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What Don't You Like About Dungeons?
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<blockquote data-quote="R_J_K75" data-source="post: 8981128" data-attributes="member: 6921294"><p>We played alot of FR 90s. AS much as I liked the concept of Undermountain and story of it, in practice it was just too big and unwieldy. There was so much of it that was left blank for the DM to make it their own that it was just too overwhelming and I had to make large portions of it inaccessible to the players because I wasn't detailing 20-30 rooms. I always thought that the Ruins of Myth Drannor was a perfect example of combing widerness/dungeon exploration and combat. The dungeons were rather small and easy to get through in a few sessions, and even exploring the above ground ruins of the city was dangerous and fun, while the surrounding wilderness of the Forest of Cormanthor perfectly brought everything together and made for a great adventuring locale without getting overbearing or boning.</p></blockquote><p></p>
[QUOTE="R_J_K75, post: 8981128, member: 6921294"] We played alot of FR 90s. AS much as I liked the concept of Undermountain and story of it, in practice it was just too big and unwieldy. There was so much of it that was left blank for the DM to make it their own that it was just too overwhelming and I had to make large portions of it inaccessible to the players because I wasn't detailing 20-30 rooms. I always thought that the Ruins of Myth Drannor was a perfect example of combing widerness/dungeon exploration and combat. The dungeons were rather small and easy to get through in a few sessions, and even exploring the above ground ruins of the city was dangerous and fun, while the surrounding wilderness of the Forest of Cormanthor perfectly brought everything together and made for a great adventuring locale without getting overbearing or boning. [/QUOTE]
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