Lanefan
Victoria Rules
And if on checking out the castle they find it's got a much bigger dungeon beneath it than first thought - the unexplained noises being caused by critters from said dungeon reaching the surface having burrowed into the castle from below - then what?That's a perfectly fine description of a dungeon as I described it. But if it turns out that it is a working fortress for the Dark Overlord, that description is potentially misleading. Of course, we're ignoring PCs doing research and recon prior to passing the old gate.
One would like to think that both in and out of character the players will find ways to adapt to what the environment throws at them, even if it doesn't match the "advertising".
Me too.A sealed tomb holding ancient secrets is different than a death cult incursion outpost. Of course the death cult could set up their outpost in a sealed tomb, and that could promise some interesting wrinkles, but I don't just plop PCs at the entrance with false information. I like player agency.
Agreed.They should get to determine how they approach a dungeon.
Not necessarily. Sometimes that info simply isn't available in advance, and the only way to find out what's in there is to go in there, look around, and learn as you go. And maybe that learned-on-the-fly info might cause the party to bail out and re-think or re-equip.And to do that they should have a reasonable idea of what the place is most of the time.
In the castle on the hill example, the players/PCs might conclude the problem is werewolves and gear up for that, only to find the actual problem is that something's animated all the corpses in the castle's crypt and they're up against a wide assortment of undead without a werewolf in sight. Time to go back to town and trade all that wolfsbane in on some holy water and a couple of spare Clerics.
