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Help me grok mega-dungeons
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<blockquote data-quote="RedShirtNo5.1" data-source="post: 7124709" data-attributes="member: 80037"><p>I don't know. My experience was that we certainly knew reaction rolls at the time in basic and 1e, but anyone who DMed ignored those rules, and just made a decision about how they thought the monster would react. Which for most evil creatures was to attack. So I think the "attacks immediately" isn't simply something migrating from the modules. That said, xp for solely for killing didn't help matters.</p><p></p><p></p><p>OK, I think that one of the things that makes a dungeon into a dungeon is not simply that it is underground, but that it is <em>dangerous</em>. And a lot of the danger is monsters who are ready to kill you. So while you can have social interaction, in comparison to say an urban environment there are fewer chances and the opportunity cost of talking, as opposed to say making a surprise attack, is higher. </p><p>I mean, this goes directly to Mouse's question of what is it that you get in a megadungeon that you don't get (or get less of) elsewhere. It's not the role-play pillar that you get more of. It's the exploration pillar. </p><p></p><p>I'll also disagree that the only reason for combat in a megadungeon is survival or loot. In a recent game, the players were weighting between collecting a bounty for giant rats in the sewer (a classic), and helping some gnomes who they met in the undercity against raids by kobolds. So they had both a mercenary option and a "heroic" option.</p></blockquote><p></p>
[QUOTE="RedShirtNo5.1, post: 7124709, member: 80037"] I don't know. My experience was that we certainly knew reaction rolls at the time in basic and 1e, but anyone who DMed ignored those rules, and just made a decision about how they thought the monster would react. Which for most evil creatures was to attack. So I think the "attacks immediately" isn't simply something migrating from the modules. That said, xp for solely for killing didn't help matters. OK, I think that one of the things that makes a dungeon into a dungeon is not simply that it is underground, but that it is [I]dangerous[/I]. And a lot of the danger is monsters who are ready to kill you. So while you can have social interaction, in comparison to say an urban environment there are fewer chances and the opportunity cost of talking, as opposed to say making a surprise attack, is higher. I mean, this goes directly to Mouse's question of what is it that you get in a megadungeon that you don't get (or get less of) elsewhere. It's not the role-play pillar that you get more of. It's the exploration pillar. I'll also disagree that the only reason for combat in a megadungeon is survival or loot. In a recent game, the players were weighting between collecting a bounty for giant rats in the sewer (a classic), and helping some gnomes who they met in the undercity against raids by kobolds. So they had both a mercenary option and a "heroic" option. [/QUOTE]
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