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New 5th Ed GM requesting advice
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<blockquote data-quote="iserith" data-source="post: 7586670" data-attributes="member: 97077"><p>Something to consider that took me a long time to learn (the hard way): The "story" is whatever the characters do. When you get done playing for that session (or that adventure or that campaign), you produced a story. A dungeon is just an adventure location filled with challenges that allow you to create that story by exploring it during play.</p><p></p><p>Further, a dungeon is a representation of the underworld from the <a href="https://en.wikipedia.org/wiki/Hero%27s_journey" target="_blank">hero's journey</a>. The heroes are called to adventure. They descend into the place they most dread to face their fears, overcome the dragon of chaos, and bring back valuable experience and resources back to the community. (There's more to the hero's journey, but that's the basic D&D formula.) This is core structure of stories in our mythology. Done well, players will like it and they may not even know why.</p><p></p><p>What people don't like about "dungeon crawls" is the fact that it can sometimes, well, <em>crawl</em>. But that is a feature of dysfunctional play, so don't do that. (You could start a whole new thread on that.) A dungeon is also easier to run for a new DM than an event-based adventure (aka plot-based adventure) since the PCs don't have to go in any particular direction other than to explore the dungeon. You don't have to worry about them sticking to your plot. In a location-based adventure like a dungeon, so as long as the players agree that they will have their characters explore the dungeon, you're golden.</p><p></p><p>As for the background of Forge of Fury, you can read the synopsis <a href="https://en.wikipedia.org/wiki/The_Forge_of_Fury" target="_blank">here</a> and see if it interests you.</p></blockquote><p></p>
[QUOTE="iserith, post: 7586670, member: 97077"] Something to consider that took me a long time to learn (the hard way): The "story" is whatever the characters do. When you get done playing for that session (or that adventure or that campaign), you produced a story. A dungeon is just an adventure location filled with challenges that allow you to create that story by exploring it during play. Further, a dungeon is a representation of the underworld from the [URL="https://en.wikipedia.org/wiki/Hero%27s_journey"]hero's journey[/URL]. The heroes are called to adventure. They descend into the place they most dread to face their fears, overcome the dragon of chaos, and bring back valuable experience and resources back to the community. (There's more to the hero's journey, but that's the basic D&D formula.) This is core structure of stories in our mythology. Done well, players will like it and they may not even know why. What people don't like about "dungeon crawls" is the fact that it can sometimes, well, [I]crawl[/I]. But that is a feature of dysfunctional play, so don't do that. (You could start a whole new thread on that.) A dungeon is also easier to run for a new DM than an event-based adventure (aka plot-based adventure) since the PCs don't have to go in any particular direction other than to explore the dungeon. You don't have to worry about them sticking to your plot. In a location-based adventure like a dungeon, so as long as the players agree that they will have their characters explore the dungeon, you're golden. As for the background of Forge of Fury, you can read the synopsis [URL="https://en.wikipedia.org/wiki/The_Forge_of_Fury"]here[/URL] and see if it interests you. [/QUOTE]
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