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Classic D&D tropes you've never mastered
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<blockquote data-quote="Whizbang Dustyboots" data-source="post: 5631181" data-attributes="member: 11760"><p>Are you familiar with the Five Room Dungeon model? I'm using that right now, as my players' characters enter Midwood's big megadungeon at long last. They're only going to retrieve a McGuffin -- they don't have time to clear the joint out, with a kobold invasion about to happen -- so once they've hit all the obstacles I've got planned, the next likely room they explore will have what they were looking for. As long as you're not too obvious about it -- and there's no reason for the group to clean out every nook and cranny of the joint -- it should be a pretty invisible way to make this more bearable for you.</p><p></p><p></p><p>That's definitely an inherent danger of the form. I'd suggest having a timeline of something happening independently of the PCs -- an army massing in the east, the queen dying of a magical wasting disease, all the crops dying over the next year -- and start the clock a few adventures in. Then, when the group starts to get a little listless, remind them of the background events that they can use for a focus.</p><p></p><p>As for me, I've run into repeatedly problems with "on the road" adventures. I'm actually planning to do three or four in my next campaign, to represent several weeks of travel across the continent, and am already stressing out on how to make them meaningful.</p></blockquote><p></p>
[QUOTE="Whizbang Dustyboots, post: 5631181, member: 11760"] Are you familiar with the Five Room Dungeon model? I'm using that right now, as my players' characters enter Midwood's big megadungeon at long last. They're only going to retrieve a McGuffin -- they don't have time to clear the joint out, with a kobold invasion about to happen -- so once they've hit all the obstacles I've got planned, the next likely room they explore will have what they were looking for. As long as you're not too obvious about it -- and there's no reason for the group to clean out every nook and cranny of the joint -- it should be a pretty invisible way to make this more bearable for you. That's definitely an inherent danger of the form. I'd suggest having a timeline of something happening independently of the PCs -- an army massing in the east, the queen dying of a magical wasting disease, all the crops dying over the next year -- and start the clock a few adventures in. Then, when the group starts to get a little listless, remind them of the background events that they can use for a focus. As for me, I've run into repeatedly problems with "on the road" adventures. I'm actually planning to do three or four in my next campaign, to represent several weeks of travel across the continent, and am already stressing out on how to make them meaningful. [/QUOTE]
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