I can agree with that, I have not run many adventures that I feel are very dungeon-like, I have run site based adventures but they tend to be part of a large narrative and my big issue is that I don’t have much patience for the dungeon narrative. To give a feel for how I run and perceive my games I use a movie or TV show formula. I like set pieces, I like providing atmosphere and then glossing over the tedium to get to the cool stuff. The crazy combat set piece in a vast chamber with exotic features or causeways or something else altogether interesting.I've been DMing for ~15 years and run probably a single-digit number of scenarios I would describe as being "dungeons". They're fine for computer games, but not so great for pen and paper games, IMO.
I can't follow you down that road.I love me a good dungeon crawl -- I just wouldn't like them for every session. I do know that one of the mods here, [MENTION=99]Rel[/MENTION], abstracted a dungeon crawl with a skill challenge, in his "mist demon" 4E campaign, but I'd have to let him or one of his players speak to how it was done. I don't have the link in the 4E forum handy, or I would point you to it.
Hello, nemesis.I love playing D&D and I love the newest incarnation 4E, I have just never enjoyed running dungeon crawls all that much.

Huh. You strike me as more honourable and worthy than your average internet speculator already! Kudos.Maybe I am just not all that good at running dungeons I can admit that.
Yes.they can be exciting?
With 4th Edition I find I could probably abstract many tedious dungeon crawls with a protracted skill challenge punctuated with exciting scenes of combat o drama. Anyone else try this, and as an addendum any advice to make dungeon crawling more fun to DM? For those that enjoy it what do you do that maybe I can do different? I tend to try to make it an interesting place but I find the pacing is what throws me off and the tedium of opening doors, checking for traps, describing hallways and all that is not exciting. I mean I find the idea of mega dungeons just off-putting but maybe they can be exciting?
There are some posts on this on Dungeon'sMaster.com:With 4th Edition I find I could probably abstract many tedious dungeon crawls with a protracted skill challenge punctuated with exciting scenes of combat o drama. Anyone else try this
I don't mind this occasionally - I wouldn't normally think of it as a dungeon crawl, because it's not about mapping out and looting the dungeon - the dungeon is simply a location in which a mystery is solved. Genrally when I run this sort of adventure, however, every room does provide a clue.Good dungeons are like mysteries. They're either "What's going on here?" or they're "What happened here?". And every room is a lead which may provide a clue which can solve that mystery and tell that story.
That is basically what I would do as well; allow failures to generate encounters, dead ends, or some other moment that is a setback for the players. Like you said it probably would not work for “exploration” mind sets that want more detail or bust out the graph paper to draw the map.Great Advice on Skill Challenge Dungeons![]()
The articles are exactly what I have been contemplating thank you.There are some posts on this on Dungeon'sMaster.com:
Taking the Dungeon Out of Dungeons and Dragons — Dungeon's Master
Skill Challenge: The Dungeon Crawl — Dungeon's Master
Skill Challenge: Temple Treasure — Dungeon's Master
Also, I share your distaste for dungeon crawls. I don't like playing them or GMing them.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.