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How dungeons have changed in Dungeons and Dragons
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<blockquote data-quote="Wik" data-source="post: 3240630" data-attributes="member: 40177"><p>Y'know, Dungeons are still pretty big. Just open up Dungeon Magazine - every adventure has one dungeon or another in it. Case in Point:</p><p></p><p>While running the Savage Tide arc, the group went into one dungeon that had something like 30 rooms in it. Now, it took them two whole sessions to explore it, especially considering that one of our players (the "leader") is a completist - "leave no corridor unchecked" and all that. This was the third "dungeon" in the adventure - the other two were smallish things, though.</p><p></p><p>After that dungeon, there was a little break... and then the group was in another dungeon. And after leaving that dungeon... there was a scene in a "dungeon" (someone's house). </p><p></p><p>The point is, even in a swashbuckling, pirate-themed campaign, there were plenty of dungeons present. What is odd is that Savage Tide is the first time we've really used a published adventure as written, and the whole group was surprised at the amount of time they spent in a dungeon setting. </p><p></p><p>Seriously. Before I started running Savage Tide, our group might see a dungeon once every nine months or something like that. The last dungeon we explored was in a one-shot (we all played halflings!) in a kuo-toa cave.</p></blockquote><p></p>
[QUOTE="Wik, post: 3240630, member: 40177"] Y'know, Dungeons are still pretty big. Just open up Dungeon Magazine - every adventure has one dungeon or another in it. Case in Point: While running the Savage Tide arc, the group went into one dungeon that had something like 30 rooms in it. Now, it took them two whole sessions to explore it, especially considering that one of our players (the "leader") is a completist - "leave no corridor unchecked" and all that. This was the third "dungeon" in the adventure - the other two were smallish things, though. After that dungeon, there was a little break... and then the group was in another dungeon. And after leaving that dungeon... there was a scene in a "dungeon" (someone's house). The point is, even in a swashbuckling, pirate-themed campaign, there were plenty of dungeons present. What is odd is that Savage Tide is the first time we've really used a published adventure as written, and the whole group was surprised at the amount of time they spent in a dungeon setting. Seriously. Before I started running Savage Tide, our group might see a dungeon once every nine months or something like that. The last dungeon we explored was in a one-shot (we all played halflings!) in a kuo-toa cave. [/QUOTE]
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