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DMing, Sandboxes, and Boring Dungeons. HELP
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<blockquote data-quote="Reynard" data-source="post: 6356150" data-attributes="member: 467"><p>I will start with linking an article I wrote here a few years back that I think sums up my opinions on the matter: <a href="http://www.enworld.org/forum/entry.php?813-Seven-Sandbox-Essentials&bt=1964" target="_blank">Seven Sandbox Essentials</a> Note by the way that I am not an authority on the subject; I'm just opinionated. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>More generally, I would say that the Starter Set adventure is a much better example of sandbox play than HotDQ appears to be. There are problems with Lost Mine of Phandelver, certainly, including some pretty boring areas and repetitive enemies, but it does a pretty good job (once the PCs are introduced via the first mini-adventure) of providing a home base with lots of things to do. There is a "situation" that needs dealing with, but solving it does not necessarily end play in the area, and there is lots of room for DMs to come up with their own side adventures. All those elements help a new-to-sandboxing DM find his or her way.</p><p></p><p>On the subject of dungeons, one way to make them more fun and less grindy is to make sure there are lots of meaningful choices -- not just left or right and up or down, but provide clues as to what might lie that way and incentives to take the more precarious road. Also, don't forget interaction. The bigger the dungeon, the more boring it is is everything want to fight the PCs. Animal type monsters might not care about the PCs at all if they aren't on the menu -- even predators can have plenty to eat so they don't attack PCs on sight -- and intelligent dungeon dwellers might need help from, be afraid of, or decide to worship or follow the PCs (how do you think all those evil wizards get goblin servants?). You can always toss in a rival adventuring party -- what fun is the beginning of Raiders of the Lost Ark without Belloq?)</p><p></p><p>Anyway, I hope you have fun and remember it doesn't all come at once. Keep playing and trying different things. Run mystery adventures and exploration adventures and intrigue adventures. Try short modules and full Adventure Paths. And, if you have the opportunity, play at other DMs' tables, whether in Organized Play or at cons/game days or if there's another group in your area. Nothing teaches one how to DM quite like being a player (sometimes you learn what to do, and sometimes you learn what to avoid doing). Good luck!</p></blockquote><p></p>
[QUOTE="Reynard, post: 6356150, member: 467"] I will start with linking an article I wrote here a few years back that I think sums up my opinions on the matter: [URL="http://www.enworld.org/forum/entry.php?813-Seven-Sandbox-Essentials&bt=1964"]Seven Sandbox Essentials[/URL] Note by the way that I am not an authority on the subject; I'm just opinionated. ;) More generally, I would say that the Starter Set adventure is a much better example of sandbox play than HotDQ appears to be. There are problems with Lost Mine of Phandelver, certainly, including some pretty boring areas and repetitive enemies, but it does a pretty good job (once the PCs are introduced via the first mini-adventure) of providing a home base with lots of things to do. There is a "situation" that needs dealing with, but solving it does not necessarily end play in the area, and there is lots of room for DMs to come up with their own side adventures. All those elements help a new-to-sandboxing DM find his or her way. On the subject of dungeons, one way to make them more fun and less grindy is to make sure there are lots of meaningful choices -- not just left or right and up or down, but provide clues as to what might lie that way and incentives to take the more precarious road. Also, don't forget interaction. The bigger the dungeon, the more boring it is is everything want to fight the PCs. Animal type monsters might not care about the PCs at all if they aren't on the menu -- even predators can have plenty to eat so they don't attack PCs on sight -- and intelligent dungeon dwellers might need help from, be afraid of, or decide to worship or follow the PCs (how do you think all those evil wizards get goblin servants?). You can always toss in a rival adventuring party -- what fun is the beginning of Raiders of the Lost Ark without Belloq?) Anyway, I hope you have fun and remember it doesn't all come at once. Keep playing and trying different things. Run mystery adventures and exploration adventures and intrigue adventures. Try short modules and full Adventure Paths. And, if you have the opportunity, play at other DMs' tables, whether in Organized Play or at cons/game days or if there's another group in your area. Nothing teaches one how to DM quite like being a player (sometimes you learn what to do, and sometimes you learn what to avoid doing). Good luck! [/QUOTE]
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