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I love D&D but not so much Dungeons, anyone else?
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<blockquote data-quote="Vanifae" data-source="post: 5312059" data-attributes="member: 58765"><p>Yes I must agree with this, there is a definite bring the cool factor to my design. Endless action or constant cool stuff would basically dilute the impact of action encounters. The “dungeon” is the ultimate in directed and controlled adventure preparation. The goal is clear usually from the outset; exploration, rescue, elimination, or any other goal that rings the party to the dungeon. It’s a focused experience that provides an excellent model of pacing that is used in video games and computer games constantly; moments of exploration punctuated by moments of excitement.</p><p></p><p>I don’t want to remove the quiet moment that isn’t my intent. My intent is to remove what I consider tedium for me as a DM. I can describe a cool dungeon. For example the players are cursed and teleported into a dungeon that exists in a bottle and they can see the outside world but until they complete the dungeon and break the curse they are effectively trapped. Maybe there are denizens who also fall victim to the curse? Maybe these denizens have created factions; and why does the curse do this? These are all things that I would want to focus on in the dungeon crawl. It’s immediately evocative and provides role playing opportunities, while also providing action and also a goal to complete the dungeon.</p><p></p><p>My only concern really is just not having a whole night of you go down corridor x with cool scenery and get to room y and it is empty. Now what do you do? When I can abstract that with some description keep things calm and then bam hit them with the chamber filled with the demons churning the captured victims into soul larvae for their master. So in short I want to bring the cool I just think there may be other ways to do it.</p></blockquote><p></p>
[QUOTE="Vanifae, post: 5312059, member: 58765"] Yes I must agree with this, there is a definite bring the cool factor to my design. Endless action or constant cool stuff would basically dilute the impact of action encounters. The “dungeon” is the ultimate in directed and controlled adventure preparation. The goal is clear usually from the outset; exploration, rescue, elimination, or any other goal that rings the party to the dungeon. It’s a focused experience that provides an excellent model of pacing that is used in video games and computer games constantly; moments of exploration punctuated by moments of excitement. I don’t want to remove the quiet moment that isn’t my intent. My intent is to remove what I consider tedium for me as a DM. I can describe a cool dungeon. For example the players are cursed and teleported into a dungeon that exists in a bottle and they can see the outside world but until they complete the dungeon and break the curse they are effectively trapped. Maybe there are denizens who also fall victim to the curse? Maybe these denizens have created factions; and why does the curse do this? These are all things that I would want to focus on in the dungeon crawl. It’s immediately evocative and provides role playing opportunities, while also providing action and also a goal to complete the dungeon. My only concern really is just not having a whole night of you go down corridor x with cool scenery and get to room y and it is empty. Now what do you do? When I can abstract that with some description keep things calm and then bam hit them with the chamber filled with the demons churning the captured victims into soul larvae for their master. So in short I want to bring the cool I just think there may be other ways to do it. [/QUOTE]
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