Cordwainer Fish
Imp. Int. Scout Svc. (Dishon. Ret.)
Note to self: put my next thieves' guild hideout in a ruined castle.what separates the "ruined castle" from the "thieves guild hideout" when deciding what a dungeon is?
Note to self: put my next thieves' guild hideout in a ruined castle.what separates the "ruined castle" from the "thieves guild hideout" when deciding what a dungeon is?
I think its moreso an oldschool thingFor some flavors of dungeon delving, it is an essential part of the experience.
I mean, the map also sort of adds to the atmosphere. You're going to get a different vibe to having changed over from where you were to a specific type of , its part of the visual indicator for being in a new place. Mind, you know, video gamer and allGiven the map is for my use only, of course I'm going to put all the relevant info on it.
Arbitrary feeeeeeelings!!! To me dungeons are old, typically abandoned(except by monsters) places. That's why I included ruined castles, though really any ruin to me is a dungeon.So -- and this is just a question and not judgemental in any way -- for you, what separates the "ruined castle" from the "thieves guild hideout" when deciding what a dungeon is?
Again -- honest question.
Yup. I got monsters to slay and princesses to rescue. If I wanted to play logistical games with resources and travel, I'd go camping.Challenges aren't supposed to be fun. If they were, they wouldn't be challenges. And if it means the players have to do some work, so be it.
I take it this means you also don't track food, ammo, etc.
Yup. I got monsters to slay and princesses to rescue. If I wanted to play logistical games with resources and travel, I'd go camping.
I think the idea is that you have two 'versions' of the map: one for the DM and another one for the players. The DM map (obviously) has all the notes, locations of traps and secret doorways, etc. But the players map only has the layout of the rooms (and how they interconnect) and things you would obviously notice when you enter the room like for example a few coffins. And then only reveal/draw the parts of the map where the players already have been, so they will not immediately get a total overview of the entire place. This is how our group does it, and we like it that way.Given the map is for my use only, of course I'm going to put all the relevant info on it.
In general, we don't really keep track of these kinds of things either. For example, we don't track how long the torch we entered the dungeon with will continue to burn before it goes out. As a minor exception, we only kept track of food when we had to travel through the woods for a few days in order to get from A to B. But even then it was very loose, it was limited to ending each day of travel with a 'hunt for food'. Ranging from caught rat to rabbit to deer, depending on how we rolled the dice. It actually felt more like role-playing than game mechanics, as we did not track if the food we caught was 'enough' and we certainly did not introduce game mechanics like 'exhaustion' when we had to live on rats for a few days. The only thing we do keep strict track of, is gold/coins/etc.I take it this means you also don't track food, ammo, etc.
To be fair, my idea of "roughing it" is not having a heated pool and turndown service, so maybe I'm not the best judge...
I feel the exact opposite. A challenge in a game is supposed to be fun, or it isn't a challenge, it's a chore.Challenges aren't supposed to be fun. If they were, they wouldn't be challenges. And if it means the players have to do some work, so be it.
Unless provided by the module, however, the production of that second map means more prep work for me-as-DM; work that the players could be doing on the fly as they explore places. It's also very difficult to keep the as-yet-unexplored parts of such a map hidden, I've found.I think the idea is that you have two 'versions' of the map: one for the DM and another one for the players. The DM map (obviously) has all the notes, locations of traps and secret doorways, etc. But the players map only has the layout of the rooms (and how they interconnect) and things you would obviously notice when you enter the room like for example a few coffins.
When they get to a new area, if it's easy to describe I'll just narrate it ("you've entered a 30x20 ft room in the middle of a long side, there is a closed door directly opposite you <go on to narrate room contents etc.>") and if it's at all complex e.g. an odd-shaped area or a natural cavern I'll draw it on the chalkboard. The area also gets drawn out if there's a combat, the chalkboard is also our "battlemat".And then only reveal/draw the parts of the map where the players already have been, so they will not immediately get a total overview of the entire place. This is how our group does it, and we like it that way.
At higher level I don't concern myself with tracking food and water as much unless there's no Cleric or Druid in the party (very rare) as most days those classes can feed-water a typical party with their spells and carried rations can cover the days when those casters need their spells for other things. At low level before those spells come online, however, it's tracked.In general, we don't really keep track of these kinds of things either. For example, we don't track how long the torch we entered the dungeon with will continue to burn before it goes out. As a minor exception, we only kept track of food when we had to travel through the woods for a few days in order to get from A to B. But even then it was very loose, it was limited to ending each day of travel with a 'hunt for food'. Ranging from caught rat to rabbit to deer, depending on how we rolled the dice. It actually felt more like role-playing than game mechanics, as we did not track if the food we caught was 'enough' and we certainly did not introduce game mechanics like 'exhaustion' when we had to live on rats for a few days. The only thing we do keep strict track of, is gold/coins/etc.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.