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<blockquote data-quote="el-remmen" data-source="post: 8313234" data-attributes="member: 11"><p>Delving is a big part (30 to 50%) of any module I run (yes, I still call them modules). I tend to prep situations not scenes - or if I prep a scene I prep it as if the PCs were not going to be there and let the PCs action interrupt or change it (unless of course it is a scene meant to have someone seek out and confront the PCs). Exploring a place, going room to room, dealing with patrols and wandering monsters, finding places to hide, looking at maps to figure out the possibility of a secret door are all parts of my games, but they are definitely not all of it. And usually these delves will lead to a large set-piece location designed for tactical combat and fun combat play.</p><p></p><p>So for example, I am running my own version of Against the Cult of the Reptile God. The whole first part of the adventure is open-ended and free-form based on investigating cult activity in the village. There are chances for ambush, capture, chases, etc. . . Within the village, the temple is a mini-delve (with a possible major ambush scene at the start of it) with a dungeon level below. There is also a multi-day swamp trek with chances to get lost and running into monsters, which is open ended. And finally, the cult's expansive swamp lair (a two level dungeon) that has a multi-level flooded cavern as the presumptive climax against the big bad, which can lead to a tactical fight at various places while avoiding the hazards of the cavern. But getting there requires either stealthy approach, subterfuge, or a straight up raid (or some combo) with the possibility of secret passages linking otherwise distant parts of the lair to be discovered.</p></blockquote><p></p>
[QUOTE="el-remmen, post: 8313234, member: 11"] Delving is a big part (30 to 50%) of any module I run (yes, I still call them modules). I tend to prep situations not scenes - or if I prep a scene I prep it as if the PCs were not going to be there and let the PCs action interrupt or change it (unless of course it is a scene meant to have someone seek out and confront the PCs). Exploring a place, going room to room, dealing with patrols and wandering monsters, finding places to hide, looking at maps to figure out the possibility of a secret door are all parts of my games, but they are definitely not all of it. And usually these delves will lead to a large set-piece location designed for tactical combat and fun combat play. So for example, I am running my own version of Against the Cult of the Reptile God. The whole first part of the adventure is open-ended and free-form based on investigating cult activity in the village. There are chances for ambush, capture, chases, etc. . . Within the village, the temple is a mini-delve (with a possible major ambush scene at the start of it) with a dungeon level below. There is also a multi-day swamp trek with chances to get lost and running into monsters, which is open ended. And finally, the cult's expansive swamp lair (a two level dungeon) that has a multi-level flooded cavern as the presumptive climax against the big bad, which can lead to a tactical fight at various places while avoiding the hazards of the cavern. But getting there requires either stealthy approach, subterfuge, or a straight up raid (or some combo) with the possibility of secret passages linking otherwise distant parts of the lair to be discovered. [/QUOTE]
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