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(+) What Should Go in a D&D Book About Dungeons?
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<blockquote data-quote="Bill Zebub" data-source="post: 8860163" data-attributes="member: 7031982"><p>The thread in the One D&D forum about "bringing back dungeon exploration to D&D" got me imagining...wishing for, really...a supplement specifically for DMs who want to emphasize good old fashioned dungeons. I wouldn't care if it's official WotC or 3rd Party. I'd probably buy it in a heartbeat without even reading the table of contents, but it's also fun to think about what might be in that table of contents?</p><p></p><p>Ideas? (And this is a '+' thread because if you want to pooh-pooh the idea of 'bringing back dungeons' the other thread is a fine place for such cynicism.)</p><p></p><p>My off-the-top-of-my-head ideas:</p><ul> <li data-xf-list-type="ul">A system for keeping track of time, with rules and suggestions for how to use that to add pressure</li> <li data-xf-list-type="ul">Other ideas for keeping the tension and pressure up (without counting torches)<ul> <li data-xf-list-type="ul">E.g. Rests: ways to make rests something players are less eager to take (ties into the time thing)</li> </ul></li> <li data-xf-list-type="ul">Rules for mapping, backtracking, and getting lost (i.e., if you want to map carefully, it consumes more time!)</li> <li data-xf-list-type="ul">Traps!<ul> <li data-xf-list-type="ul">I really don't like WotC's take on traps; I would want [USER=97077]@iserith[/USER]...or The Angry DM...to write this chapter</li> <li data-xf-list-type="ul">I imagine this chapter containing both guidance on how to design and DM traps that aren't just empty dice rolls, and also a whole trove of fleshed out traps based on that guidance</li> </ul></li> <li data-xf-list-type="ul">Puzzles! (Similar to traps)<ul> <li data-xf-list-type="ul">This wouldn't necessarily have to be the sorts of puzzles designed by evil geniuses (who apparently have phobias about good old fashioned keys); it could just refer to anything the party has to figure out. "There's a rope bridge spanning the chasm, but the ropes look rotted and most of the planks are missing..."</li> </ul></li> <li data-xf-list-type="ul">Secret Doors! (Similar to traps)</li> <li data-xf-list-type="ul">Random tables for fleshing out dungeons.<ul> <li data-xf-list-type="ul">Not (necessarily) to generate a whole dungeon, but for when you are just filling in details or looking for inspiration)</li> </ul></li> <li data-xf-list-type="ul">A whole chapter on light and darkness, full of juicy guidance on how to use both to terrify your players most effectively</li> <li data-xf-list-type="ul">New monsters?</li> <li data-xf-list-type="ul">New subclasses? (Honestly not my favorite)</li> <li data-xf-list-type="ul">Links to a playlist of thematic music</li> <li data-xf-list-type="ul">General guidance on how to design and run dungeons<ul> <li data-xf-list-type="ul">Issues of realism (why are the monsters here? what do they eat? etc.) and whether your players will actually care</li> </ul></li> </ul></blockquote><p></p>
[QUOTE="Bill Zebub, post: 8860163, member: 7031982"] The thread in the One D&D forum about "bringing back dungeon exploration to D&D" got me imagining...wishing for, really...a supplement specifically for DMs who want to emphasize good old fashioned dungeons. I wouldn't care if it's official WotC or 3rd Party. I'd probably buy it in a heartbeat without even reading the table of contents, but it's also fun to think about what might be in that table of contents? Ideas? (And this is a '+' thread because if you want to pooh-pooh the idea of 'bringing back dungeons' the other thread is a fine place for such cynicism.) My off-the-top-of-my-head ideas: [LIST] [*]A system for keeping track of time, with rules and suggestions for how to use that to add pressure [*]Other ideas for keeping the tension and pressure up (without counting torches) [LIST] [*]E.g. Rests: ways to make rests something players are less eager to take (ties into the time thing) [/LIST] [*]Rules for mapping, backtracking, and getting lost (i.e., if you want to map carefully, it consumes more time!) [*]Traps! [LIST] [*]I really don't like WotC's take on traps; I would want [USER=97077]@iserith[/USER]...or The Angry DM...to write this chapter [*]I imagine this chapter containing both guidance on how to design and DM traps that aren't just empty dice rolls, and also a whole trove of fleshed out traps based on that guidance [/LIST] [*]Puzzles! (Similar to traps) [LIST] [*]This wouldn't necessarily have to be the sorts of puzzles designed by evil geniuses (who apparently have phobias about good old fashioned keys); it could just refer to anything the party has to figure out. "There's a rope bridge spanning the chasm, but the ropes look rotted and most of the planks are missing..." [/LIST] [*]Secret Doors! (Similar to traps) [*]Random tables for fleshing out dungeons. [LIST] [*]Not (necessarily) to generate a whole dungeon, but for when you are just filling in details or looking for inspiration) [/LIST] [*]A whole chapter on light and darkness, full of juicy guidance on how to use both to terrify your players most effectively [*]New monsters? [*]New subclasses? (Honestly not my favorite) [*]Links to a playlist of thematic music [*]General guidance on how to design and run dungeons [LIST] [*]Issues of realism (why are the monsters here? what do they eat? etc.) and whether your players will actually care [/LIST] [/LIST] [/QUOTE]
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