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New Dungeoncraft: The Dungeons of Greenbrier Chasm
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<blockquote data-quote="Thornir Alekeg" data-source="post: 4053279" data-attributes="member: 15651"><p>I seem to recall that was addressed in another writing by WotC. I think their expectation is that traps won't be that style of "Gotcha!" Traps (by the way they intend) instead will be either an encounter of its own that needs to be overcome, or they will be part of the environment during an encounter and serve as an obstacle or even a separate combatant. </p><p></p><p></p><p>As for the article, I'm not so big on the design idea. For an introductory adventure, I don't like the idea that the chasm is a megadungeon meant to be done in parts. It just seem unfulfilling to get a group started with the idea of: "You can do a little bit of this right now, but come back when you are more than just local heroes and you can do the rest."</p><p></p><p>I would prefer the idea that something big and dangerous broke out of Greenbriar Chasm. Eventually the party goes to the chasm for some reason. They only encounter lower level things because the area is being repopulated by creatures that would never go near the thing that broke out. In the course of exploring the chasm, the party can find clues about what once dwelled in there and where it might have gone. The chasm itself is played out and is done. Through the party's adventuring career they continue to hear things that may have something to do with whatever broke out until eventually they understand enough to seek it out and stop it. Maybe I would return to the chasm by having the party discover months/years later that what broke out has returned to it in order to complete some dark ritual, but I would not just leave it as, "yeah, there are more levels for you to explore, but those inhabitants will just kick your butt if you go down there now. Come back in another 7 levels. They won't do anything to the town until you are ready to face them."</p></blockquote><p></p>
[QUOTE="Thornir Alekeg, post: 4053279, member: 15651"] I seem to recall that was addressed in another writing by WotC. I think their expectation is that traps won't be that style of "Gotcha!" Traps (by the way they intend) instead will be either an encounter of its own that needs to be overcome, or they will be part of the environment during an encounter and serve as an obstacle or even a separate combatant. As for the article, I'm not so big on the design idea. For an introductory adventure, I don't like the idea that the chasm is a megadungeon meant to be done in parts. It just seem unfulfilling to get a group started with the idea of: "You can do a little bit of this right now, but come back when you are more than just local heroes and you can do the rest." I would prefer the idea that something big and dangerous broke out of Greenbriar Chasm. Eventually the party goes to the chasm for some reason. They only encounter lower level things because the area is being repopulated by creatures that would never go near the thing that broke out. In the course of exploring the chasm, the party can find clues about what once dwelled in there and where it might have gone. The chasm itself is played out and is done. Through the party's adventuring career they continue to hear things that may have something to do with whatever broke out until eventually they understand enough to seek it out and stop it. Maybe I would return to the chasm by having the party discover months/years later that what broke out has returned to it in order to complete some dark ritual, but I would not just leave it as, "yeah, there are more levels for you to explore, but those inhabitants will just kick your butt if you go down there now. Come back in another 7 levels. They won't do anything to the town until you are ready to face them." [/QUOTE]
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