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The Lost Art of Dungeon-Crawling
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<blockquote data-quote="Schmoe" data-source="post: 8246130" data-attributes="member: 913"><p>If dungeon delving is a lost art, someone forgot to tell me. I've been running players through dungeons pretty much non-stop for the last few years. I have one group that I'm running through the Return to the Temple of Elemental Evil. They are just about to tackle the Crater Ridge Mines (a massive dungeon), after spending the last 4-5 months exploring the moathouse outside of Hommlet. I have another group that has been exploring the Tomb of Abysthor after earlier forays into Quasqueton (In Search of the Unknown).</p><p></p><p>For advice on creating dungeons, one of the best books I've seen was the 2e <a href="https://www.amazon.com/Campaign-Sourcebook-Catacomb-Supplement-Advanced/dp/088038817X" target="_blank">Campaign Sourcebook and Catacomb Guide</a>. I also love the blog <a href="https://thealexandrian.net/" target="_blank">The Alexandrian</a>. Justin Alexander has some excellent articles on dungeon-based adventures.</p><p></p><p>I will say that making entertaining dungeons can be difficult, and it often comes down to the denizens themselves. For example, in Quasqueton, even though the dungeon is completely bare bones with absolutely no justification for any of the inhabitants, we had some of the most fun because of the role-playing. Just one simple example was the orc who surrendered and joined the party after they killed his partner, because he "didn't like that smelly orc anyway, he was always making fun of me and beating me up." That's definitely not in the module, and I just had to figure out what to do with 2 orcs in an otherwise empty room.</p><p></p><p>By contrast, the middle part of the Tomb of Abysthor has a ton of unintelligent or undead foes, and I'm starting to realize that the lack of RP engagement is becoming a drag. In fact, this thread has inspired me to mix it up a bit.</p><p></p><p>So, yeah, dungeons. I love 'em.</p></blockquote><p></p>
[QUOTE="Schmoe, post: 8246130, member: 913"] If dungeon delving is a lost art, someone forgot to tell me. I've been running players through dungeons pretty much non-stop for the last few years. I have one group that I'm running through the Return to the Temple of Elemental Evil. They are just about to tackle the Crater Ridge Mines (a massive dungeon), after spending the last 4-5 months exploring the moathouse outside of Hommlet. I have another group that has been exploring the Tomb of Abysthor after earlier forays into Quasqueton (In Search of the Unknown). For advice on creating dungeons, one of the best books I've seen was the 2e [URL='https://www.amazon.com/Campaign-Sourcebook-Catacomb-Supplement-Advanced/dp/088038817X']Campaign Sourcebook and Catacomb Guide[/URL]. I also love the blog [URL='https://thealexandrian.net/']The Alexandrian[/URL]. Justin Alexander has some excellent articles on dungeon-based adventures. I will say that making entertaining dungeons can be difficult, and it often comes down to the denizens themselves. For example, in Quasqueton, even though the dungeon is completely bare bones with absolutely no justification for any of the inhabitants, we had some of the most fun because of the role-playing. Just one simple example was the orc who surrendered and joined the party after they killed his partner, because he "didn't like that smelly orc anyway, he was always making fun of me and beating me up." That's definitely not in the module, and I just had to figure out what to do with 2 orcs in an otherwise empty room. By contrast, the middle part of the Tomb of Abysthor has a ton of unintelligent or undead foes, and I'm starting to realize that the lack of RP engagement is becoming a drag. In fact, this thread has inspired me to mix it up a bit. So, yeah, dungeons. I love 'em. [/QUOTE]
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