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How much "dungeon crawl" do you like in a campaign?
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<blockquote data-quote="ivocaliban" data-source="post: 1815623" data-attributes="member: 17596"><p>As a DM I tend to avoid dungeon-crawls unless there's a very specific and story-related reason for having one in the first place. I personally find them very dull and often filled with too many random, lethal dangers for plot-central sagas. While I'm not above having my heroes meet their doom, I don't like the thought of the "boiling oil trap on level seven" being an end to something we've worked on for several years now. So, just as <em>Lord of the Rings</em> would have been spoiled if Bilbo had died from some random event while travelling through Moria, I prefer death to come, if it comes at all, during something tied directly to the plot. While this does place cinema above realism in terms of value, it seems more fun to both me and my players if they die in some deliberate or purposeful way than simply because they tripped and fell.</p><p></p><p>Still, I enjoy a dungeon crawl from time to time. In the four years I've been running my current campaign I only recall four or five dungeon crawls (only one of which lasted more than a single session). The general reasons for these dungeon crawls are: 1) rescue attempts, 2) pursuit of an enemy, and 3) item retrieval. There has yet to be a dungeon crawl for the sake of treasure-hunting or dungeon crawling, mostly because my players haven't sought one out. Furthermore, as many have mentioned above, none of these "dungeon crawls" have taken place in actual dungeons. Temples, caverns, etc. for the most part.</p></blockquote><p></p>
[QUOTE="ivocaliban, post: 1815623, member: 17596"] As a DM I tend to avoid dungeon-crawls unless there's a very specific and story-related reason for having one in the first place. I personally find them very dull and often filled with too many random, lethal dangers for plot-central sagas. While I'm not above having my heroes meet their doom, I don't like the thought of the "boiling oil trap on level seven" being an end to something we've worked on for several years now. So, just as [I]Lord of the Rings[/I] would have been spoiled if Bilbo had died from some random event while travelling through Moria, I prefer death to come, if it comes at all, during something tied directly to the plot. While this does place cinema above realism in terms of value, it seems more fun to both me and my players if they die in some deliberate or purposeful way than simply because they tripped and fell. Still, I enjoy a dungeon crawl from time to time. In the four years I've been running my current campaign I only recall four or five dungeon crawls (only one of which lasted more than a single session). The general reasons for these dungeon crawls are: 1) rescue attempts, 2) pursuit of an enemy, and 3) item retrieval. There has yet to be a dungeon crawl for the sake of treasure-hunting or dungeon crawling, mostly because my players haven't sought one out. Furthermore, as many have mentioned above, none of these "dungeon crawls" have taken place in actual dungeons. Temples, caverns, etc. for the most part. [/QUOTE]
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How much "dungeon crawl" do you like in a campaign?
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