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How to GM a huge ruin?
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<blockquote data-quote="Rod Staffwand" data-source="post: 7237238" data-attributes="member: 6776279"><p>I design settings like these in a similar fashion to standard dungeons. However, rather than dungeon rooms you design dungeon 'areas' that cover dozens or even hundreds of smaller locations. For a dwarven city you can divide it in the Merchant's Ward, the Strong Gates, the Deep Mines, the High Pastures, the District of Ales and Lagers, the Temple of Stone, etc. For large or complex or interesting locations you can further subdivide them such as a Citadel's Outer Bailey, Inner Bailey, Keep, Dungeons, and so on.</p><p></p><p>Then, important locations within that are become equivalent to features in a standard dungeon room. For a temple you might note a great hall, holy altar, priest quarters, bell tower, etc. I tend to keep all descriptions as brief as possible and add details in play as needed, with prominent and dangerous locations receiving more attention.</p><p></p><p>In play, when the party enters an area you give them a brief listing of obvious sublocations which they investigate or ignore at their pleasure. I'd also advise a system of making searches (poking around in corners, taking good long looks at everything) and extensive searching (pulling everything apart looking for secrets and everything there) which will likely be checks and appropriate increasing time investments of your choosing. That what the party can decide what they think is important to search. Let them find treasures, allies, dangers, advantages, secret routes to other areas (one of favorites) and anything else cool.</p><p></p><p>All non-listed areas, including connector areas ('hallways') are assumed to be unimportant and uninteresting in keeping with the aesthetics of the setting: ruined chambers, long hallways, collapsed structures, deserted streets, etc. These might be even architecturally complex mazes but if they provide no decision points or interactive opportunities for the party, they can be easily ignored (or described in brief before moving on). Searches them will always be fruitless. The party will likely try to rest in these areas, which I tend to discourage by forcing random encounters (perhaps presaged by monster signs and spoor in my descriptions). Also noting transit times between areas is a must, modified for caution and stealth as usual.</p><p></p><p>Another good policy is to give the party some good leads and a basic layout for their exploration. Rather then the party being surprised by what the next dungeon room is, these large-scale explorations tend to work best if the party develops concrete objects. Have them find a map of the city from its glory days. It's no longer accurate, due to the ruination, but it gives them something to start with ('Hey, the Temple of Stone looks promising, let's try to get there.'), even if you cut off the direct paths or have placed hazards in the way. You can also use rumors and NPC interactions to give the party leads ('No one ever returns from the Duke's Catacombs' or 'A demon lives in a cave to the north. It will resurrect the dead for a steep price.')</p><p></p><p>As the PCs explore they fill in more and more of the map, like a standard dungeon except on a larger scale. Key locales are noted, new routes are found, obstacles are overcome, destinations are finally reached, resources are consumed. These settings work very well with rival forces (like you're establishing) since there is even room for both to strive for their goals without being in early or constant contact. The larger size-scale and slower time-scale of exploration also help mitigate the effects of PC spells and abilities, potentially making attrition more of a factor.</p><p></p><p>Interacting with the villain always great. Having the baddie taunt the PCs from a position of strength (or even showing up in person) is always dicey. Players have a tendency to ignore overwhelming odds against them or to pull out some scheme to unexpectedly alpha-strike the villain into oblivion. I would give him unassailable defenses for that encounter.</p><p></p><p>Obviously, the final battle takes place in the Coliseum as perhaps spectral dwarven ghosts watch solemnly from the stands.</p></blockquote><p></p>
[QUOTE="Rod Staffwand, post: 7237238, member: 6776279"] I design settings like these in a similar fashion to standard dungeons. However, rather than dungeon rooms you design dungeon 'areas' that cover dozens or even hundreds of smaller locations. For a dwarven city you can divide it in the Merchant's Ward, the Strong Gates, the Deep Mines, the High Pastures, the District of Ales and Lagers, the Temple of Stone, etc. For large or complex or interesting locations you can further subdivide them such as a Citadel's Outer Bailey, Inner Bailey, Keep, Dungeons, and so on. Then, important locations within that are become equivalent to features in a standard dungeon room. For a temple you might note a great hall, holy altar, priest quarters, bell tower, etc. I tend to keep all descriptions as brief as possible and add details in play as needed, with prominent and dangerous locations receiving more attention. In play, when the party enters an area you give them a brief listing of obvious sublocations which they investigate or ignore at their pleasure. I'd also advise a system of making searches (poking around in corners, taking good long looks at everything) and extensive searching (pulling everything apart looking for secrets and everything there) which will likely be checks and appropriate increasing time investments of your choosing. That what the party can decide what they think is important to search. Let them find treasures, allies, dangers, advantages, secret routes to other areas (one of favorites) and anything else cool. All non-listed areas, including connector areas ('hallways') are assumed to be unimportant and uninteresting in keeping with the aesthetics of the setting: ruined chambers, long hallways, collapsed structures, deserted streets, etc. These might be even architecturally complex mazes but if they provide no decision points or interactive opportunities for the party, they can be easily ignored (or described in brief before moving on). Searches them will always be fruitless. The party will likely try to rest in these areas, which I tend to discourage by forcing random encounters (perhaps presaged by monster signs and spoor in my descriptions). Also noting transit times between areas is a must, modified for caution and stealth as usual. Another good policy is to give the party some good leads and a basic layout for their exploration. Rather then the party being surprised by what the next dungeon room is, these large-scale explorations tend to work best if the party develops concrete objects. Have them find a map of the city from its glory days. It's no longer accurate, due to the ruination, but it gives them something to start with ('Hey, the Temple of Stone looks promising, let's try to get there.'), even if you cut off the direct paths or have placed hazards in the way. You can also use rumors and NPC interactions to give the party leads ('No one ever returns from the Duke's Catacombs' or 'A demon lives in a cave to the north. It will resurrect the dead for a steep price.') As the PCs explore they fill in more and more of the map, like a standard dungeon except on a larger scale. Key locales are noted, new routes are found, obstacles are overcome, destinations are finally reached, resources are consumed. These settings work very well with rival forces (like you're establishing) since there is even room for both to strive for their goals without being in early or constant contact. The larger size-scale and slower time-scale of exploration also help mitigate the effects of PC spells and abilities, potentially making attrition more of a factor. Interacting with the villain always great. Having the baddie taunt the PCs from a position of strength (or even showing up in person) is always dicey. Players have a tendency to ignore overwhelming odds against them or to pull out some scheme to unexpectedly alpha-strike the villain into oblivion. I would give him unassailable defenses for that encounter. Obviously, the final battle takes place in the Coliseum as perhaps spectral dwarven ghosts watch solemnly from the stands. [/QUOTE]
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