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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
How to make dungeon crawls interesting
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<blockquote data-quote="Flexor the Mighty!" data-source="post: 9758150" data-attributes="member: 1013"><p>I always tried to make the non combat stuff as much a part of it as the combat. lots of traps, lots of situations based around logic and puzzles to challenge the players, resource management and logistics. Having to make decisions on how and when to engage any foes very important by making the option of resting during the delve not a very good option. When the 15 minute adventuring day makes blowing your wad on a couple encounters before you grab a rest in the dungeon isn't an option players will have to make some decisions on how and when they spend their limited resources. Make the exploration part fun with gonzo elements and things that engage the players beyond just "when do we start fighting". </p><p></p><p>It depends on the group though. My last group of long time players and I started to want different things from the game. They seemed to lose the initiative to do anything that wasn't an ability on their sheet, and any kind of strategic thinking outside of combat fell to the wayside. But a couple players were obviously terribly bored when there wasn't a fight going on and didn't really engage with things outside of combat, but that was the same for most of the games we had played over the past several years. Even in modern games like TW2K 1e and the new version there was a rush to get into fights even when being shot in the head with an AK was not something that would be healed. </p><p></p><p>So my last OSE campaign ended when I lost interest in running the game some of them wanted, and now they are playing a game that is just an endless stream of combat encounters. I enjoy combat games but I play skirmish and larger wargames for that, D&D isn't the best tool for that kind of gaming for me or what I want to do with it. So they are playing their military 5e D&D game and enjoying it and I spend my gaming time on miniatures games.</p></blockquote><p></p>
[QUOTE="Flexor the Mighty!, post: 9758150, member: 1013"] I always tried to make the non combat stuff as much a part of it as the combat. lots of traps, lots of situations based around logic and puzzles to challenge the players, resource management and logistics. Having to make decisions on how and when to engage any foes very important by making the option of resting during the delve not a very good option. When the 15 minute adventuring day makes blowing your wad on a couple encounters before you grab a rest in the dungeon isn't an option players will have to make some decisions on how and when they spend their limited resources. Make the exploration part fun with gonzo elements and things that engage the players beyond just "when do we start fighting". It depends on the group though. My last group of long time players and I started to want different things from the game. They seemed to lose the initiative to do anything that wasn't an ability on their sheet, and any kind of strategic thinking outside of combat fell to the wayside. But a couple players were obviously terribly bored when there wasn't a fight going on and didn't really engage with things outside of combat, but that was the same for most of the games we had played over the past several years. Even in modern games like TW2K 1e and the new version there was a rush to get into fights even when being shot in the head with an AK was not something that would be healed. So my last OSE campaign ended when I lost interest in running the game some of them wanted, and now they are playing a game that is just an endless stream of combat encounters. I enjoy combat games but I play skirmish and larger wargames for that, D&D isn't the best tool for that kind of gaming for me or what I want to do with it. So they are playing their military 5e D&D game and enjoying it and I spend my gaming time on miniatures games. [/QUOTE]
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How to make dungeon crawls interesting
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