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How to GM a huge ruin?
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<blockquote data-quote="Oofta" data-source="post: 7237389" data-attributes="member: 6801845"><p>When I do things like this, I only have a general idea of what the mines look like with a general sketch.</p><p></p><p>I then have small scenes set up that I can plug in depending on which way they go. In other words, I run it much like any normal adventure. I put in the details I need (what can they encounter, fun scenes they're likely to run across) while glossing over the details. </p><p></p><p>As far as navigating, they don't need to care that they just went down tunnel 42B, but it might be important that someone made a history check to remember how the dwarves numbered their tunnels.</p><p></p><p>The thing with navigating the back tunnels and skill checks and challenges is that there has to be consequences. You know you want a final confrontation, so what happens if they do amazingly well at overcoming your obstacle of navigating the back tunnel? What if they totally flub it?</p><p></p><p>A large part of the game is a process of setting up obstacles and overcoming those obstacles. If overcoming or failing to overcome those obstacles has no consequence then it can become part of the narration of the game and there is no reason to go into details.</p><p></p><p>For example if they're going the back tunnels there may be unstable sections of the cave. If they bypass the section by going around it takes more time. If they move carefully but fail they may take damage from a rock slide, or need to make additional checks to avoid being trapped (which will take even more time to dig out).</p><p></p><p>I also like to throw some social interaction into the game, even in a dungeon. Maybe there's a shadowy figure (a goblin) that is willing to help the group get rid of these intruders that have invaded their home. If they agree the goblins help but potentially betray them at a key point, if they refuse the goblins harass them or give away their position to the gnolls.</p><p></p><p>The important point is to gloss over stuff that doesn't matter, give players enough information to make decisions, give them control over their choices and have their decisions make an impact.</p></blockquote><p></p>
[QUOTE="Oofta, post: 7237389, member: 6801845"] When I do things like this, I only have a general idea of what the mines look like with a general sketch. I then have small scenes set up that I can plug in depending on which way they go. In other words, I run it much like any normal adventure. I put in the details I need (what can they encounter, fun scenes they're likely to run across) while glossing over the details. As far as navigating, they don't need to care that they just went down tunnel 42B, but it might be important that someone made a history check to remember how the dwarves numbered their tunnels. The thing with navigating the back tunnels and skill checks and challenges is that there has to be consequences. You know you want a final confrontation, so what happens if they do amazingly well at overcoming your obstacle of navigating the back tunnel? What if they totally flub it? A large part of the game is a process of setting up obstacles and overcoming those obstacles. If overcoming or failing to overcome those obstacles has no consequence then it can become part of the narration of the game and there is no reason to go into details. For example if they're going the back tunnels there may be unstable sections of the cave. If they bypass the section by going around it takes more time. If they move carefully but fail they may take damage from a rock slide, or need to make additional checks to avoid being trapped (which will take even more time to dig out). I also like to throw some social interaction into the game, even in a dungeon. Maybe there's a shadowy figure (a goblin) that is willing to help the group get rid of these intruders that have invaded their home. If they agree the goblins help but potentially betray them at a key point, if they refuse the goblins harass them or give away their position to the gnolls. The important point is to gloss over stuff that doesn't matter, give players enough information to make decisions, give them control over their choices and have their decisions make an impact. [/QUOTE]
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