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Have we lost the dungeon?
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<blockquote data-quote="darkelfo" data-source="post: 2254878" data-attributes="member: 29869"><p>I agree completely. Non-sensical dungeons are a real drag. Not only that, but it takes a while to draw them up on a playing board so moving through them is inthe game can be tedius and repetative: "You approach a door. I check for traps. There are no traps. I peak in and do spot check. There are three orcs. We kill them. Ok, you approach another door. I check for traps..." and so on.</p><p> </p><p>That said, I love a good dungeon. An enclosed space with a purpose and a sense of history. An ecology really helps. How did that gelatinous cube sit inside that room with a LOCKED door for so many centuries? How come the orcs in the other room didn't come rushing in when we were killing the orcs in this room?</p><p> </p><p>A good GM will keep these sorts of things in mind. It's not rocket science either it's just plan "fanstastical" sense. Don't put a turtle dragon with a 30' wide shell in a 30' wide room. Perhaps the dungeon started off as a series of sewers that were expanded upon by squatters, drilled into by the drow and connected by accident to the catacombs of a surface temple. Add a rogue's guild for some flavor and a mad wizard looking for some privacy and you're good to go. </p><p> </p><p>As the PCs travel, they discover the history of the "dungeon" by the GM's description: "As you turn the corner, its obvious that whoever created these sewers had no idea how deep the catacombs of the temple above ran. Ancient bricks lie broken and the cobwebs have recently been cleared in a hole in the sewer tunnel. The distinct smell of brimstone wafts from a dimly lit room filled with coffins. What do you do?"</p></blockquote><p></p>
[QUOTE="darkelfo, post: 2254878, member: 29869"] I agree completely. Non-sensical dungeons are a real drag. Not only that, but it takes a while to draw them up on a playing board so moving through them is inthe game can be tedius and repetative: "You approach a door. I check for traps. There are no traps. I peak in and do spot check. There are three orcs. We kill them. Ok, you approach another door. I check for traps..." and so on. That said, I love a good dungeon. An enclosed space with a purpose and a sense of history. An ecology really helps. How did that gelatinous cube sit inside that room with a LOCKED door for so many centuries? How come the orcs in the other room didn't come rushing in when we were killing the orcs in this room? A good GM will keep these sorts of things in mind. It's not rocket science either it's just plan "fanstastical" sense. Don't put a turtle dragon with a 30' wide shell in a 30' wide room. Perhaps the dungeon started off as a series of sewers that were expanded upon by squatters, drilled into by the drow and connected by accident to the catacombs of a surface temple. Add a rogue's guild for some flavor and a mad wizard looking for some privacy and you're good to go. As the PCs travel, they discover the history of the "dungeon" by the GM's description: "As you turn the corner, its obvious that whoever created these sewers had no idea how deep the catacombs of the temple above ran. Ancient bricks lie broken and the cobwebs have recently been cleared in a hole in the sewer tunnel. The distinct smell of brimstone wafts from a dimly lit room filled with coffins. What do you do?" [/QUOTE]
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