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Help wanted: Five-room dungeon for two level 1 5E/RPG beginners
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<blockquote data-quote="Imaculata" data-source="post: 7572465" data-attributes="member: 6801286"><p>I whole heartedly agree with the rogue being the boss fight at the end of the dungeon. But I would recommend thinking a bit about the location where the rogue confronts them. You can do a clever thing design-wise here, by using the fact that the players have knowledge of the room that the rogue may not have. This gives the players a slight upperhand here, since they may be able to use any traps/mechanisms in the room against the rogue that they already became familiar with during their way into the dungeon.</p><p></p><p>You may also want to think a bit about alternative outcomes. Can the players outwit the rogue and avoid a fight? Can they change his mind perhaps, or lie to him? While a fight might be your intention, things don't always go as planned, and you may want to be ready to run with other outcomes. You never know what the players will come up, but it helps to think ahead.</p><p></p><p>As a more general advice, it also helps to not think of a dungeon as just a series of obstacles, but also as a series of choices. Maybe you can include a branching path? Maybe the players can choose to avoid the giant spider, but try to overcome a trap-filled corridor instead? I like to present my players with interesting choices, but that does mean I may have to design a few extra rooms which may not be visited at all. But that's okay, that is not wasted content. If my players avoid a particular room because it seems dangerous to them, and take a different route instead, that room has also served its purpose. They will forever be wondering what was in it, and if it really was the more dangerous route.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7572465, member: 6801286"] I whole heartedly agree with the rogue being the boss fight at the end of the dungeon. But I would recommend thinking a bit about the location where the rogue confronts them. You can do a clever thing design-wise here, by using the fact that the players have knowledge of the room that the rogue may not have. This gives the players a slight upperhand here, since they may be able to use any traps/mechanisms in the room against the rogue that they already became familiar with during their way into the dungeon. You may also want to think a bit about alternative outcomes. Can the players outwit the rogue and avoid a fight? Can they change his mind perhaps, or lie to him? While a fight might be your intention, things don't always go as planned, and you may want to be ready to run with other outcomes. You never know what the players will come up, but it helps to think ahead. As a more general advice, it also helps to not think of a dungeon as just a series of obstacles, but also as a series of choices. Maybe you can include a branching path? Maybe the players can choose to avoid the giant spider, but try to overcome a trap-filled corridor instead? I like to present my players with interesting choices, but that does mean I may have to design a few extra rooms which may not be visited at all. But that's okay, that is not wasted content. If my players avoid a particular room because it seems dangerous to them, and take a different route instead, that room has also served its purpose. They will forever be wondering what was in it, and if it really was the more dangerous route. [/QUOTE]
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Help wanted: Five-room dungeon for two level 1 5E/RPG beginners
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