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<blockquote data-quote="grodog" data-source="post: 4557288" data-attributes="member: 1613"><p>Very true. This is also where using sub-levels can really shine: either as additions to previously-explored areas in order to breathe some new life into them, or as obscure/funky/mythic/hard-to-find areas that PCs may be a) elated or b) horrified to discover themselves in after a teleport trap/chute/trick staircase/etc. that drops them into such a location without a simple return. In order for that horror/elation to be real, the PCs and players need to have heard of these mythic areas before, so that they in fact have some true qualities of legend about them. Think of some dungeon levels or key encounters as artifacts and relics, and build them up in a similar manner.</p><p></p><p>Another key to campaign dungeons is breathing life into it, in the sense of layers of history. Not that you need to design oodles of backstory or anything like that, but that the dungeon will accumulate things: slain PC groups' equipment and maps will be scavenged by looters and perhaps reappear as part of monster hoards/in town in pawn shops/etc.; dungeon dressing should help bring out whatever distinctness for a level or an area within a level (all lights dim to 1/10th radius on the Crypt of the Vile Saint of Shadows sub-level; streams of water run throughout the top-most four levels after an extended rain, washing away tracks and perhaps flooding some levels below; etc.); layers of filth, dust, debris, mold, slime, and such may cover up paintings on the walls, or make secret doors much more difficult to find than usual; and NPCs and monsters will leave tell-tales all over the place---whether graffiti, cryptic messages ("Turn 5 B2 Fox"), evidence of mining/carbon scoring/lock-picking/door smashing/lightning-bolt-blasting/etc. These kinds of details help to simulate the idea of multiple parties of simultaneous explorers---definitely one of the highlights of DMing a campaign dungeon if you can pull it off, and even if you can't, you can simulate this layering of rumors/dungeon impacts due to enemy action/etc. by setting up some NPC parties who are rivals to the PCs.</p><p></p><p>Anyway, great thoughts in the thread!</p><p></p><p>@ Trent: you still need to write an essay or four on this for me <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="grodog, post: 4557288, member: 1613"] Very true. This is also where using sub-levels can really shine: either as additions to previously-explored areas in order to breathe some new life into them, or as obscure/funky/mythic/hard-to-find areas that PCs may be a) elated or b) horrified to discover themselves in after a teleport trap/chute/trick staircase/etc. that drops them into such a location without a simple return. In order for that horror/elation to be real, the PCs and players need to have heard of these mythic areas before, so that they in fact have some true qualities of legend about them. Think of some dungeon levels or key encounters as artifacts and relics, and build them up in a similar manner. Another key to campaign dungeons is breathing life into it, in the sense of layers of history. Not that you need to design oodles of backstory or anything like that, but that the dungeon will accumulate things: slain PC groups' equipment and maps will be scavenged by looters and perhaps reappear as part of monster hoards/in town in pawn shops/etc.; dungeon dressing should help bring out whatever distinctness for a level or an area within a level (all lights dim to 1/10th radius on the Crypt of the Vile Saint of Shadows sub-level; streams of water run throughout the top-most four levels after an extended rain, washing away tracks and perhaps flooding some levels below; etc.); layers of filth, dust, debris, mold, slime, and such may cover up paintings on the walls, or make secret doors much more difficult to find than usual; and NPCs and monsters will leave tell-tales all over the place---whether graffiti, cryptic messages ("Turn 5 B2 Fox"), evidence of mining/carbon scoring/lock-picking/door smashing/lightning-bolt-blasting/etc. These kinds of details help to simulate the idea of multiple parties of simultaneous explorers---definitely one of the highlights of DMing a campaign dungeon if you can pull it off, and even if you can't, you can simulate this layering of rumors/dungeon impacts due to enemy action/etc. by setting up some NPC parties who are rivals to the PCs. Anyway, great thoughts in the thread! @ Trent: you still need to write an essay or four on this for me :D :D [/QUOTE]
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