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I love D&D but not so much Dungeons, anyone else?
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<blockquote data-quote="Rel" data-source="post: 5311948" data-attributes="member: 99"><p>Thanks for the Mention, Henry. The link is in my .sig for anybody who wants to read through my commentary thread.</p><p></p><p>The situation I think you're referring to is part of the very first adventure where there is an extensive series of mines that the players need to make their way through in order to get to freedom. Part of the design is that they enter the mines at the base of a plateau and need to make their way to the top, which is above the level of the poisonous Mist that covers most of the world.</p><p></p><p>Rather than describe every twist, turn and T-intersection in the place, I abstracted it into a skill challenge. Ultimately the PC's were successful in making their way to the upper layers of the Mines where they had to fight some degenerate Mist creatures. But I had it structured sort of like this:</p><p></p><p>After 1 Failure they ended up at a dead end where they'd have to fight some Kruthiks (bugs that had infested that part of the mine).</p><p></p><p>After the 2nd Failure they would get ambushed by a Mist Demon patrol.</p><p></p><p>Subsequent Failures would start costing them Healing Surges as they wandered, lost, within the poisonous Mist.</p><p></p><p>After 1 Success they'd find some carvings on the wall of an area of the mine that would hint at the history of the place.</p><p></p><p>After 2 Successes they'd find a minor cache of treasure that had lay hidden for a long time.</p><p></p><p>After 4 Successes they'd enter the edge of the Mist Demon lair (which was a small portion of the mines that I'd mapped out for a fairly big running battle).</p><p></p><p></p><p>So basically it was a dungeon that was mostly empty and mostly glossed over in narrative format, aided by a few skill rolls. It was still pretty interesting and it took very little time to get to the parts that contained the most fun. For players heavily focused on exploration this probably wouldn't have worked very well. For my crew it worked out great.</p></blockquote><p></p>
[QUOTE="Rel, post: 5311948, member: 99"] Thanks for the Mention, Henry. The link is in my .sig for anybody who wants to read through my commentary thread. The situation I think you're referring to is part of the very first adventure where there is an extensive series of mines that the players need to make their way through in order to get to freedom. Part of the design is that they enter the mines at the base of a plateau and need to make their way to the top, which is above the level of the poisonous Mist that covers most of the world. Rather than describe every twist, turn and T-intersection in the place, I abstracted it into a skill challenge. Ultimately the PC's were successful in making their way to the upper layers of the Mines where they had to fight some degenerate Mist creatures. But I had it structured sort of like this: After 1 Failure they ended up at a dead end where they'd have to fight some Kruthiks (bugs that had infested that part of the mine). After the 2nd Failure they would get ambushed by a Mist Demon patrol. Subsequent Failures would start costing them Healing Surges as they wandered, lost, within the poisonous Mist. After 1 Success they'd find some carvings on the wall of an area of the mine that would hint at the history of the place. After 2 Successes they'd find a minor cache of treasure that had lay hidden for a long time. After 4 Successes they'd enter the edge of the Mist Demon lair (which was a small portion of the mines that I'd mapped out for a fairly big running battle). So basically it was a dungeon that was mostly empty and mostly glossed over in narrative format, aided by a few skill rolls. It was still pretty interesting and it took very little time to get to the parts that contained the most fun. For players heavily focused on exploration this probably wouldn't have worked very well. For my crew it worked out great. [/QUOTE]
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