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<blockquote data-quote="iserith" data-source="post: 7394545" data-attributes="member: 97077"><p>A dungeon quest with the hook of "bring life back to the dungeon by slaying its evil denizens" might be fun for this player.</p><p></p><p></p><p></p><p>Rogues have lots to do in dungeons, so he can definitely see some spotlight time. This is also a good environment to train people on rules, provided they have a good faith interest in learning. Make it a goal in your design to set up a locked door challenge, a trap challenge, and some kind of stealth challenge.</p><p></p><p></p><p></p><p>He or she may be signaling (with the fight-picking) that there is a lack of dramatic tension. There will be no shortage of that in a well-stocked dungeon. Chuck in a classic puzzle room for him to figure out, but make sure it's not a choke point, something the players can go around if they get stuck. Don't spend too much time on it unless the rogue player is into it as well.</p><p></p><p></p><p></p><p>Ask this player what his or her character thinks about the other PCs while they do cool stuff in the dungeon.</p><p></p><p></p><p></p><p>If you decided to try a new system, would you have the same players? When you are a player, who is the DM? Would you consider DMing for a different group of people, say, online?</p><p></p><p>I recommend checking out <a href="https://bankuei.wordpress.com/" target="_blank">this blog</a> specifically for the series on Dungeon Design (if nothing else) - it's on the right side column, scroll down a bit. Find a dungeon map on the internet that hits as many of the design points as this blog points out as possible, then stock it with appropriate beasts. Then have at it.</p></blockquote><p></p>
[QUOTE="iserith, post: 7394545, member: 97077"] A dungeon quest with the hook of "bring life back to the dungeon by slaying its evil denizens" might be fun for this player. Rogues have lots to do in dungeons, so he can definitely see some spotlight time. This is also a good environment to train people on rules, provided they have a good faith interest in learning. Make it a goal in your design to set up a locked door challenge, a trap challenge, and some kind of stealth challenge. He or she may be signaling (with the fight-picking) that there is a lack of dramatic tension. There will be no shortage of that in a well-stocked dungeon. Chuck in a classic puzzle room for him to figure out, but make sure it's not a choke point, something the players can go around if they get stuck. Don't spend too much time on it unless the rogue player is into it as well. Ask this player what his or her character thinks about the other PCs while they do cool stuff in the dungeon. If you decided to try a new system, would you have the same players? When you are a player, who is the DM? Would you consider DMing for a different group of people, say, online? I recommend checking out [URL="https://bankuei.wordpress.com/"]this blog[/URL] specifically for the series on Dungeon Design (if nothing else) - it's on the right side column, scroll down a bit. Find a dungeon map on the internet that hits as many of the design points as this blog points out as possible, then stock it with appropriate beasts. Then have at it. [/QUOTE]
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