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Resting in a Dungeon Crawl
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<blockquote data-quote="Nate Jones" data-source="post: 3455223" data-attributes="member: 41976"><p>Wow, all these responses have been very helpful. I will try and seek out a copy of the 1e DM's guide from my local used-book seller. However, I vaguely recall hearing that there were multiple 1e games, how can I tell I'm picking up the right DMG?</p><p></p><p></p><p></p><p>It seems I overlooked this facet when I first read through the adventure. Sure, there are 60 or so rooms, but only a third of them are occupied. And what is more, there are a number of rooms that can effectively be "locked to the outside world," should the PCs find the right keys or be creative with resources. Also, the dungeon is home to two forces that, while not antagonistic of one another, are distrustful. So, a fight against one enemy is not likely to be reported to the other, unless it is a very significant assault. Since most of my players are new, I might try to drop hints at using this to their advantage.</p><p></p><p></p><p></p><p>This is sound advice. My party is pretty green, and hasn't yet either seen the need for intelligent tactics nor made use of them. I don't want to beat the crap out of them, citing tough love, since it will only end up with nobody happy, but I will try to increase the pressure *while* offering possible ways to overcome the developing resistance. I want them to learn, not to get frustrated and quit. If you don't mind, I may be borrowing your ideas to help them develop their own strategies. Right now, their idea of getting through a dungeon crawl is "check for traps on door, send noisy paladin in first, fight until one side dies."</p><p></p><p></p><p>@Gilladian: Thank you for the link. I was not aware of that sight, maybe they can give me some more specific advice.</p><p></p><p></p><p></p><p></p><p>No, they haven't found the keys yet, and I have a nagging suspicion that when they do find the keys, they won't think to use them in that way. How could I subtly prod them in that direction?</p></blockquote><p></p>
[QUOTE="Nate Jones, post: 3455223, member: 41976"] Wow, all these responses have been very helpful. I will try and seek out a copy of the 1e DM's guide from my local used-book seller. However, I vaguely recall hearing that there were multiple 1e games, how can I tell I'm picking up the right DMG? It seems I overlooked this facet when I first read through the adventure. Sure, there are 60 or so rooms, but only a third of them are occupied. And what is more, there are a number of rooms that can effectively be "locked to the outside world," should the PCs find the right keys or be creative with resources. Also, the dungeon is home to two forces that, while not antagonistic of one another, are distrustful. So, a fight against one enemy is not likely to be reported to the other, unless it is a very significant assault. Since most of my players are new, I might try to drop hints at using this to their advantage. This is sound advice. My party is pretty green, and hasn't yet either seen the need for intelligent tactics nor made use of them. I don't want to beat the crap out of them, citing tough love, since it will only end up with nobody happy, but I will try to increase the pressure *while* offering possible ways to overcome the developing resistance. I want them to learn, not to get frustrated and quit. If you don't mind, I may be borrowing your ideas to help them develop their own strategies. Right now, their idea of getting through a dungeon crawl is "check for traps on door, send noisy paladin in first, fight until one side dies." @Gilladian: Thank you for the link. I was not aware of that sight, maybe they can give me some more specific advice. No, they haven't found the keys yet, and I have a nagging suspicion that when they do find the keys, they won't think to use them in that way. How could I subtly prod them in that direction? [/QUOTE]
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