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Classic dungeons: What makes them great?
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<blockquote data-quote="Rothe" data-source="post: 3735426" data-attributes="member: 39813"><p>We have just finished with Caverns of Thracia (COT) and are about to start with Against the Giants (G1-3) (both of which I've palyed and run before). Here's my take on these classics in view of your list.</p><p></p><p>SPOLIER ALERT</p><p></p><p></p><p></p><p></p><p></p><p></p><p> G1 has pretty low monster divesity, what it does have is monsters in concert/in an organic living breathing interplay. Giants enslaving orcs and working with other larger humanoids. </p><p> </p><p>Not really with respect to G1-3, placement makes sense to me. Guarfd creatures near entrtances. What doesn't make much sense if the lack of effective guards or barriers in G2 and G3. Sleeping guards in G1 stroke of genius.</p><p></p><p></p><p>I'd also say (especially in G1, G2) variety of effective appraoches to crwawling the dungeon. If you ignore the recommendation all creatures always fight to the death, also a variety of approaches to overcoming the monsters. </p><p></p><p></p><p>Same for G2-3. COT is also full of terrain that a clever party can use to ambush and gain advantage over opponents,; especially with the 3 dimensional nature of the caverns.</p><p></p><p></p><p>G1-3 are basically 2 levels each. I'd call that medium. Half of a G1-3 level would be small, a quick adventure. COT is large but multifaceted, 4 main levels plus at least as many sub-levels weaving in and out.</p><p></p><p> Does it? The DM should have an explanation should it be needed and to help determine NOC action, but tu the PCs the reason need not be evident.</p><p></p><p> Easiest part, just need to know what motivates your players. High adventure sdaring deeds, heroic rescue, loot, mayhem, etc.</p><p></p><p></p><p>Temples are good reasons for 5 & 6, and when evil why they are hidden away. Add in the concept of votive offerings and yoo can have a loot fest.</p><p></p><p> Red Nails is a classic, COT lends itself very well to this, with multiple factions. Likewise G1 if you are careful. It adds a dimension to play and options beyond hack-slash (to parley and hack-slash with allies <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=":)" /> ) Really it adds a sense of versimultude as many a heroic adventure tale includes teh garnering of allies, even if temporary.</p><p></p><p></p><p>SO what you need is a dungeon with a temple, multiple factions, maybe each faction with a sampling of creatures working in conjunction. Add in an interesting layout, maybe a third dimension, that allows for multiple paths through dungeon and use of clever tactics/ambush. Have you looked at Judges Guild's The Dark Tower? It's got all that, plus you can play it with good or evil aligned PCs.</p></blockquote><p></p>
[QUOTE="Rothe, post: 3735426, member: 39813"] We have just finished with Caverns of Thracia (COT) and are about to start with Against the Giants (G1-3) (both of which I've palyed and run before). Here's my take on these classics in view of your list. SPOLIER ALERT G1 has pretty low monster divesity, what it does have is monsters in concert/in an organic living breathing interplay. Giants enslaving orcs and working with other larger humanoids. Not really with respect to G1-3, placement makes sense to me. Guarfd creatures near entrtances. What doesn't make much sense if the lack of effective guards or barriers in G2 and G3. Sleeping guards in G1 stroke of genius. I'd also say (especially in G1, G2) variety of effective appraoches to crwawling the dungeon. If you ignore the recommendation all creatures always fight to the death, also a variety of approaches to overcoming the monsters. Same for G2-3. COT is also full of terrain that a clever party can use to ambush and gain advantage over opponents,; especially with the 3 dimensional nature of the caverns. G1-3 are basically 2 levels each. I'd call that medium. Half of a G1-3 level would be small, a quick adventure. COT is large but multifaceted, 4 main levels plus at least as many sub-levels weaving in and out. Does it? The DM should have an explanation should it be needed and to help determine NOC action, but tu the PCs the reason need not be evident. Easiest part, just need to know what motivates your players. High adventure sdaring deeds, heroic rescue, loot, mayhem, etc. Temples are good reasons for 5 & 6, and when evil why they are hidden away. Add in the concept of votive offerings and yoo can have a loot fest. Red Nails is a classic, COT lends itself very well to this, with multiple factions. Likewise G1 if you are careful. It adds a dimension to play and options beyond hack-slash (to parley and hack-slash with allies :) ) Really it adds a sense of versimultude as many a heroic adventure tale includes teh garnering of allies, even if temporary. SO what you need is a dungeon with a temple, multiple factions, maybe each faction with a sampling of creatures working in conjunction. Add in an interesting layout, maybe a third dimension, that allows for multiple paths through dungeon and use of clever tactics/ambush. Have you looked at Judges Guild's The Dark Tower? It's got all that, plus you can play it with good or evil aligned PCs. [/QUOTE]
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