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DMing, Sandboxes, and Boring Dungeons. HELP
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<blockquote data-quote="SpiritOfFire" data-source="post: 6356276" data-attributes="member: 6778247"><p>Hmm, while I see the validity of your advice. It seems like prolonged combat doesn't interest my players. Even if they give it some flair, it is mostly walking up and swinging. Even with traps, treasure, and cool weapons, it doesn't seem to get my players to care. A cool silvery sword which pulses with an unknown magical energy? eh pocket it and go into next room. I was shocked.... I mean these dungeons were designed by professional game designers, so I don't know if I could make them any better. It seems as if they're in a dungeon for a reason, that end goal is all they care about resolving. Most of the time, they don't even bother looting the bodies or searching actively for loot. Which is why the logical step for me seems to be to minimize dungeons to small but memorable skirmishes and focus on exploration, character interaction, and etc. </p><p></p><p>TBH the first combat in the starter set seemed to be the only FUN fight they had since they were trying to figure out what was going on, inspecting the site, and trying to gather info from the enemies. Every "dungeon" with a drawn out grid map for the DM in the adventure ended up a slogfest.</p></blockquote><p></p>
[QUOTE="SpiritOfFire, post: 6356276, member: 6778247"] Hmm, while I see the validity of your advice. It seems like prolonged combat doesn't interest my players. Even if they give it some flair, it is mostly walking up and swinging. Even with traps, treasure, and cool weapons, it doesn't seem to get my players to care. A cool silvery sword which pulses with an unknown magical energy? eh pocket it and go into next room. I was shocked.... I mean these dungeons were designed by professional game designers, so I don't know if I could make them any better. It seems as if they're in a dungeon for a reason, that end goal is all they care about resolving. Most of the time, they don't even bother looting the bodies or searching actively for loot. Which is why the logical step for me seems to be to minimize dungeons to small but memorable skirmishes and focus on exploration, character interaction, and etc. TBH the first combat in the starter set seemed to be the only FUN fight they had since they were trying to figure out what was going on, inspecting the site, and trying to gather info from the enemies. Every "dungeon" with a drawn out grid map for the DM in the adventure ended up a slogfest. [/QUOTE]
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