Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*TTRPGs General
Dungeon Crawls - need pointers and help.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Zaruthustran" data-source="post: 629671" data-attributes="member: 1457"><p>Just follow this rule: nothing happens until something happens.</p><p></p><p>The inter-encounter stuff is uninteresting and not worth obsessing over. Here's an example of how we handle dungeon crawls:</p><p></p><p>Start Example:</p><p>DM: ...and you finish looting the bodies. You find this (hands over pre-printed sheet of loot, including sale values). </p><p>PC: Okay, we continue down the corridor, Searching as we go.</p><p>DM: (Rolls, compares to crib sheet that lists each player's Search modifiers--no one notices the secret door). Okay, you move about 20' down the corridor. You can tell it opens up into a larger room.</p><p>PC: We cautiously peek into the room.</p><p>DM: (notes marching order). Okay, the room is about 20x30 and is apparently deserted. There's a wooden door on the north wall. Some boxes and debris are along the west wall. In the middle of the room is a statue.</p><p>PCs: The Wizard and Cleric watch our back, the Fighter investigates the crates, the Rogue searches the statue.</p><p>DM: Okay (looks at notes). As the Fighter approaches the crates, a bunch of dark forms leap out and attack him! (draws room). Okay place your figures. The Rogue was about 10' from the statue.</p><p>/End Example.</p><p></p><p>To sum, the tricks we use are:</p><p>1. Nothing happens until something happens. We don't draw corridors or rooms unless we need to--unless there's an encounter that requires more than roleplaying and social skill rolls.</p><p></p><p>2. The DM has a list of each player's Spot, Listen, and Search skill modifiers. He rolls these as needed. Often, he'll pre-roll a bunch of d20s and reference these rolls during the game, so as not to tip off that the elf just walked by but failed to notice a secret door (for example).</p><p></p><p>3. Players establish a marching order at the beginning of the adventure, and unless specified otherwise, it's assumed that the characters follow that marching order. Often, we'll also establish standard door opening procedures (Listen, Search for Traps, Open) or encounter procedures (everyone freezes and Spots, except for the rogue (who Hides and moves away) and the Paladin (who Detects Evil)). It saves a <strong>lot</strong> of time if you can just say "We move down the corridor, get to the door and open it--standard procedure." or the DM can say "You see a shadowy shape down the corridor. The Elf can make out that it's a humanoid, armed with sword and shield. The Paladin does not sense evil."</p><p></p><p>4. Don't draw and place minis until the combat or other encounter actually starts. In the example above, if the DM had drawn out the room when we first entered it would have been a giveaway that there were monsters in the room. </p><p></p><p>Going off 4, say for example that there was a pit trap between the door and the statue. If the rogue said "I investigate the statue" then the DM can assume that the rogue took the most direct path--right across the trap. </p><p></p><p>Unless you're in combat, there's no need to draw out the entire room and carefully track movement per round. Just trust your players, trust yourself, and focus on the important things: description and fun.</p><p></p><p>-z</p></blockquote><p></p>
[QUOTE="Zaruthustran, post: 629671, member: 1457"] Just follow this rule: nothing happens until something happens. The inter-encounter stuff is uninteresting and not worth obsessing over. Here's an example of how we handle dungeon crawls: Start Example: DM: ...and you finish looting the bodies. You find this (hands over pre-printed sheet of loot, including sale values). PC: Okay, we continue down the corridor, Searching as we go. DM: (Rolls, compares to crib sheet that lists each player's Search modifiers--no one notices the secret door). Okay, you move about 20' down the corridor. You can tell it opens up into a larger room. PC: We cautiously peek into the room. DM: (notes marching order). Okay, the room is about 20x30 and is apparently deserted. There's a wooden door on the north wall. Some boxes and debris are along the west wall. In the middle of the room is a statue. PCs: The Wizard and Cleric watch our back, the Fighter investigates the crates, the Rogue searches the statue. DM: Okay (looks at notes). As the Fighter approaches the crates, a bunch of dark forms leap out and attack him! (draws room). Okay place your figures. The Rogue was about 10' from the statue. /End Example. To sum, the tricks we use are: 1. Nothing happens until something happens. We don't draw corridors or rooms unless we need to--unless there's an encounter that requires more than roleplaying and social skill rolls. 2. The DM has a list of each player's Spot, Listen, and Search skill modifiers. He rolls these as needed. Often, he'll pre-roll a bunch of d20s and reference these rolls during the game, so as not to tip off that the elf just walked by but failed to notice a secret door (for example). 3. Players establish a marching order at the beginning of the adventure, and unless specified otherwise, it's assumed that the characters follow that marching order. Often, we'll also establish standard door opening procedures (Listen, Search for Traps, Open) or encounter procedures (everyone freezes and Spots, except for the rogue (who Hides and moves away) and the Paladin (who Detects Evil)). It saves a [b]lot[/b] of time if you can just say "We move down the corridor, get to the door and open it--standard procedure." or the DM can say "You see a shadowy shape down the corridor. The Elf can make out that it's a humanoid, armed with sword and shield. The Paladin does not sense evil." 4. Don't draw and place minis until the combat or other encounter actually starts. In the example above, if the DM had drawn out the room when we first entered it would have been a giveaway that there were monsters in the room. Going off 4, say for example that there was a pit trap between the door and the statue. If the rogue said "I investigate the statue" then the DM can assume that the rogue took the most direct path--right across the trap. Unless you're in combat, there's no need to draw out the entire room and carefully track movement per round. Just trust your players, trust yourself, and focus on the important things: description and fun. -z [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Dungeon Crawls - need pointers and help.
Top