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DMing, Sandboxes, and Boring Dungeons. HELP
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<blockquote data-quote="GX.Sigma" data-source="post: 6356440" data-attributes="member: 6690511"><p>DM pro tip:</p><p></p><ul> <li data-xf-list-type="ul">If you and/or the players don't care: "Sure. It's a big city, so you can buy whatever you want."</li> <li data-xf-list-type="ul">If you AND the players care: "...and I don't have a description of it right now, so I'll tell you all about it next time."</li> </ul><p>The players understand that you have limited resources.</p><p></p><p>This is only a problem if the combats are too easy. If the party can solve the dungeon just by picking a room at random, killing everything inside, and repeating, then that's what they'll do.</p><p></p><p>The DM should describe the layout of the dungeon as they explore it. If they can't keep track of that properly (hint: there's paper and pencils on the table for a reason), that's their fault. You will sometimes need to help them out a little (drawing a rough diagram on scratch paper is fine). They (and you) will get better at it over time.</p><p></p><p>A few ways to deal with this:</p><ol> <li data-xf-list-type="ol">Imagine the grid in your head. It may sound insane, but it works for me sometimes.</li> <li data-xf-list-type="ol">Think of it in terms of zones: inside the room, at the door, outside the room. Assume everyone is in a clump in the middle of the room unless they specifically say otherwise.</li> <li data-xf-list-type="ol">Think of it in terms of the story, or the choices the character has to make: "You can hit two goblins, or three goblins and the dwarf."</li> <li data-xf-list-type="ol">If you're not sure, roll a die (make sure the players know you're rolling it).</li> </ol></blockquote><p></p>
[QUOTE="GX.Sigma, post: 6356440, member: 6690511"] DM pro tip: [LIST] [*]If you and/or the players don't care: "Sure. It's a big city, so you can buy whatever you want." [*]If you AND the players care: "...and I don't have a description of it right now, so I'll tell you all about it next time." [/LIST] The players understand that you have limited resources. This is only a problem if the combats are too easy. If the party can solve the dungeon just by picking a room at random, killing everything inside, and repeating, then that's what they'll do. The DM should describe the layout of the dungeon as they explore it. If they can't keep track of that properly (hint: there's paper and pencils on the table for a reason), that's their fault. You will sometimes need to help them out a little (drawing a rough diagram on scratch paper is fine). They (and you) will get better at it over time. A few ways to deal with this: [LIST=1] [*]Imagine the grid in your head. It may sound insane, but it works for me sometimes. [*]Think of it in terms of zones: inside the room, at the door, outside the room. Assume everyone is in a clump in the middle of the room unless they specifically say otherwise. [*]Think of it in terms of the story, or the choices the character has to make: "You can hit two goblins, or three goblins and the dwarf." [*]If you're not sure, roll a die (make sure the players know you're rolling it). [/LIST] [/QUOTE]
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