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Getting Out of the Dungeon (Or, "Help! I'm a DM who uses nothing but dungeons!")
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<blockquote data-quote="Rechan" data-source="post: 5045142" data-attributes="member: 54846"><p>Next, I'm going to assume your dungeon design is usually 'go in, hack things apart/get the dingus, get out'. I'm going to bet that usually it's going into hostile territory and having no qualms about using violence.</p><p></p><p>So how about this: Capers. "We need you to get in there and <em>steal</em> this thing. But they can't <em>know</em> it's been stolen." This works if over half your party has social or stealth skills; a group of unintellgient brutes only have a hammer and everything looks like a nail. </p><p></p><p>I remember there is an adventure that came out at the beginning of 3e called "Three Days to Kill". It just consists of hte PCs being hired to break up a business meeting between a cult and a bandit king. They don't have to slaughter everyone, but just make sure the meeting goes south to ruin any alliance. A situation like that works great.</p><p></p><p>You could even give them a very open-ended task. "Look, we just need you to bring evidence This guy is a criminal/we just need you to bring him into justice." So now, the PCs can go about framing/investigating OR bountying the guy in any way they want - they could set up an ambush. They could storm his place. It's up to how they conduct it. </p><p></p><p>Another option: Cons. I once ran a campaign where the party were traveling gypsy con artists. You just let the players take control and go! But this really depends on the party.</p><p></p><p>Defend the Town: The Party is on the Defensive, having to fortify and defend a town from an onslaught of some kind. </p><p></p><p>Or battling pirates on a large lake/river. </p><p></p><p>As the above post, using Dungeons for other environments, use the same plots and just apply them elsewhere. I'm SURE you've done the "Bad guys are going to engage in a ritual to do something bad". Well, instead of putting them in a dungeon, they could instead have several sites in a forest, or several tenement rooms inside a district, and the goal is finding/getting rid of the ritual in a certain time limit.</p><p></p><p>Finally, don't discount the greatness of random encounters on the road. Not just fights/ambushes, but encounters involving travelers or monsters looking to make deals, odd occurances, etc.</p></blockquote><p></p>
[QUOTE="Rechan, post: 5045142, member: 54846"] Next, I'm going to assume your dungeon design is usually 'go in, hack things apart/get the dingus, get out'. I'm going to bet that usually it's going into hostile territory and having no qualms about using violence. So how about this: Capers. "We need you to get in there and [I]steal[/I] this thing. But they can't [I]know[/I] it's been stolen." This works if over half your party has social or stealth skills; a group of unintellgient brutes only have a hammer and everything looks like a nail. I remember there is an adventure that came out at the beginning of 3e called "Three Days to Kill". It just consists of hte PCs being hired to break up a business meeting between a cult and a bandit king. They don't have to slaughter everyone, but just make sure the meeting goes south to ruin any alliance. A situation like that works great. You could even give them a very open-ended task. "Look, we just need you to bring evidence This guy is a criminal/we just need you to bring him into justice." So now, the PCs can go about framing/investigating OR bountying the guy in any way they want - they could set up an ambush. They could storm his place. It's up to how they conduct it. Another option: Cons. I once ran a campaign where the party were traveling gypsy con artists. You just let the players take control and go! But this really depends on the party. Defend the Town: The Party is on the Defensive, having to fortify and defend a town from an onslaught of some kind. Or battling pirates on a large lake/river. As the above post, using Dungeons for other environments, use the same plots and just apply them elsewhere. I'm SURE you've done the "Bad guys are going to engage in a ritual to do something bad". Well, instead of putting them in a dungeon, they could instead have several sites in a forest, or several tenement rooms inside a district, and the goal is finding/getting rid of the ritual in a certain time limit. Finally, don't discount the greatness of random encounters on the road. Not just fights/ambushes, but encounters involving travelers or monsters looking to make deals, odd occurances, etc. [/QUOTE]
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