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<blockquote data-quote="Calzone" data-source="post: 5612347" data-attributes="member: 87629"><p>Great idea! I think this is a great alternate game style for 4e.</p><p></p><p>What do you think about letting players choose a template that they apply to monsters they possess? Something like, the player's spirit reflects the decay and corruption of the evil god, so any creature they possess gains the Mummy template (or maybe a custom template that a bit weaker, it you don't want your players always playing elites).</p><p></p><p>Similarly, one thing I try to do in my dungeons is figure out how they take advantage of their natural surroundings. For instance, the kobolds built their lair in an abandoned mine, placing false floors over vertical shafts to make deadly pit traps. In game, you could maybe have a table of "random events" that can occur when doing tasks like mining, to give the dungeon a more organic feel. Something along the lines of a 10% chance for them to encounter an unusual landscape feature or for poor maintenance to allow a toxic mold to grow unchecked, something like that.</p><p></p><p>Also, what is the real goal of the dungeon? To kill all intruders? To get more sacrifices for the evil god? To amass as much treasure as possible? You may want a mechanic that offers a carrot of sorts to players when they accomplish something beneficial to the dungeon. Maybe the evil god gives them a buff or something whenever they bring fresh new sacrifices to him. </p><p></p><p>Lastly, How do the players lose? Is there an altar to the evil god that must not be destroyed? Is there a vast treasure room that should not be pilfered? Does there have to be at least one tribe of monsters remaining?</p></blockquote><p></p>
[QUOTE="Calzone, post: 5612347, member: 87629"] Great idea! I think this is a great alternate game style for 4e. What do you think about letting players choose a template that they apply to monsters they possess? Something like, the player's spirit reflects the decay and corruption of the evil god, so any creature they possess gains the Mummy template (or maybe a custom template that a bit weaker, it you don't want your players always playing elites). Similarly, one thing I try to do in my dungeons is figure out how they take advantage of their natural surroundings. For instance, the kobolds built their lair in an abandoned mine, placing false floors over vertical shafts to make deadly pit traps. In game, you could maybe have a table of "random events" that can occur when doing tasks like mining, to give the dungeon a more organic feel. Something along the lines of a 10% chance for them to encounter an unusual landscape feature or for poor maintenance to allow a toxic mold to grow unchecked, something like that. Also, what is the real goal of the dungeon? To kill all intruders? To get more sacrifices for the evil god? To amass as much treasure as possible? You may want a mechanic that offers a carrot of sorts to players when they accomplish something beneficial to the dungeon. Maybe the evil god gives them a buff or something whenever they bring fresh new sacrifices to him. Lastly, How do the players lose? Is there an altar to the evil god that must not be destroyed? Is there a vast treasure room that should not be pilfered? Does there have to be at least one tribe of monsters remaining? [/QUOTE]
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