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The Lost Art of Dungeon-Crawling
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<blockquote data-quote="Haffrung" data-source="post: 8248742" data-attributes="member: 6776259"><p>While I agree that dungeons don’t have to be static locations, and usually aren‘t when they’re being run by an experienced and creative DM, I do have to agree that published dungeons rarely include dynamic events. Other than some notes that faction A is in a struggle with faction B over location X, and the occasional details of how an organized group responds to repeated forays by PCs, dungeon write-ups are largely inert.</p><p></p><p>I‘d like to see more dynamic situations fleshed out, like the timing of the movements and relocation of monsters, detailed tactics around ambushes and hunting parties, big events that dramatically change the environment or the balance of power, and time-sensitive crisis that the PCs have to respond to. For whatever reason, whether its conservatism or just page count, designers have been reluctant to include that sort of content in published dungeons.</p><p></p><p>For example, Rappan Athuk has been republished many times, and each time we get more levels and more locations. To the point where nobody is ever going to use even half the content of the latest iteration. But there is still very little explanation of the bad guys, their agenda, tactics, alliances, and movements. All it would take is maybe 7-8 pages to provide some dynamic content and guidance. But instead we get 50 or 60 more rooms to tack into the 1,374 already in the dungeon.</p></blockquote><p></p>
[QUOTE="Haffrung, post: 8248742, member: 6776259"] While I agree that dungeons don’t have to be static locations, and usually aren‘t when they’re being run by an experienced and creative DM, I do have to agree that published dungeons rarely include dynamic events. Other than some notes that faction A is in a struggle with faction B over location X, and the occasional details of how an organized group responds to repeated forays by PCs, dungeon write-ups are largely inert. I‘d like to see more dynamic situations fleshed out, like the timing of the movements and relocation of monsters, detailed tactics around ambushes and hunting parties, big events that dramatically change the environment or the balance of power, and time-sensitive crisis that the PCs have to respond to. For whatever reason, whether its conservatism or just page count, designers have been reluctant to include that sort of content in published dungeons. For example, Rappan Athuk has been republished many times, and each time we get more levels and more locations. To the point where nobody is ever going to use even half the content of the latest iteration. But there is still very little explanation of the bad guys, their agenda, tactics, alliances, and movements. All it would take is maybe 7-8 pages to provide some dynamic content and guidance. But instead we get 50 or 60 more rooms to tack into the 1,374 already in the dungeon. [/QUOTE]
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