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<blockquote data-quote="Jahydin" data-source="post: 9285483" data-attributes="member: 6984869"><p>I've been gaming for over 30 years now and <strong>still </strong>struggle with how to run dungeon crawls, especially mega-dungeons, in the most fun way possible. Specifically, navigating the labyrinth, resource management, and encounter balance (since consequences of death in RPGs is so high).</p><p></p><p>Video Games knock this out of the park thanks to being able to visually move around the maze with "fog of war" and tracking inventory with fancy User Interfaces. Both of these are designed so "fun", they're practically games in themselves. Oh, and PC death is never an issue, since you can just revert to an older save and try again. This gives the designers a lot more wiggle room in balancing encounters.</p><p></p><p>How am I suppose to compete!?</p><p></p><p>Closest I've come to "perfect" with navigation is:</p><ul> <li data-xf-list-type="ul">Complete dungeon drawn out ahead of time that's slowly revealed as the party explorers.<ul> <li data-xf-list-type="ul">I've used 5ft squares with individual PC minis, but that takes up a lot of space. I've found 10ft squares with one "party" miniature easier to manage.</li> </ul></li> <li data-xf-list-type="ul">Printing the dungeon out on standard sized paper and cutting out all the individual rooms. When the players explorer, I just hand them the room they just walked in and let them use glue sticks to "map" it.</li> </ul><p>With resource management:</p><ul> <li data-xf-list-type="ul">Just ignoring it unless obvious encumbrance issues arise.</li> <li data-xf-list-type="ul">Periodic dice rolls to "test" resource depletion.</li> <li data-xf-list-type="ul">A mixture of Shadowdark's approach of losing a torch every hour of real-time and losing food whenever a rest is taken.</li> </ul><p>With PC death:</p><ul> <li data-xf-list-type="ul">Roll up a new character at (or close to) party's level.</li> <li data-xf-list-type="ul">Take control of a befriended NPC (Baulder's Gate like).</li> <li data-xf-list-type="ul">New PC at Level 1, but hey, at least the party can share some better gear to give them a chance to survive long enough to "catch up".</li> </ul><p>Curious to hear what others have done!</p></blockquote><p></p>
[QUOTE="Jahydin, post: 9285483, member: 6984869"] I've been gaming for over 30 years now and [B]still [/B]struggle with how to run dungeon crawls, especially mega-dungeons, in the most fun way possible. Specifically, navigating the labyrinth, resource management, and encounter balance (since consequences of death in RPGs is so high). Video Games knock this out of the park thanks to being able to visually move around the maze with "fog of war" and tracking inventory with fancy User Interfaces. Both of these are designed so "fun", they're practically games in themselves. Oh, and PC death is never an issue, since you can just revert to an older save and try again. This gives the designers a lot more wiggle room in balancing encounters. How am I suppose to compete!? Closest I've come to "perfect" with navigation is: [LIST] [*]Complete dungeon drawn out ahead of time that's slowly revealed as the party explorers. [LIST] [*]I've used 5ft squares with individual PC minis, but that takes up a lot of space. I've found 10ft squares with one "party" miniature easier to manage. [/LIST] [*]Printing the dungeon out on standard sized paper and cutting out all the individual rooms. When the players explorer, I just hand them the room they just walked in and let them use glue sticks to "map" it. [/LIST] With resource management: [LIST] [*]Just ignoring it unless obvious encumbrance issues arise. [*]Periodic dice rolls to "test" resource depletion. [*]A mixture of Shadowdark's approach of losing a torch every hour of real-time and losing food whenever a rest is taken. [/LIST] With PC death: [LIST] [*]Roll up a new character at (or close to) party's level. [*]Take control of a befriended NPC (Baulder's Gate like). [*]New PC at Level 1, but hey, at least the party can share some better gear to give them a chance to survive long enough to "catch up". [/LIST] Curious to hear what others have done! [/QUOTE]
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