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What type of game do you hate?
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<blockquote data-quote="Psion" data-source="post: 300361" data-attributes="member: 172"><p>I do that (create "dungeon with reasons") a lot! I think of that as an essential DM skill and am almost aghast that you all find it so rare.</p><p></p><p>But I would agree I don't do it all the time. Sometimes, I just am not inspired enough and I can tell that the players aren't in the mood for a lot of deep storytelling and investigation, or a lot of players are missing and I don't feel right pushing along my story arc without them, so I just "make something up."</p><p></p><p>So sometimes a straight-up dungeon crawl with a singular plausible reason is sufficient. For example, a while back I only had 2 of my regular players, so I pulled an idea off of the "100 adventure ideas" table -- a paladin on a quest to free a dragon gets trapped. So I had one of the paladin's friends approach the party and explain that the paladin in question went on a vision quest to free a noble beast and had not returned. So I filled a keep with hobgoblins that had trapped the gold dragon and the paladin in the dungeon. After that, it was simply a matter of ploughing through the hobgoblins, but at least there was a REASON for it.</p><p></p><p>I use Undermountain in my world (don't ask me why... I just love it), and the primary reason people go there is for fame and forture. I also use Rappan Athuk, and I use it on off nights... the player's goal there is usually to "beat the dungeon", as well as fame & fortune.</p><p></p><p>Beyond that, there is almost always a reason for my dungeons, even if I make it up off the cuff, though such games usally don't have a storyline beyond that.</p></blockquote><p></p>
[QUOTE="Psion, post: 300361, member: 172"] I do that (create "dungeon with reasons") a lot! I think of that as an essential DM skill and am almost aghast that you all find it so rare. But I would agree I don't do it all the time. Sometimes, I just am not inspired enough and I can tell that the players aren't in the mood for a lot of deep storytelling and investigation, or a lot of players are missing and I don't feel right pushing along my story arc without them, so I just "make something up." So sometimes a straight-up dungeon crawl with a singular plausible reason is sufficient. For example, a while back I only had 2 of my regular players, so I pulled an idea off of the "100 adventure ideas" table -- a paladin on a quest to free a dragon gets trapped. So I had one of the paladin's friends approach the party and explain that the paladin in question went on a vision quest to free a noble beast and had not returned. So I filled a keep with hobgoblins that had trapped the gold dragon and the paladin in the dungeon. After that, it was simply a matter of ploughing through the hobgoblins, but at least there was a REASON for it. I use Undermountain in my world (don't ask me why... I just love it), and the primary reason people go there is for fame and forture. I also use Rappan Athuk, and I use it on off nights... the player's goal there is usually to "beat the dungeon", as well as fame & fortune. Beyond that, there is almost always a reason for my dungeons, even if I make it up off the cuff, though such games usally don't have a storyline beyond that. [/QUOTE]
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