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Darkvision Ruins Dungeon-Crawling
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<blockquote data-quote="Mannahnin" data-source="post: 9558220" data-attributes="member: 7026594"><p>How far do those actually cast light, though, and how big are they? Small handheld oil lamps usually have a flame the size of a candle flame. They're handy for reading or darning your socks by, because you can set them down on the table and sit right next to them. Torches and lanterns utilize a bigger flame and/or reflectors to cast light farther. </p><p></p><p></p><p></p><p></p><p></p><p></p><p>One of the most enjoyable experiences I've had with light management was recently running Arnold K's <a href="https://goblinpunch.blogspot.com/2020/04/lair-of-lamb-final.html" target="_blank">The Lair of the Lamb scenario</a>, using his Goblin Laws of Gaming. The rules use 10 minute exploration turns. </p><p></p><p></p><p></p><p>The players in this scenario are escaping prisoners locked in a dungeon with a terrible monster and have to scrounge light sources. </p><p></p><p>I gave the player who was holding the light a brass goblet to keep in front of him at the table to represent the light source. The first time it depleted I would drop a die into it, as a physical reminder and cue to the players that it will go out next time it depletes. </p><p></p><p>This scenario and set of rules does a nice job keeping the players moving and seeking actively for more light sources.</p></blockquote><p></p>
[QUOTE="Mannahnin, post: 9558220, member: 7026594"] How far do those actually cast light, though, and how big are they? Small handheld oil lamps usually have a flame the size of a candle flame. They're handy for reading or darning your socks by, because you can set them down on the table and sit right next to them. Torches and lanterns utilize a bigger flame and/or reflectors to cast light farther. One of the most enjoyable experiences I've had with light management was recently running Arnold K's [URL='https://goblinpunch.blogspot.com/2020/04/lair-of-lamb-final.html']The Lair of the Lamb scenario[/URL], using his Goblin Laws of Gaming. The rules use 10 minute exploration turns. The players in this scenario are escaping prisoners locked in a dungeon with a terrible monster and have to scrounge light sources. I gave the player who was holding the light a brass goblet to keep in front of him at the table to represent the light source. The first time it depleted I would drop a die into it, as a physical reminder and cue to the players that it will go out next time it depletes. This scenario and set of rules does a nice job keeping the players moving and seeking actively for more light sources. [/QUOTE]
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