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<blockquote data-quote="jgsugden" data-source="post: 8190198" data-attributes="member: 2629"><p>My recommendations:</p><p></p><ul> <li data-xf-list-type="ul">Milestone advancement.</li> <li data-xf-list-type="ul">Storylines! There should be an overarching storyline that runs the length of the dungeon, as well as medium length storylines that cover several levels of advancement, and a lot of short term storylines that run from start to finish in less than three sessions. If there is no story, it gets ... boring.</li> <li data-xf-list-type="ul">Don't give one theme to the entire dungeon. A fire dungeon gets real old if you're in it for too long.</li> <li data-xf-list-type="ul">Consider multiple dungeons over one dungeon. It gives a change of pace and a palette cleanser every once in a while while you travel to (or locate) the next one.</li> <li data-xf-list-type="ul">Make the dunegon(s) a character. Give it personality and make sure that it interacts with the PCs. If the campaign is about the dungeon, the dungeon can't just feel like a place - it has to have a goal and personality, even if it is not really alive. One massive dungeon I played in was set in the body of a dead god floating on the Astral Plane. The anatomy of the dead god influenced the beings living inside of it in different ways - and at the end, we realized this influence was not just an accent - it was a way for the God to brig himself back to life, slowly.</li> <li data-xf-list-type="ul">Give the PCs a way to retreat from the dungeon and clear their head. If you're going to run Dungeon of the Mad Mage, give the PCs some reasons to take a short break and deal with life in Waterdeep for a bit.</li> <li data-xf-list-type="ul">Give the PCs a reason <em>not</em> to hack and slash everything. Put two non-evil factions in the dungeon that are vying for control of something - factions where the PCs might agree with either (or both) sides in the conflict. Stop it from just being a murder hobo frenzy, and give it some depth.</li> </ul></blockquote><p></p>
[QUOTE="jgsugden, post: 8190198, member: 2629"] My recommendations: [LIST] [*]Milestone advancement. [*]Storylines! There should be an overarching storyline that runs the length of the dungeon, as well as medium length storylines that cover several levels of advancement, and a lot of short term storylines that run from start to finish in less than three sessions. If there is no story, it gets ... boring. [*]Don't give one theme to the entire dungeon. A fire dungeon gets real old if you're in it for too long. [*]Consider multiple dungeons over one dungeon. It gives a change of pace and a palette cleanser every once in a while while you travel to (or locate) the next one. [*]Make the dunegon(s) a character. Give it personality and make sure that it interacts with the PCs. If the campaign is about the dungeon, the dungeon can't just feel like a place - it has to have a goal and personality, even if it is not really alive. One massive dungeon I played in was set in the body of a dead god floating on the Astral Plane. The anatomy of the dead god influenced the beings living inside of it in different ways - and at the end, we realized this influence was not just an accent - it was a way for the God to brig himself back to life, slowly. [*]Give the PCs a way to retreat from the dungeon and clear their head. If you're going to run Dungeon of the Mad Mage, give the PCs some reasons to take a short break and deal with life in Waterdeep for a bit. [*]Give the PCs a reason [I]not[/I] to hack and slash everything. Put two non-evil factions in the dungeon that are vying for control of something - factions where the PCs might agree with either (or both) sides in the conflict. Stop it from just being a murder hobo frenzy, and give it some depth. [/LIST] [/QUOTE]
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