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Want to shake things up: Doorways, Scouting, Caution
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<blockquote data-quote="Prakriti" data-source="post: 7599680" data-attributes="member: 6855149"><p>(1) Have reinforcements arrive halfway through the battle. And if you want the party to move in response, then make the reinforcements worse than whatever is inside the room. Or make the "reinforcements" a trap of some kind, like a rolling boulder or one of those spinning-blade things from <em>Labyrinth</em> -- something the party <em>has</em> to avoid. </p><p></p><p>(2) Put a prisoner in the room, within plain sight of the doorway. No more <em>fireballs</em>. And put a timed execution device (a swinging blade? Guillotine?) over the prisoner. If someone doesn't rush in within 3 rounds and disable it, then the prisoner dies.</p><p></p><p></p><p>Add lots of treasure to the dungeon. Brilliant gemstones hidden under overturned mugs. Caches of gold hidden behind hanging portraits. That's how you reward players for interacting. First, though, you have to let your players know that these things are there to find, which can be done a couple of different ways:</p><p></p><p>(1) Drop hints. In the tavern, the players learn that a magic dagger is hidden somewhere in the dungeon vestibule. It was used in the Mad Priest's sacrificial rituals and was said to transfer the life-force of its victims to its wielder.</p><p></p><p>(2) Show them what they missed after the fact. Have another adventuring party pass through the dungeon a week after the PCs left. Now the whole town is talking about the amazing horde of treasure the second party found. They needed a whole team of donkeys and wagons to cart it away. Now the fighter has bought the old mansion on the hill, the wizard has unlocked the secrets of the planes, and the rogue has made enough gold to build his own gambling den. "Damn," your players say, "that could have been us..."</p></blockquote><p></p>
[QUOTE="Prakriti, post: 7599680, member: 6855149"] (1) Have reinforcements arrive halfway through the battle. And if you want the party to move in response, then make the reinforcements worse than whatever is inside the room. Or make the "reinforcements" a trap of some kind, like a rolling boulder or one of those spinning-blade things from [I]Labyrinth[/I] -- something the party [I]has[/I] to avoid. (2) Put a prisoner in the room, within plain sight of the doorway. No more [I]fireballs[/I]. And put a timed execution device (a swinging blade? Guillotine?) over the prisoner. If someone doesn't rush in within 3 rounds and disable it, then the prisoner dies. Add lots of treasure to the dungeon. Brilliant gemstones hidden under overturned mugs. Caches of gold hidden behind hanging portraits. That's how you reward players for interacting. First, though, you have to let your players know that these things are there to find, which can be done a couple of different ways: (1) Drop hints. In the tavern, the players learn that a magic dagger is hidden somewhere in the dungeon vestibule. It was used in the Mad Priest's sacrificial rituals and was said to transfer the life-force of its victims to its wielder. (2) Show them what they missed after the fact. Have another adventuring party pass through the dungeon a week after the PCs left. Now the whole town is talking about the amazing horde of treasure the second party found. They needed a whole team of donkeys and wagons to cart it away. Now the fighter has bought the old mansion on the hill, the wizard has unlocked the secrets of the planes, and the rogue has made enough gold to build his own gambling den. "Damn," your players say, "that could have been us..." [/QUOTE]
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