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General Tabletop Discussion
*Dungeons & Dragons
Designing a one-shot session
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<blockquote data-quote="iserith" data-source="post: 7576741" data-attributes="member: 97077"><p>Thanks for the kind words!</p><p></p><p></p><p></p><p>I like that there are two ways into the dungeon. This offers a meaningful choice (assuming in your scenario they can choose to take the goblin entrance if they want). Then I'd say you'd want a couple different ways to get to the prize once inside the dungeon, enough to where they might leave an area unexplored and always wonder what was there. (This increase the replayability of the scenario, too.) Basically what I'm saying is to avoid a linearity and increase the number of meaningful choices along the way. </p><p></p><p>For what sounds like a finale, three-way battles can be kind of complicated to run effectively. I would probably steer clear of that. Perhaps the goblin threat is dealt with prior to finding the mummy or the goblins try to jump the PCs as they make their way out with the prize.</p></blockquote><p></p>
[QUOTE="iserith, post: 7576741, member: 97077"] Thanks for the kind words! I like that there are two ways into the dungeon. This offers a meaningful choice (assuming in your scenario they can choose to take the goblin entrance if they want). Then I'd say you'd want a couple different ways to get to the prize once inside the dungeon, enough to where they might leave an area unexplored and always wonder what was there. (This increase the replayability of the scenario, too.) Basically what I'm saying is to avoid a linearity and increase the number of meaningful choices along the way. For what sounds like a finale, three-way battles can be kind of complicated to run effectively. I would probably steer clear of that. Perhaps the goblin threat is dealt with prior to finding the mummy or the goblins try to jump the PCs as they make their way out with the prize. [/QUOTE]
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Designing a one-shot session
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