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Extreme self-preservation
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<blockquote data-quote="Reynard" data-source="post: 7481775" data-attributes="member: 467"><p>I am interested in what the basic assumptions of the delves are. Are they quick cash grabs? Is it a form of spectator sport? Is it an attempt to clear a dungeon? Is someone looking for something? Why are these characters going into the dungeon, and what do they get for their efforts?</p><p></p><p>Then I am interested in why the PLAYERS are there. Are they there to try and see if they can survive against a killer GM? Are they trying to get their specific character loot and XP? Are they there just to play some D&D? Is there an overall structure to play?</p><p></p><p>I ran a long term dungeon crawl in my local store for a couple years. It had drop in play and assumed exits from the delve at the end of each session. In that case, the goal was to map the place. the PCs got a per room gold and XP bonus based on dungeon level, so they always had motivation to push further and deeper. In order to survive that, they had to work together. That did not mean all the PCs (or players) necessarily liked each other, but they still relied on one another. I was also heavy handed when it came to intra-party conflict and was not shy about dis-inviting particularly problematic players.</p><p></p><p>It is a format that can be a lot of fun, but you have to get everyone on board with the basic assumptions and rules of the table. At the very least the GMs running the thing need to have a meeting or something and make sure their is consistency in how it is structured.</p></blockquote><p></p>
[QUOTE="Reynard, post: 7481775, member: 467"] I am interested in what the basic assumptions of the delves are. Are they quick cash grabs? Is it a form of spectator sport? Is it an attempt to clear a dungeon? Is someone looking for something? Why are these characters going into the dungeon, and what do they get for their efforts? Then I am interested in why the PLAYERS are there. Are they there to try and see if they can survive against a killer GM? Are they trying to get their specific character loot and XP? Are they there just to play some D&D? Is there an overall structure to play? I ran a long term dungeon crawl in my local store for a couple years. It had drop in play and assumed exits from the delve at the end of each session. In that case, the goal was to map the place. the PCs got a per room gold and XP bonus based on dungeon level, so they always had motivation to push further and deeper. In order to survive that, they had to work together. That did not mean all the PCs (or players) necessarily liked each other, but they still relied on one another. I was also heavy handed when it came to intra-party conflict and was not shy about dis-inviting particularly problematic players. It is a format that can be a lot of fun, but you have to get everyone on board with the basic assumptions and rules of the table. At the very least the GMs running the thing need to have a meeting or something and make sure their is consistency in how it is structured. [/QUOTE]
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