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<blockquote data-quote="Baldurs_Underdark" data-source="post: 8314384" data-attributes="member: 6880355"><p>My own campaigns are big open sandboxes where some Good vs. Evil is happening and the PCs mess around with the world and either willingly or incidentally help (usually) the Good side (but sometimes not). There are some scenes where multiple fights happen in a setting that resembles a dungeon, but also lots of open roleplay and fights that have nothing do to with a dungeon (i.e. open air, lots of space, and just 1 fight between (long) rests).</p><p></p><p>However, I do play a game as a player that's totally a Dungeon crawler. There is nearly no room for character development as we go from a temple complex to a cave to a castle to wizard tower to the next area with strong walls and multiple rooms. And inside those, it's always multiple meaningless fights and one boss-fight - very predictable. There is little creativity in the fights because we need to save the chi points and spells (it's become very predictable that we get multiple encounters). Using the random treasure tables we also got many magic items that we did not need. Spell scrolls only suited for clerics when our only spellcaster is a wizard - stuff like that. </p><p></p><p>I never understand why monsters would spread out through multiple rooms and then wait for you to come to them instead of gang up on you in one strategically chosen room, to maximize their chances? </p><p></p><p></p><p>I love the shenanigans. Shenanigans create story. But I never use any adventure books... because my PCs would walk out of the book on page 2.</p></blockquote><p></p>
[QUOTE="Baldurs_Underdark, post: 8314384, member: 6880355"] My own campaigns are big open sandboxes where some Good vs. Evil is happening and the PCs mess around with the world and either willingly or incidentally help (usually) the Good side (but sometimes not). There are some scenes where multiple fights happen in a setting that resembles a dungeon, but also lots of open roleplay and fights that have nothing do to with a dungeon (i.e. open air, lots of space, and just 1 fight between (long) rests). However, I do play a game as a player that's totally a Dungeon crawler. There is nearly no room for character development as we go from a temple complex to a cave to a castle to wizard tower to the next area with strong walls and multiple rooms. And inside those, it's always multiple meaningless fights and one boss-fight - very predictable. There is little creativity in the fights because we need to save the chi points and spells (it's become very predictable that we get multiple encounters). Using the random treasure tables we also got many magic items that we did not need. Spell scrolls only suited for clerics when our only spellcaster is a wizard - stuff like that. I never understand why monsters would spread out through multiple rooms and then wait for you to come to them instead of gang up on you in one strategically chosen room, to maximize their chances? I love the shenanigans. Shenanigans create story. But I never use any adventure books... because my PCs would walk out of the book on page 2. [/QUOTE]
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