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Old School One Shot Dungeon Crawl
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<blockquote data-quote="T. Foster" data-source="post: 3367624" data-attributes="member: 16574"><p>Some suggestions for achieveing that "old school" feel:</p><p></p><p>1) environmental hazards -- slippery floors, rooms that flood, narrow ledges over steep drops, rooms that are excessively hot or cold, rooms or corridors filled with poison (or otherwise magical) gasses, etc.</p><p></p><p>2) combat encounters should generally be with baseline (or near-baseline) monsters with difficulty enhanced by the circumstances of the encounter (i.e. monsters have set up ambushes, monsters forcing the PCs to fight in unfavorable surroundings, teams of similar (or dissimilar) monster-types working together, etc.) rather than through templates or class-leveling</p><p></p><p>3) at least one encounter that if played as a straight combat will totally overmatch the party, but which can be avoided or circumvented by some clever means</p><p></p><p>4) at least one puzzle, trick, or obstacle that requires the players to figure it out, rather than being solvable by a die-roll</p><p></p><p>5) at least one item, location, or creature that causes some kind of significant permanent effect (permanently raise/lower stats or hp, permanently change race, gender, or alignment, permanently grant or take away magic items, etc.) determined by a random roll on a table -- with possibilities for both good and bad effects, depending on the roll</p><p></p><p>6) at least one item of treasure that is cursed or has other detrimental side-effects on the owner/possessor</p><p></p><p>7) some sort of "false climax" where inattentive players will think they've won the adventure and either let their guard down or go home, while clever players will realize this couldn't have really been the climax</p></blockquote><p></p>
[QUOTE="T. Foster, post: 3367624, member: 16574"] Some suggestions for achieveing that "old school" feel: 1) environmental hazards -- slippery floors, rooms that flood, narrow ledges over steep drops, rooms that are excessively hot or cold, rooms or corridors filled with poison (or otherwise magical) gasses, etc. 2) combat encounters should generally be with baseline (or near-baseline) monsters with difficulty enhanced by the circumstances of the encounter (i.e. monsters have set up ambushes, monsters forcing the PCs to fight in unfavorable surroundings, teams of similar (or dissimilar) monster-types working together, etc.) rather than through templates or class-leveling 3) at least one encounter that if played as a straight combat will totally overmatch the party, but which can be avoided or circumvented by some clever means 4) at least one puzzle, trick, or obstacle that requires the players to figure it out, rather than being solvable by a die-roll 5) at least one item, location, or creature that causes some kind of significant permanent effect (permanently raise/lower stats or hp, permanently change race, gender, or alignment, permanently grant or take away magic items, etc.) determined by a random roll on a table -- with possibilities for both good and bad effects, depending on the roll 6) at least one item of treasure that is cursed or has other detrimental side-effects on the owner/possessor 7) some sort of "false climax" where inattentive players will think they've won the adventure and either let their guard down or go home, while clever players will realize this couldn't have really been the climax [/QUOTE]
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