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Running a randomly-generated dungeon one-shot
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<blockquote data-quote="Skyscraper" data-source="post: 7331754" data-attributes="member: 48518"><p>I'm sorry to, like some others before me, digress from your original question, but humbly, may I suggest that you reconsider your approach? </p><p></p><p>RPG's, including D&D, are fun when the story is interesting and engaging for everyone. Trying to make sense of stuff that is randomly assembled into a dungeon during your game sessions might seem like a good idea when you think about it, but it's highly unlikely to yield a pleasant gaming experience for your players or yourself. You're just adding a layer of difficulty to something that is already very challening: running a fun and engaging game as a DM.</p><p></p><p>If you have a bit of time to prepare as you suggest in your recent post, then I suggest the following:</p><p></p><p>1) find a story background that you wish to set up, i.e. what happened up to now and what problem needs to be solved for the players.</p><p>2) populate this story background with protagonists: NPCs, allies, monsters. Make up a couple of factions among them. Have enemies exist, that the players can play against each other. Take notes of all of this, with character names. Don't make up character names on the spur of the moment, it shows and it sucks <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>3) Use pregenerated stats if you can, for instance exclusively taken from the Monster Manual if you own it. Stats don't really matter in the end, meaning it doesn't matter which you pick, but you'll need them and having them handy will help the flow of your game.</p><p>4) See what locales would be fun for this story to take place in.</p><p>5) Google "dungeon and dragons maps", go to "images", and pick something that fits. You'll find a fine map to fit your purpose. Like stats, maps are useful if you have them handy and prepared in advance.</p><p>6) run your game <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Making the game fun for your players will be much easier if you have this kind of preparation. The time you should put is not on random maps or creature stats, but on story. That's what the players will remember. But you need maps and creature stats, so get those that are available online or in books you have.</p><p></p><p>And if you think you can manage to make a random dungeon fun and engaging, think about how awesome your game would be if you prepare for it instead!</p><p></p><p>As my (now deceased) father used to say, somewhat ironically: the best improvisations are still the ones that are prepared.</p><p></p><p>Anyway, those are my two cents. </p><p></p><p>Good luck and have fun!</p></blockquote><p></p>
[QUOTE="Skyscraper, post: 7331754, member: 48518"] I'm sorry to, like some others before me, digress from your original question, but humbly, may I suggest that you reconsider your approach? RPG's, including D&D, are fun when the story is interesting and engaging for everyone. Trying to make sense of stuff that is randomly assembled into a dungeon during your game sessions might seem like a good idea when you think about it, but it's highly unlikely to yield a pleasant gaming experience for your players or yourself. You're just adding a layer of difficulty to something that is already very challening: running a fun and engaging game as a DM. If you have a bit of time to prepare as you suggest in your recent post, then I suggest the following: 1) find a story background that you wish to set up, i.e. what happened up to now and what problem needs to be solved for the players. 2) populate this story background with protagonists: NPCs, allies, monsters. Make up a couple of factions among them. Have enemies exist, that the players can play against each other. Take notes of all of this, with character names. Don't make up character names on the spur of the moment, it shows and it sucks :) 3) Use pregenerated stats if you can, for instance exclusively taken from the Monster Manual if you own it. Stats don't really matter in the end, meaning it doesn't matter which you pick, but you'll need them and having them handy will help the flow of your game. 4) See what locales would be fun for this story to take place in. 5) Google "dungeon and dragons maps", go to "images", and pick something that fits. You'll find a fine map to fit your purpose. Like stats, maps are useful if you have them handy and prepared in advance. 6) run your game :) Making the game fun for your players will be much easier if you have this kind of preparation. The time you should put is not on random maps or creature stats, but on story. That's what the players will remember. But you need maps and creature stats, so get those that are available online or in books you have. And if you think you can manage to make a random dungeon fun and engaging, think about how awesome your game would be if you prepare for it instead! As my (now deceased) father used to say, somewhat ironically: the best improvisations are still the ones that are prepared. Anyway, those are my two cents. Good luck and have fun! [/QUOTE]
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