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<blockquote data-quote="jdavis" data-source="post: 884839" data-attributes="member: 8704"><p>THe older I get the more of a point I look for in dungeons, 20 years ago you'd open a door and there'd be a huge dragon behind it, without any reason for being there or means of entrance or exit, we didn't mind. Now when we game I find that our characters don't do anything or go anywhere without a reason. The old "you see a cave opening on the side of that hill" hook just doesn't cut it. If we go down into any dungeon then we are either looking for someone specific or a specific item, we don't have to open every door or search every room for traps, heck the party has left tons of stuff behind because it would just take too long to get past the trap or test or monster guarding it. We get what we are looking for and leave (as a DM it gets frustrating when the PCs leave your dungeon with out even exploring half of it.). I have gotten real good at designing dungeons that have a specific purpose and funnel the PCs towards one big encounter or that special item they need. The last item one that worked really good was actually a rescue mission for a small village, they went in and explored till they found the people they were to rescue and then tried to get out. The big boss was a clay golem (really hard to beat for 5 6th level characters), instead of fighting it they lured it away from the hostages and got them out then out ran it to the door and sealed it in, they couldn't destroy it but they sure beat it and that was much much more fun than just standing toe to toe with some big monster.</p><p></p><p>Well anyway the point to my big rambling on story is that having a reason for being there and having a group goal for a adventure add a lot to it. We go down the hole and look for treasure can be fun but week after week it gets old.</p></blockquote><p></p>
[QUOTE="jdavis, post: 884839, member: 8704"] THe older I get the more of a point I look for in dungeons, 20 years ago you'd open a door and there'd be a huge dragon behind it, without any reason for being there or means of entrance or exit, we didn't mind. Now when we game I find that our characters don't do anything or go anywhere without a reason. The old "you see a cave opening on the side of that hill" hook just doesn't cut it. If we go down into any dungeon then we are either looking for someone specific or a specific item, we don't have to open every door or search every room for traps, heck the party has left tons of stuff behind because it would just take too long to get past the trap or test or monster guarding it. We get what we are looking for and leave (as a DM it gets frustrating when the PCs leave your dungeon with out even exploring half of it.). I have gotten real good at designing dungeons that have a specific purpose and funnel the PCs towards one big encounter or that special item they need. The last item one that worked really good was actually a rescue mission for a small village, they went in and explored till they found the people they were to rescue and then tried to get out. The big boss was a clay golem (really hard to beat for 5 6th level characters), instead of fighting it they lured it away from the hostages and got them out then out ran it to the door and sealed it in, they couldn't destroy it but they sure beat it and that was much much more fun than just standing toe to toe with some big monster. Well anyway the point to my big rambling on story is that having a reason for being there and having a group goal for a adventure add a lot to it. We go down the hole and look for treasure can be fun but week after week it gets old. [/QUOTE]
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