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Dungeon of the Mad Mage - Boring?
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<blockquote data-quote="Retreater" data-source="post: 7964471" data-attributes="member: 42040"><p>A few sessions ago I started running Dungeon of the Mad Mage on Roll20 with player buy-in. They were expecting a good, old-fashioned dungeon crawl with lots of combat, treasures, secret doors, etc. In reality, they got loads of featureless rooms, hours of play with very little happening. </p><p></p><p>I am comparing Mad Mage to other dungeons I've run in the past several months, such as Frog God Games' Rappan Athuk or Tegel Manor, and it doesn't come close. </p><p></p><p>I picked Mad Mage because I wanted something "official" that was available on Roll20 with minimal design I would have to do. (Other dungeons like Rappan Athuk aren't available on the platform, and I would need to build it from the ground up for the VTT format.) Now my players are bored, asking if I can steer them to "exciting" parts of the dungeon.</p><p></p><p>Anyone else have a similar situation with Mad Mage? Any other suggestions? (I did look through the "enhancing Mad Mage" thread, but it's mostly about putting in treasure in a dungeon that has few traps, few monsters, few memorable areas, but just a plethora of corridors that go to 30' square, featureless rooms.</p></blockquote><p></p>
[QUOTE="Retreater, post: 7964471, member: 42040"] A few sessions ago I started running Dungeon of the Mad Mage on Roll20 with player buy-in. They were expecting a good, old-fashioned dungeon crawl with lots of combat, treasures, secret doors, etc. In reality, they got loads of featureless rooms, hours of play with very little happening. I am comparing Mad Mage to other dungeons I've run in the past several months, such as Frog God Games' Rappan Athuk or Tegel Manor, and it doesn't come close. I picked Mad Mage because I wanted something "official" that was available on Roll20 with minimal design I would have to do. (Other dungeons like Rappan Athuk aren't available on the platform, and I would need to build it from the ground up for the VTT format.) Now my players are bored, asking if I can steer them to "exciting" parts of the dungeon. Anyone else have a similar situation with Mad Mage? Any other suggestions? (I did look through the "enhancing Mad Mage" thread, but it's mostly about putting in treasure in a dungeon that has few traps, few monsters, few memorable areas, but just a plethora of corridors that go to 30' square, featureless rooms. [/QUOTE]
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