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*Dungeons & Dragons
Keeping track in mega-dungeons?
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<blockquote data-quote="robus" data-source="post: 7287217" data-attributes="member: 6801558"><p>Another thing to contemplate is time keeping. There's not a lot of support for it provided by the DMG, but I think for megadungeons it's important to track it so you know when to trigger wandering monsters (if you're using them). A simple method recommended by the AngryGM is to use dice to track the passage of time in a visible manner. He assumes that a engaging with an encounter space in a superficial manner takes about 10 minutes (combats are typically resolved so quickly -under a minute- that they don't add any real time). So every time they leave a room add another dice to your time keeping pool (when you have 6 an hour has passed). If they choose to spend extra time to thoroughly search a room add more dice to the pool to account for that.</p><p></p><p>To trigger a wandering monster pick up the dice and roll them - if any dice comes up 1 then a wandering monster is triggered. What's great about this is that the passage of time becomes visible to the players rather than some arbitrary thing happening in the background that you spring on them.</p><p></p><p>A cool twist to this to use different size dice depending on the dangerousness of the area they're exploring. Relatively safe: d10, moderate: d8, risky: d6, dangerous: d4.</p><p></p><p>There are some other details you can read about here: <a href="http://theangrygm.com/hacking-time-in-dnd/" target="_blank">http://theangrygm.com/hacking-time-in-dnd/</a> There's a lot of great stuff there, but the author is a piece of work. I used to be a fan, but I think the guy has real issues and it's not really all in fun... so caveat lector!</p></blockquote><p></p>
[QUOTE="robus, post: 7287217, member: 6801558"] Another thing to contemplate is time keeping. There's not a lot of support for it provided by the DMG, but I think for megadungeons it's important to track it so you know when to trigger wandering monsters (if you're using them). A simple method recommended by the AngryGM is to use dice to track the passage of time in a visible manner. He assumes that a engaging with an encounter space in a superficial manner takes about 10 minutes (combats are typically resolved so quickly -under a minute- that they don't add any real time). So every time they leave a room add another dice to your time keeping pool (when you have 6 an hour has passed). If they choose to spend extra time to thoroughly search a room add more dice to the pool to account for that. To trigger a wandering monster pick up the dice and roll them - if any dice comes up 1 then a wandering monster is triggered. What's great about this is that the passage of time becomes visible to the players rather than some arbitrary thing happening in the background that you spring on them. A cool twist to this to use different size dice depending on the dangerousness of the area they're exploring. Relatively safe: d10, moderate: d8, risky: d6, dangerous: d4. There are some other details you can read about here: [url]http://theangrygm.com/hacking-time-in-dnd/[/url] There's a lot of great stuff there, but the author is a piece of work. I used to be a fan, but I think the guy has real issues and it's not really all in fun... so caveat lector! [/QUOTE]
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