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Smaller or bigger dungeons?
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<blockquote data-quote="Gundark" data-source="post: 3654400" data-attributes="member: 6148"><p>And even Descent takes a long time to play, at least our games take a long time.</p><p></p><p>I voted for the small dungeon, both as a player and DM. However what counts as a small dungeon? Where is the cut-off? </p><p></p><p>Spycraft 1.0 had and interesting mechanic where "dungeon" crawls where more abstract. Players could shoose to go in stealthy and sneak to the parts that they wanted to go to. Thus it if it made sense for the BBEG to have a large fortress, dungeon, spacestation or whatever the inflitration/assault part didn't take several sessions to accomplish. The players could manuever themselves to key points. </p><p></p><p>While this mechanic might not work under the D&D game without some tweaking. When I first suggested this concept on these forums it was met with some scorn, however I think it could be done.</p><p></p><p>Part of what killed our Age of Worms game was that I felt that I was just setting up fight after fight for no real reason. These "just because fights" seemed to really slow things down. It would have been nice to skip them. However the default killing stuff for xp system demanded we keep them.</p></blockquote><p></p>
[QUOTE="Gundark, post: 3654400, member: 6148"] And even Descent takes a long time to play, at least our games take a long time. I voted for the small dungeon, both as a player and DM. However what counts as a small dungeon? Where is the cut-off? Spycraft 1.0 had and interesting mechanic where "dungeon" crawls where more abstract. Players could shoose to go in stealthy and sneak to the parts that they wanted to go to. Thus it if it made sense for the BBEG to have a large fortress, dungeon, spacestation or whatever the inflitration/assault part didn't take several sessions to accomplish. The players could manuever themselves to key points. While this mechanic might not work under the D&D game without some tweaking. When I first suggested this concept on these forums it was met with some scorn, however I think it could be done. Part of what killed our Age of Worms game was that I felt that I was just setting up fight after fight for no real reason. These "just because fights" seemed to really slow things down. It would have been nice to skip them. However the default killing stuff for xp system demanded we keep them. [/QUOTE]
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