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I love D&D but not so much Dungeons, anyone else?
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<blockquote data-quote="Odhanan" data-source="post: 5312497" data-attributes="member: 12324"><p>I really like this about the game myself. Now, you can have the exploration phase of the game, where players actually explore the complex, make wrong turns, trigger specific traps at specific crossroads and so on. That's the exploration we are talking about.</p><p></p><p>Or, you can have a broader description of the exploration as an ambiance, rather than a focus of the game, with triggers, checks, descriptions of more global attitudes and strategies that affect the outcome of the character's progression in the complex, with failures or successes prompting wandering encounters, hidden areas of the dungeon or whatnot. The exploration's still there, it just becomes more of a theme, a color to the game, rather than a focus of its game play. </p><p></p><p>Reminds me of this flowchart of mine, where I basically drew specific table set-ups using Dwarven Forge, linked together simply by travelling descriptions: </p><p></p><p><img src="http://enrill.net/images/maps/delverscliff-diagram.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>Now, imagine you interpret the lines as Skill Challenges, with the DM describing the ambiance of the corridors, some features of the trek, the players deciding how they want to deal with their progression, die rolls ensue, maybe triggering wandering monsters, or uncovering a hidden tomb somewhere, etc etc, until the global Skill Challenge indicates whether they got lost, took the wrong turn to another area of the dungeon, or found their way to the one they were looking for, et cetera. </p><p></p><p>It's cool, in a very, very different way than the traditional crawl/mapping approach.</p></blockquote><p></p>
[QUOTE="Odhanan, post: 5312497, member: 12324"] I really like this about the game myself. Now, you can have the exploration phase of the game, where players actually explore the complex, make wrong turns, trigger specific traps at specific crossroads and so on. That's the exploration we are talking about. Or, you can have a broader description of the exploration as an ambiance, rather than a focus of the game, with triggers, checks, descriptions of more global attitudes and strategies that affect the outcome of the character's progression in the complex, with failures or successes prompting wandering encounters, hidden areas of the dungeon or whatnot. The exploration's still there, it just becomes more of a theme, a color to the game, rather than a focus of its game play. Reminds me of this flowchart of mine, where I basically drew specific table set-ups using Dwarven Forge, linked together simply by travelling descriptions: [img]http://enrill.net/images/maps/delverscliff-diagram.jpg[/img] Now, imagine you interpret the lines as Skill Challenges, with the DM describing the ambiance of the corridors, some features of the trek, the players deciding how they want to deal with their progression, die rolls ensue, maybe triggering wandering monsters, or uncovering a hidden tomb somewhere, etc etc, until the global Skill Challenge indicates whether they got lost, took the wrong turn to another area of the dungeon, or found their way to the one they were looking for, et cetera. It's cool, in a very, very different way than the traditional crawl/mapping approach. [/QUOTE]
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