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<blockquote data-quote="Altin" data-source="post: 208475" data-attributes="member: 3107"><p>Thanks to everyone for taking the time to reply. Sadly I haven't the time to reply to each poster but I did want to let you know you've all helped immensly.</p><p></p><p>In summary, what a lot of you are suggesting amounts to making the dungeon into an active component of the game rather than a passive one, so as to prevent a leisurly pace on the PCs' terms. In this particular case, given that I'm aiming for a 'Aliens'-style feel, this is perhaps best done by the repeated use of one quite powerfull opponent with a good deal of staying power and the brains to use his knowledge of the dungeon to his advantage. </p><p></p><p>I've been designing a flesh-golem variant as a static 'just when you thought it was all over' bad guy but in response to the comments above, I might have him roam the dungeon instead and jump in at appropriate moments to knock a PC or two into the negatives and put the fear of God into the rest of them. We'll see how that works.</p><p></p><p>Thanks again to everyone and, in particular, Jack Haggerty whose airlock corridor is a very, very cool bit of architecture which will no doubt make its way into one of my games at some point and David (hey yourself, didn't know you read here!) whose idea of things jumping on super-paranoid players from above is so evil it could only have been invented by the GM who put a glypth of death in the treasure of the main bad guy for one particular adventure. Killing my poor Cleric with a single roll of the die, I might add. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Yours,</p><p></p><p> Altin</p></blockquote><p></p>
[QUOTE="Altin, post: 208475, member: 3107"] Thanks to everyone for taking the time to reply. Sadly I haven't the time to reply to each poster but I did want to let you know you've all helped immensly. In summary, what a lot of you are suggesting amounts to making the dungeon into an active component of the game rather than a passive one, so as to prevent a leisurly pace on the PCs' terms. In this particular case, given that I'm aiming for a 'Aliens'-style feel, this is perhaps best done by the repeated use of one quite powerfull opponent with a good deal of staying power and the brains to use his knowledge of the dungeon to his advantage. I've been designing a flesh-golem variant as a static 'just when you thought it was all over' bad guy but in response to the comments above, I might have him roam the dungeon instead and jump in at appropriate moments to knock a PC or two into the negatives and put the fear of God into the rest of them. We'll see how that works. Thanks again to everyone and, in particular, Jack Haggerty whose airlock corridor is a very, very cool bit of architecture which will no doubt make its way into one of my games at some point and David (hey yourself, didn't know you read here!) whose idea of things jumping on super-paranoid players from above is so evil it could only have been invented by the GM who put a glypth of death in the treasure of the main bad guy for one particular adventure. Killing my poor Cleric with a single roll of the die, I might add. :) Yours, Altin [/QUOTE]
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