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General Tabletop Discussion
*Dungeons & Dragons
Planning Social Challenges like a Dungeon?
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<blockquote data-quote="Bawylie" data-source="post: 6991315" data-attributes="member: 6776133"><p>Sure! Insofar as the game structure remains the same, a dungeon of social intrigue is a linked set of encounters containing obstacles that have to be surmounted to progress and ultimately achieve some objective. </p><p></p><p>Obstacles can indeed be fears or beliefs, but can also be ambition, greed, credit, spite, etc. </p><p></p><p>So as you design your social dungeon, each room will have some benefit to clearing it (such as access to the next room or a tool that allows further progress in another room), and one or more obstacles safeguarding that benefit. </p><p></p><p>Ultimately a dungeon is just a game structure that you can "see." You can use that same structure (and maybe you should!) for all sorts of adventures, investigations, courtroom drama, social intrigue, hunts, etc. </p><p></p><p>You write it up, populate it, frame the objective, telegraph the obstacles, and send the adventurers to wreck merry hell on it. </p><p></p><p>IMX, my players run about 2-3 scenes an hour. So I design about 10 rooms or scenes when I want to fit an adventure into a session. And my initial notes often do represent a flow chart or pyramid whether they're about a physical location or not. </p><p></p><p></p><p>-Brad</p></blockquote><p></p>
[QUOTE="Bawylie, post: 6991315, member: 6776133"] Sure! Insofar as the game structure remains the same, a dungeon of social intrigue is a linked set of encounters containing obstacles that have to be surmounted to progress and ultimately achieve some objective. Obstacles can indeed be fears or beliefs, but can also be ambition, greed, credit, spite, etc. So as you design your social dungeon, each room will have some benefit to clearing it (such as access to the next room or a tool that allows further progress in another room), and one or more obstacles safeguarding that benefit. Ultimately a dungeon is just a game structure that you can "see." You can use that same structure (and maybe you should!) for all sorts of adventures, investigations, courtroom drama, social intrigue, hunts, etc. You write it up, populate it, frame the objective, telegraph the obstacles, and send the adventurers to wreck merry hell on it. IMX, my players run about 2-3 scenes an hour. So I design about 10 rooms or scenes when I want to fit an adventure into a session. And my initial notes often do represent a flow chart or pyramid whether they're about a physical location or not. -Brad [/QUOTE]
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