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*Dungeons & Dragons
Taking the "Dungeons" out of D&D
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<blockquote data-quote="Bawylie" data-source="post: 8084668" data-attributes="member: 6776133"><p>It looks the same. The adventure still has a goal/objective and something like 1-6 obstacles of varying difficulty between the adventurers and the goal. There are transitions between scenes and a light amount of resource management.</p><p></p><p>The only real difference is that in a dungeon, the structure of the adventure is apparent (it’s walls and halls and rooms). Whereas outside the dungeon, the structure is less like physical boundaries and more like chasing down objectives on a scavenger hunt.</p><p></p><p>When you really “pull back” and think about adventures as an organizational tool, you’ll find it easier to write your GoT or LotR scenarios. The physical scale may be different (and there are rules for travel you might brush up on), and the obstacles may be less straightforward than locked doors, monsters, and traps. And really, we could have benefitted from some stronger guidelines for social interactions in the DMG (not tongue-fu, though, social combat is a bad idea).</p></blockquote><p></p>
[QUOTE="Bawylie, post: 8084668, member: 6776133"] It looks the same. The adventure still has a goal/objective and something like 1-6 obstacles of varying difficulty between the adventurers and the goal. There are transitions between scenes and a light amount of resource management. The only real difference is that in a dungeon, the structure of the adventure is apparent (it’s walls and halls and rooms). Whereas outside the dungeon, the structure is less like physical boundaries and more like chasing down objectives on a scavenger hunt. When you really “pull back” and think about adventures as an organizational tool, you’ll find it easier to write your GoT or LotR scenarios. The physical scale may be different (and there are rules for travel you might brush up on), and the obstacles may be less straightforward than locked doors, monsters, and traps. And really, we could have benefitted from some stronger guidelines for social interactions in the DMG (not tongue-fu, though, social combat is a bad idea). [/QUOTE]
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Taking the "Dungeons" out of D&D
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