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Mega-Dungeons and Multiple Adventuring Groups
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<blockquote data-quote="Gregor" data-source="post: 1141470" data-attributes="member: 11751"><p>Im not sure how large (in terms of squares) your dungeon levels are going to be, but my advice would be to divide up areas into "blocs" or territories that will contain each of your 3 types of enemies / allies. </p><p></p><p>For example, one level could contain both groups that want to kill the adventurers and those who will help the adventurers - both fighting for control. Divide the dungeon level up into a number of areas, each one controlled by a different group. You can implement borders such as certain locked doors or secret passage ways that lead into each territory, as well a alot of "no-man's land" such as passageways where most of the fighting takes place.</p><p></p><p>This can help you to organize where the groups are and in terms of the map you can draw for your players, this allows you to focus on smaller self-contained areas.</p><p></p><p>Just my two cents!</p><p></p><p>Cheers,</p></blockquote><p></p>
[QUOTE="Gregor, post: 1141470, member: 11751"] Im not sure how large (in terms of squares) your dungeon levels are going to be, but my advice would be to divide up areas into "blocs" or territories that will contain each of your 3 types of enemies / allies. For example, one level could contain both groups that want to kill the adventurers and those who will help the adventurers - both fighting for control. Divide the dungeon level up into a number of areas, each one controlled by a different group. You can implement borders such as certain locked doors or secret passage ways that lead into each territory, as well a alot of "no-man's land" such as passageways where most of the fighting takes place. This can help you to organize where the groups are and in terms of the map you can draw for your players, this allows you to focus on smaller self-contained areas. Just my two cents! Cheers, [/QUOTE]
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