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Keeping track in mega-dungeons?
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<blockquote data-quote="iserith" data-source="post: 7287208" data-attributes="member: 97077"><p>If someone in the group LIKES doing maps, then suggest they do one as a navigational aid. But don't force that task upon them. You can probably safely assume that the PCs are reasonably intelligent, at least enough to be able to get back to places they've been or even infer where other potential paths might lay based on their current information.</p><p></p><p>As far as their resources like hit points, spell slots, and equipment, I would explain to them that it is their responsibility to record the use of such things on their sheets and to be reasonably diligent about it since part of the challenge of the game is managing said resources. Good faith buy-in on this from your players should be sufficient to make sure things are fair and alleviate you from having to perform audits. If you think someone isn't up for this sort of "honor system," you might consider replacing that person with a player who is.</p><p></p><p>If I were to offer a single piece of advice in regards to handling big dungeons, it would be to "telegraph" the monsters, traps, and hazards with clues in your description of the environment. This might already be in the boxed text provided for you, or it might not be. "Telegraphing" is like foreshadowing. It's you, the DM, providing clues of what to expect so that the players can make reasonably informed decisions to improve their chances of success. This is an effort to making the game engaging and fair. If the players pick up on the clues, investigate further, and then are able to avoid or otherwise gain an edge in dealing with a challenge, it is very rewarding for them and incentivizes the players to pay attention and engage with the environment. If they do not pick up on the clues and get hit with a monster or trap, then they can at least look back at your description of the environment and know that it was their decisions that got them into this mess, not the DM hiding information from them.</p></blockquote><p></p>
[QUOTE="iserith, post: 7287208, member: 97077"] If someone in the group LIKES doing maps, then suggest they do one as a navigational aid. But don't force that task upon them. You can probably safely assume that the PCs are reasonably intelligent, at least enough to be able to get back to places they've been or even infer where other potential paths might lay based on their current information. As far as their resources like hit points, spell slots, and equipment, I would explain to them that it is their responsibility to record the use of such things on their sheets and to be reasonably diligent about it since part of the challenge of the game is managing said resources. Good faith buy-in on this from your players should be sufficient to make sure things are fair and alleviate you from having to perform audits. If you think someone isn't up for this sort of "honor system," you might consider replacing that person with a player who is. If I were to offer a single piece of advice in regards to handling big dungeons, it would be to "telegraph" the monsters, traps, and hazards with clues in your description of the environment. This might already be in the boxed text provided for you, or it might not be. "Telegraphing" is like foreshadowing. It's you, the DM, providing clues of what to expect so that the players can make reasonably informed decisions to improve their chances of success. This is an effort to making the game engaging and fair. If the players pick up on the clues, investigate further, and then are able to avoid or otherwise gain an edge in dealing with a challenge, it is very rewarding for them and incentivizes the players to pay attention and engage with the environment. If they do not pick up on the clues and get hit with a monster or trap, then they can at least look back at your description of the environment and know that it was their decisions that got them into this mess, not the DM hiding information from them. [/QUOTE]
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