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<blockquote data-quote="BlackMoria" data-source="post: 3626234" data-attributes="member: 424"><p>Make the dungeon more than monsters waiting in rooms for adventurers to kick open the door and kill them and take their stuff.</p><p></p><p>Things I have done.</p><p></p><p>Enclaves of monsters in parts of the dungeon will have patrols out, manned barriers, alarms and sentries to restrict entry into their territory. Within the territory, you will have creatures moving between rooms for food, water, etc. This makes an area interesting because it means that something is always going on which the party can observe and try to take advantage off.</p><p></p><p>Cleared areas are can never be assumed to be safe. Monsters are always prowling around hunting for food so if a party kills some monsters in room, scavenger or opportunitist monsters are going to move into that room to take advantage of the food (bodies), etc.</p><p></p><p>Inter-creature conflict - monsters are not all friendly like with each other. A tribe of orcs in one area may be at war with a tribe of trogs in another area of the dungeon level. So, there will be scouting, raiding, and full scale battles going. Situations like this will provide the party with opportunities to play one side against the other or to take advantage of the chaos to pass through the contested areas.</p><p></p><p>The whole idea is to make the dungeon 'alive' and not just a bunch of monsters waiting in rooms waiting to get killed by adventurers.</p></blockquote><p></p>
[QUOTE="BlackMoria, post: 3626234, member: 424"] Make the dungeon more than monsters waiting in rooms for adventurers to kick open the door and kill them and take their stuff. Things I have done. Enclaves of monsters in parts of the dungeon will have patrols out, manned barriers, alarms and sentries to restrict entry into their territory. Within the territory, you will have creatures moving between rooms for food, water, etc. This makes an area interesting because it means that something is always going on which the party can observe and try to take advantage off. Cleared areas are can never be assumed to be safe. Monsters are always prowling around hunting for food so if a party kills some monsters in room, scavenger or opportunitist monsters are going to move into that room to take advantage of the food (bodies), etc. Inter-creature conflict - monsters are not all friendly like with each other. A tribe of orcs in one area may be at war with a tribe of trogs in another area of the dungeon level. So, there will be scouting, raiding, and full scale battles going. Situations like this will provide the party with opportunities to play one side against the other or to take advantage of the chaos to pass through the contested areas. The whole idea is to make the dungeon 'alive' and not just a bunch of monsters waiting in rooms waiting to get killed by adventurers. [/QUOTE]
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