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Hot Take: Dungeon Exploration Requires Light Rules To Be Fun
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<blockquote data-quote="Staffan" data-source="post: 9426752" data-attributes="member: 907"><p>Allow me to explain.</p><p></p><p>This is the core part of the Princes of the Apocalypse campaign. It is meant to be the "ancient dwarven citadel of Tyar-Besil", and represents about 3-4 levels of adventuring. Each of these quarters has a path to the surface, with about 10-15 miles between the two farthest ones. So you'd expect this to be pretty huge, right?</p><p>[SPOILER="Princes of the Apocalypse"]</p><p></p><p>[ATTACH=full]375554[/ATTACH]</p><p>[/SPOILER]</p><p></p><p>The whole thing is about 900 by 700 feet (860 by 680, if I counted it right). It's <strong>about</strong> the size of two by two New York city blocks. By comparison, almost by coincidence, that's about the same size as the village of Red Larch, which is meant as the adventure's "safe space".</p><p></p><p>Now, I certainly wouldn't want there to be more actual adventuring locations to make the place worthy of being considered a "citadel". It took forever to play through this place, and it was definitely a contributing factor to my distaste for big dungeons. What I would do is to figure out one to three interesting zones on each map, cut them out, and put a whole lot of "generic ruined dwarf city" in between them. I'd treat moving through this similar to how Mutant: Year Zero treats moving through the Zone. First time you're moving through a region, you'd be subject to random events and/or encounters (some of which might be mini-zones on their own), but after that you have found a safe(ish) path with significantly reduced risk of bad things happening. You can keep exploring into new areas for more random stuff, or focus on the areas that actually matter if you're being goal-oriented. But you'd still have roughtly the same amount of places of interest, just spread out farther.</p></blockquote><p></p>
[QUOTE="Staffan, post: 9426752, member: 907"] Allow me to explain. This is the core part of the Princes of the Apocalypse campaign. It is meant to be the "ancient dwarven citadel of Tyar-Besil", and represents about 3-4 levels of adventuring. Each of these quarters has a path to the surface, with about 10-15 miles between the two farthest ones. So you'd expect this to be pretty huge, right? [SPOILER="Princes of the Apocalypse"] [ATTACH type="full"]375554[/ATTACH] [/SPOILER] The whole thing is about 900 by 700 feet (860 by 680, if I counted it right). It's [B]about[/B] the size of two by two New York city blocks. By comparison, almost by coincidence, that's about the same size as the village of Red Larch, which is meant as the adventure's "safe space". Now, I certainly wouldn't want there to be more actual adventuring locations to make the place worthy of being considered a "citadel". It took forever to play through this place, and it was definitely a contributing factor to my distaste for big dungeons. What I would do is to figure out one to three interesting zones on each map, cut them out, and put a whole lot of "generic ruined dwarf city" in between them. I'd treat moving through this similar to how Mutant: Year Zero treats moving through the Zone. First time you're moving through a region, you'd be subject to random events and/or encounters (some of which might be mini-zones on their own), but after that you have found a safe(ish) path with significantly reduced risk of bad things happening. You can keep exploring into new areas for more random stuff, or focus on the areas that actually matter if you're being goal-oriented. But you'd still have roughtly the same amount of places of interest, just spread out farther. [/QUOTE]
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