. [*]Use three dimensions as much as possible. Don't have each level be relatively flat space - stairs, chutes, whatnot can really add to a dungeon. Also, remember those monsters that don't have to walk - climb works REALLY well in dungeons. Nothing like englobing a PC from above and beside to make his day really, really sad. [*]Drop maps and map fragments on your players OFTEN. It gives the players so much more sense of accomplishment when they aren't just stumbling blind around, picking random corridors. Don't be afraid to make "mistakes" on the maps either. [*]Have some sort of mechanic in place for replacing dead characters. This really helps. Trying to parachute a new PC into the party when they are on level 15 and can't extricated themselves from the dungeon for the next three sessions is a major issue. Don't be afraid to drop prisoners and whatnot all over the place. [*]Early on, give the party a guide. Some sort of NPC that works as a source of exposition from time to time. I used an intelligent (if somewhat senile) dagger in my WLD game to great effect. [*]Make sure there's stuff to talk to. While blatting baddies is fun and all, it can get really repetitive. Don't leave out non-combat encounters. [*]Work with your group to come up with some time saving standard proceedures. I don't play 4e, so I don't know how important this is, but, in my 3e game, scouting followed a fairly set pattern, as did searching. Set the SOP's early and you can get them out of the way nicely. While searching a room is fun and all, after 17 levels, and several hundred rooms, even the most creative person gets a trifle jaded. :)[/list] [/QUOTE]
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