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<blockquote data-quote="Mishihari Lord" data-source="post: 4561867" data-attributes="member: 128"><p>I like your ideas and think that you're essential correct, but there's a reason that the things you describe aren't generally done. They're a lot of work, and they are difficult. </p><p></p><p>A DM can run through most of the monsters in the MM fairly quickly if he keeps using new ones, then you have to make your own for each game, which adds a lot to your work load. Designing a working dungeon society also adds significantly to your workload. </p><p></p><p>It's worthwhile if you have the time. I love the feeling of depth and verisimilitude you can get from working these things out. It also add to your tactical options: you can use strategies such as, "If we take this guy out, cooperation between these groups collapses and makes our lives easier" or "Let's ally with this group and take out these others"</p><p></p><p>The other difficulty is in balancing the part against the enemies. You need to balance things so that the party is reasonably challenged by an individual encounter, but they won't be wiped out once the whole area is alerted. This can be tough. It also leads to stealth adventures where you try to take out each group quickly and quietly before they can sound an alert because as soon as that alarm bell rings it's time to run. I think these are a lot of fun - I enjoy the tension - but they're not too everyone's taste.</p><p></p><p>If you have some ideas about how to design the adventures you describe efficiently, and how to balance things, I'd be interested in hearing about them.</p><p></p><p>I'd recommend that you start your essays here, then move them over to the blogs. I think you'll get a lot more feedback that way. I didn't even know the site had a blog area.</p></blockquote><p></p>
[QUOTE="Mishihari Lord, post: 4561867, member: 128"] I like your ideas and think that you're essential correct, but there's a reason that the things you describe aren't generally done. They're a lot of work, and they are difficult. A DM can run through most of the monsters in the MM fairly quickly if he keeps using new ones, then you have to make your own for each game, which adds a lot to your work load. Designing a working dungeon society also adds significantly to your workload. It's worthwhile if you have the time. I love the feeling of depth and verisimilitude you can get from working these things out. It also add to your tactical options: you can use strategies such as, "If we take this guy out, cooperation between these groups collapses and makes our lives easier" or "Let's ally with this group and take out these others" The other difficulty is in balancing the part against the enemies. You need to balance things so that the party is reasonably challenged by an individual encounter, but they won't be wiped out once the whole area is alerted. This can be tough. It also leads to stealth adventures where you try to take out each group quickly and quietly before they can sound an alert because as soon as that alarm bell rings it's time to run. I think these are a lot of fun - I enjoy the tension - but they're not too everyone's taste. If you have some ideas about how to design the adventures you describe efficiently, and how to balance things, I'd be interested in hearing about them. I'd recommend that you start your essays here, then move them over to the blogs. I think you'll get a lot more feedback that way. I didn't even know the site had a blog area. [/QUOTE]
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